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Post by Rewyn on Feb 15, 2014 18:42:08 GMT
There has been a player base decrease and i want to talk about why that can be. And mainly i believe it is for Tasks, and the lack of customization.
Tasks ----- Some of the tasks, are so damn horrible i want to tear my hair out. Some are fine, like killing 100 of something. But all above that is a slap in the face. When you get the task to kill 200 Hydras, you wont enjoy that task i tell you that. Then you reach 200 Ghastlys, and you just want to kill yourself. After that is done, you get the task of killing 600 Magma Beast, now cmon?
When i see missions like that i feel that the developer is being lazy as hell. If you feel like the reward is good, maybe kill 50 of something, go to an area, get a certain item, kill a mini boss even. Anything but killing 200-600 of the same creature. You want people to enjoy your map, not having it feel like you play old grinding tibia again, where everyone bots for these reasons. In my opinion variation is key, players shouldnt feel like they are doing the same thing all over.
Customization ------------- There has been alot of talk about customized monsters and items. I believe they are introduced too late. Maybe add some more customized mobs & items early, so people can see it before lvl 100. I have only seen 1 custom mob so far, not good enough in my opinion. I know there will be alot of custom later in the game, but it is irrelevant if players stop playing at level 50.
Attracting new players ----------------------- Another thing i want to add is some ideas about bringing in some new faces. Like adding a recruit a friend feature. Maybe the invited player can get extra XP to lets say lvl 20. And if he gets a certain level (50, 80) etc, the one who invited gets rewarded.
Starting level races, any character created after a certain time on a certain day is automatically in the race. First to lets say 80 wins something, maybe an outfit, mount, or whatever.
I would also love to see some events from the GMS, and not "Orcs are invading tindra" Having some sort of festival, with arenas, duels, puzzles. Bringing in some rpg into it. I would love to see that kind of stuff.
There is so much you can do besides having a task to kill 100 of all creatures.
Hope you take it into consideration, thats all for me. Thanks for reading
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Post by Kekkeman_guest on Feb 15, 2014 18:51:32 GMT
Yes.. something needs to be done.
I love this server and I could honestly keep playing without changes.
But playing a server with no new players and many players quitting is very annoying, I try to help people and get people to stay/join every day. I refresh the OTLand thread every day but I still see player amount dropping.
You really need to do something to keep a steady flow of players and I feel that Rewyn did bring up a lot of good points.
If you need help with something, get up a closed beta server where we can test new stuff and give feedback on, I know Me and Rewyn and some other people would gladly help you improve the server before it is too late.
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Post by murked on Feb 15, 2014 22:54:20 GMT
I agree, i can't even complete hydras because it becomes to boring, i killed like 20 and say fuck this and leave, like rewyn said, there is so much more you can add to this ot to make it more fun and bring in more people, many people quit after being pked because they lose their items and simply cannot be fucked trying to get them back, so they just log off and never log back in again.
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Post by GM Kelin on Feb 16, 2014 13:24:56 GMT
Ok... it is true that the Sarlin Society taskline is probably making a lot of players quit. But the amounts of creatures have to be high, advancing ranks in the Society has to be a long-term goal. Variety exists (in the form of all the other non-society related quests), but we feel that somehow we have created the feeling for players that doing the tasks of the Society is mandatory and the only way to progress in the server, which is false. Maybe the solution resides in removing this feeling, or to for example now allow players to take certain tasks before meeting certain other requirements (level requirement, having completed for example a certain dungeon etc.) About the custom monsters/equipment before high-level areas, totally agree. We are working on more custom content for lower levels right now. We will approach this with care and would love to have all your opinions. Thanks to Rewyn especially for starting the thread, it was needed
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Post by kekkeman on Feb 16, 2014 13:46:15 GMT
I hear a lot of players < level 50 that also quit because of power abuse and or dying and losing all their stuff.
I think I was around level 50 when I started having a solid bank that could back up my deaths.
Have you thought about increasing protection to 50 and making them get free AOL (or something that lets them keep their BP if they do when they are under level 50)?
Another idea for long hunting tasks is to simply have a hidden item far inside a cave that you need to find, you would probably need to kill around as many if it's deep enough, but it would still feel more fun than watching your kill count go up.
