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Post by Belouch on Feb 2, 2019 12:25:18 GMT 1
One of the reasons noobs don't stick around I think is that capitals are a bit deserted now that every active player is about 200+ and training main further from cap. My thinkin is if we lower softcap to 300, half the players will push to hardcap and the other half will go train secundaries closer to capital. I'm hoping this can help newbs feel that the game is more alive and also give them a bit more support in their early days. I'll leave the poll for 48 hours.
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dwar
Junior Member
Posts: 17
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Post by dwar on Feb 2, 2019 14:23:35 GMT 1
I reckon there are other options to keep newbies hooked up. Once there is a mayor and he gets messages when a new Character is born, it's his duty to contact the young ones and to offer them help. This is within the community then. There might be other ways to make capitals more attractive like markets etc. There might be gamewise methods to keep them playing like a tutorial with overlays in the main page etc. that guide you through the most important steps without reading anything. Also a mail a week after Character creation if they didn't play would be a possible reminder. Since some Players almost hit 300 after one month of playing in which we were several days on a boat, I'd say at the end of the year there will be Players who softcapped every weapon skill. So my vote is: no.
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Post by Belouch on Feb 2, 2019 14:47:34 GMT 1
I reckon there are other options to keep newbies hooked up. Once there is a mayor and he gets messages when a new Character is born, it's his duty to contact the young ones and to offer them help. This is within the community then. There might be other ways to make capitals more attractive like markets etc. There might be gamewise methods to keep them playing like a tutorial with overlays in the main page etc. that guide you through the most important steps without reading anything. Also a mail a week after Character creation if they didn't play would be a possible reminder. Since some Players almost hit 300 after one month of playing in which we were several days on a boat, I'd say at the end of the year there will be Players who softcapped every weapon skill. So my vote is: no. Everything you said is planned. Except it will happen in several weeks/months. At the moment the game is getting about 6-7 new players everyday, and none of them stick around, most probably because they end up in what seems to be a dead capital. As for messaging newbies, I know this is already happening, but they rarely answer (I guess they have already given up by the time they get the message)
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grahf
New Member
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Post by grahf on Feb 2, 2019 16:34:56 GMT 1
I don't think 300 cap would help with this. No one I know trains secondaries near cap anyway. I think the big issue is not being able to communicate with the new players. We would have to be within a few tiles of them when they are online to communicate with them. Currently cap doesn't offer any reason to visit it other than to accept or turn in quests which is why people don't go there much.
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Post by kyri on Feb 2, 2019 17:01:54 GMT 1
I know I`m well behind then if all actives are 200+ already!, I dont think that any change to the softcap will help, plenty of lower level quests would help, hook them up with lots of quests, I am curently doing the third fauna quest(170 main weapon) I only just qualify!, but I`ve been around cap building for a couple of weeks I always try to say Hi to people, I can`t make them answer me though.
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Dutch
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Post by Dutch on Feb 2, 2019 17:04:20 GMT 1
I don't think 300 cap would help with this. No one I know trains secondaries near cap anyway. I think the big issue is not being able to communicate with the new players. We would have to be within a few tiles of them when they are online to communicate with them. Currently cap doesn't offer any reason to visit it other than to accept or turn in quests which is why people don't go there much. Communication is a big one. The capitals largely seem deserted of people who'll chat, the markets almost never have much available, groups often have little to nothing in their descriptions to give clue what they're about, guides are scattered and difficult to find, the interface isn't very intuitive to the beginner to find information they need, there are two different forums for when you're logged in or not (which is confusing), even the message board system is wonky as you can't see messages sent, and messages that come in are very often weirdly formatted. Some of this could be improved on the back-end I think, but some of it requires more effort from the community too. For instance, group descriptions or market trading. Of course, I'm sure there's good reason more experienced players don't come to the capitals often to trade. And maybe there's something the devs could do to encourage more visits there. This is just my opinion as a newbie myself. I don't mind it being a bit deserted and know there's action elsewhere. I also managed to find the information I was looking for, for the most part, on my own-- but it took some work and I still find things I missed even after almost 2 weeks. I can see why some might lose interest after a few days, when they first start and see little going on in the capital or can't seem to find what they need. It certainly gives a bad first impression that there's not much going on in this game.
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tiana
Junior Member
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Post by tiana on Feb 2, 2019 17:23:38 GMT 1
How about a 'Faction Chat'. it would allow chat with players within faction rather than those just in your location, and the 'chat window' would flash to new players showing those online and able to converse for help, as not everyone will want to jump on discord on a game they are just giving a trial. An option to turn this off though would be nice to so its not abused to see who is online in the enemy faction.
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Post by coldheart on Feb 2, 2019 17:27:32 GMT 1
I remember when I first started playing TPS, as soon as I was able to I ventured out and about, I had no wish to hang around capitol. I wanted adventure. My friends and I communicated thru mirc, and those chat rooms provided the source of my sense of belonging to and participating in the game as much as what I was actually doing in the game world. It's Discord now, instead of mirc, and the effect still holds true. It's not global communication, however, its communication with my group, my buddies. What we have to do is pull those players into our groups and get them involved.