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Post by GM Kelin on Feb 16, 2014 14:00:47 GMT
I hear a lot of players < level 50 that also quit because of power abuse and or dying and losing all their stuff. I think I was around level 50 when I started having a solid bank that could back up my deaths. Have you thought about increasing protection to 50 and making them get free AOL (or something that lets them keep their BP if they do when they are under level 50)? Another idea for long hunting tasks is to simply have a hidden item far inside a cave that you need to find, you would probably need to kill around as many if it's deep enough, but it would still feel more fun than watching your kill count go up. Increasing protection level sounds actually reasonably well... About the hidden item, we both know how it will end up being. It is human nature to seek for spoilers, and at some point it will be of common knowledge where those hidden items can be found, which means that people will be able to "skip" trough the taskline easily.
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Post by kekkeman on Feb 16, 2014 14:02:37 GMT
I hear a lot of players < level 50 that also quit because of power abuse and or dying and losing all their stuff. I think I was around level 50 when I started having a solid bank that could back up my deaths. Have you thought about increasing protection to 50 and making them get free AOL (or something that lets them keep their BP if they do when they are under level 50)? Another idea for long hunting tasks is to simply have a hidden item far inside a cave that you need to find, you would probably need to kill around as many if it's deep enough, but it would still feel more fun than watching your kill count go up. Increasing protection level sounds actually reasonably well... About the hidden item, we both know how it will end up being. It is human nature to seek for spoilers, and at some point it will be of common knowledge where those hidden items can be found, which means that people will be able to "skip" trough the taskline easily. Not if you hide them deep enough, for example I just did behemoth task, and at the same time I did the golden legs quest in there, that was hard enough to be the task item you should find
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Post by Extrodian on Feb 16, 2014 14:23:20 GMT
True, behemoth task is a good example of how a quest should be, something that cant be easily run.
Oh and by the way, higher protection level to 50 and make it so that people dont lose theyr items when dieing under level 50.
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Post by murked on Feb 16, 2014 14:26:29 GMT
About the protection level, Make it so they don't drop items unless they try and pk somebody, make this until like level 50 then the protection for them is removed, this gives them a chance to get started, Shadowcores uses this system i believe.
There needs to be more custom equipment, start giving some eq bonus stats or something, maybe item upgrade gems that monsters have a chance of dropping, you can use this gem on your item to improve it's stats a little, can only use the gem like 2-3x max on your item and it has a chance of failing and reducing it's stats.
Add more to the map, ice islands, there's stuff you could add to the desert like more hunting spots or some quests that require solving a puzzle or riddle or something, more quests that are challenging would be good, books should also be added to give us clues on how to solve these quests, all the books i have found have been empty and had no info in them even though i got them from a quest, anyway these are just some ideas.
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hero
Gozzler
Posts: 16
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Post by hero on Feb 16, 2014 15:01:12 GMT
Agreed, we need more custom items/monsters/spells and task should be reworked. Till know I've just seen one custom item (claymore) and I believe that some maps are copied from other servers (seen them before) what makes no fun at all if you've already explored that.
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Post by Extrodian on Feb 16, 2014 15:06:50 GMT
About the protection level, Make it so they don't drop items unless they try and pk somebody, make this until like level 50 then the protection for them is removed, this gives them a chance to get started, Shadowcores uses this system i believe. There needs to be more custom equipment, start giving some eq bonus stats or something, maybe item upgrade gems that monsters have a chance of dropping, you can use this gem on your item to improve it's stats a little, can only use the gem like 2-3x max on your item and it has a chance of failing and reducing it's stats. Add more to the map, ice islands, there's stuff you could add to the desert like more hunting spots or some quests that require solving a puzzle or riddle or something, more quests that are challenging would be good, books should also be added to give us clues on how to solve these quests, all the books i have found have been empty and had no info in them even though i got them from a quest, anyway these are just some ideas. These ideas are brilliant, gonna make a thread on suggetion bord with these
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Post by Rewyn on Feb 16, 2014 17:40:03 GMT
Ok... it is true that the Sarlin Society taskline is probably making a lot of players quit. But the amounts of creatures have to be high, advancing ranks in the Society has to be a long-term goal. Variety exists (in the form of all the other non-society related quests), but we feel that somehow we have created the feeling for players that doing the tasks of the Society is mandatory and the only way to progress in the server, which is false. Maybe the solution resides in removing this feeling, or to for example now allow players to take certain tasks before meeting certain other requirements (level requirement, having completed for example a certain dungeon etc.) About the custom monsters/equipment before high-level areas, totally agree. We are working on more custom content for lower levels right now. We will approach this with care and would love to have all your opinions. Thanks to Rewyn especially for starting the thread, it was needed I agree that the Sarlin Society should be a long term goal. I just think you can make it more interesting and still making it take as long. When you do these kinds of task all you ever think about is how many they are left to kill, and thats the only focus. If you could decrease the amount, and add some variation, it wouldnt feel that you just count numbers. I just feel that it was made with no heart, another good example is when you progress in rank. "Just go and kill 200" of something. Why not having it a boss instead? Right now Sarlin Society quest line is something that you have to force through I believe we can make it a fun experience, and something you want to do. It's nice to see that you are working on adding more customs, i feel it is one of the most important aspects of the server. About the killing of lower players i will have to agree that giving them a hidden AoL until a certain level is a very good idea. Still making them lose as much exp, but not the items. But it has to be if not skulled. Else it can be abused ofc ^^ Glad so many people reacting to the thread. Hope to see some more thoughts and ideas Cheers
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Post by GM Kelin on Feb 16, 2014 19:07:16 GMT
Ok... it is true that the Sarlin Society taskline is probably making a lot of players quit. But the amounts of creatures have to be high, advancing ranks in the Society has to be a long-term goal. Variety exists (in the form of all the other non-society related quests), but we feel that somehow we have created the feeling for players that doing the tasks of the Society is mandatory and the only way to progress in the server, which is false. Maybe the solution resides in removing this feeling, or to for example now allow players to take certain tasks before meeting certain other requirements (level requirement, having completed for example a certain dungeon etc.) About the custom monsters/equipment before high-level areas, totally agree. We are working on more custom content for lower levels right now. We will approach this with care and would love to have all your opinions. Thanks to Rewyn especially for starting the thread, it was needed I agree that the Sarlin Society should be a long term goal. I just think you can make it more interesting and still making it take as long. When you do these kinds of task all you ever think about is how many they are left to kill, and thats the only focus. If you could decrease the amount, and add some variation, it wouldnt feel that you just count numbers. I just feel that it was made with no heart, another good example is when you progress in rank. "Just go and kill 200" of something. Why not having it a boss instead? Right now Sarlin Society quest line is something that you have to force through I believe we can make it a fun experience, and something you want to do. It's nice to see that you are working on adding more customs, i feel it is one of the most important aspects of the server. About the killing of lower players i will have to agree that giving them a hidden AoL until a certain level is a very good idea. Still making them lose as much exp, but not the items. But it has to be if not skulled. Else it can be abused ofc ^^ Glad so many people reacting to the thread. Hope to see some more thoughts and ideas Cheers In the first beta of the server the Sarlin taskline was actually something as you say. There were some tasks of "killing X creatures" and some tasks of doing a quest, taking an item or killing a boss. We noticed that it only leaded players to just level up until high levels, and then rush though the itemtasks/bosses in a matter of minutes. The reason we we changed it to "grind-only" tasks was to force them to spend some time on it, no matter their level. Of course we have seen that this solution has it's drawbacks, but we first need to find better solution.
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Post by Rewyn on Feb 16, 2014 19:49:39 GMT
Theres a few ways to make it more rewarding, or even limiting areas until completing certain tasks. So people dont do it at high level. I belive we can even reduce the amount of low level tasks, and keep the higher ones. So players dont get bored of it early, and they play and se the potential of the server
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Post by ghosty on Feb 17, 2014 17:51:50 GMT
I have always liked the idea of good experience rewards from tasks but no server ever seems to have it. I'm not sure about what you think, but I think that if the reward for a task would be significantly more exp,then they would be "easier" to go threw because you know you get a nice reward. What I mean with nice exp rewards are not 5-10 % but ~50 % which actually makes a big difference.
This would also make the tasks more useful for the level of players it is meant for. It also means that there is no profit by rushing the tasks at high level since the early task does not give much experince at all compared to the normal way of hunting at that time. For example, the rotworm task experience reward would for a high level character be completely worthless, but for a beginner this probably will give ~50 % in level advancement which is very good.
I'm not sure what you all thinks about this but it's my opinion and I think it would fix alot of things about the "task grinding". In this way ,the tasks actually means something. From being a beginner to an advanced player, doing the tasks actually would be profitable, providing that you make the tasks at the estimated level.
What do you think?
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