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Dutch
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Post by Dutch on Feb 2, 2019 17:43:46 GMT 1
I remember when I first started playing TPS, as soon as I was able to I ventured out and about, I had no wish to hang around capitol. I wanted adventure. My friends and I communicated thru mirc, and those chat rooms provided the source of my sense of belonging to and participating in the game as much as what I was actually doing in the game world. It's Discord now, instead of mirc, and the effect still holds true. It's not global communication, however, its communication with my group, my buddies. What we have to do is pull those players into our groups and get them involved. While that's understandable, not everyone plays the same way as you or me. It's far better to have more intuitive internal controls in a game that make it easy for new people to interact, than foist it all onto your community to manage or tell them to "just hop on Discord". Never assume the mountain will come to Mohammed. So while I agree that the community should be more open, I'll tell you this, I wouldn't install or join Discord just to play this, nor would I be too impressed with a game forcing me to have to do so just to interact with the community.
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Bjorn
Junior Member
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Post by Bjorn on Feb 2, 2019 17:52:31 GMT 1
I tend to agree with Grahf. 300 or 350, there is no reason to sit by cap for most players.
Essentially it's the game community around the game that will keep them interested. Joining discord chats, forums, groups etc.
For a player unfamiliar with this sort of platform though, it's going to be the initial quests that really affect their decision. They have to be corralled into going through quests to learn game system, without being able to stray too far, and without getting bored. There needs to be a solid walkthrough tutorial, with a reward.
The current quests are helpful, but I don't feel it's enough of a true guide for someone who enters with zero knowledge.
Has anyone played the game Pardus? It is a 2d php based game also. By far one of the best newbie walkthroughs I have come across. It might be worth looking at for inspiration. Essentially it gives cadets in a new space world academy a couple of missions and tasks/fights to perform in their own mini newbie world, giving them an introduction to factions, fight system, gear, trade system, etc. Then they graduate with some sort of reward, and choose their path from there. It's a bit long, but perhaps a condensed version of something like that. Kinda like the boat landing, but boat may be a bit too restrictive of an introductory world. Perhaps in combination with.
With gamers nowadays, it's gotta capture their interest in the 1st few moments, or they are on to the next one on the list.
This is not a fast paced game. Lowering the cap may only achieve making it more of a grind for the active player community, which may begin to lose interest. I've already heard players express a similar view unfortunately. I feel there are better remedies to capture the interest and perk up the activity of new players.
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Danzig
Junior Member
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Post by Danzig on Feb 2, 2019 18:02:19 GMT 1
I personally believe that skill cap should be 300 initially, yes. Tbh soft cap needs to start relatively low, and hard cap needs to be low as well. Maybe 340 or so.
Focus needs to be on content, not a never ending grind to reach skill caps. As say...75% of the Active player base reaches hard cap, there should be an increase of no more than 50 points for both soft cap and hard cap each time (consider this an 'Expansion'...and it should not happen often) Game will not stagnate as long as players and admins participate in both ideas and feedback for new events, boss battles, tournaments, pvp and pve content.
This game should be focused on tournaments, events, pvp, boss battles...not a never-ending grind for constantly increasing hard caps. That is the exact pit TPS fell into, it would be a mistake to allow this game to do the same. (Unkillable god players and new players who join only to find out that it will take them no less than two-three years of grinding to become even slightly competitive.)
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Post by joethalou on Feb 2, 2019 18:25:22 GMT 1
I like Tiana's idea (COBD chat essentially). Also, after the initial rush to gain main skill, people will be all over the place training and gathering materials anyway.
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Dutch
Full Member
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Post by Dutch on Feb 2, 2019 18:43:05 GMT 1
I personally believe that skill cap should be 300 initially, yes. Tbh soft cap needs to start relatively low, and hard cap needs to be low as well. Maybe 340 or so. Focus needs to be on content, not a never ending grind to reach skill caps. As say...75% of the Active player base reaches hard cap, there should be an increase of no more than 50 points for both soft cap and hard cap each time (consider this an 'Expansion'...and it should not happen often) Game will not stagnate as long as players and admins participate in both ideas and feedback for new events, boss battles, tournaments, pvp and pve content.
This game should be focused on tournaments, events, pvp, boss battles...not a never-ending grind for constantly increasing hard caps. That is the exact pit TPS fell into, it would be a mistake to allow this game to do the same. (Unkillable god players and new players who join only to find out that it will take them no less than two-three years of grinding to become even slightly competitive.)As a newbie to THIS game, I know nothing about whether the current skill cap should be decreased or not (thus why I vote middle of the road there). However, I strongly agree with your sentiments as a rule. Nothing is more disheartening or frustrating for a new player in an MMO than to be thrust into a neverending rut, where the only way they're going to be relevant to events involving player conflict or cooperation is to grind for months and years on end. No one wants to be stuck on the bench waiting for things to "get good'. That said, as for ensuring new players return currently, I think more work needs to be done organizing the interface, improving the messaging system, improving chat options, getting guides and quests available, encouraging more activity near starter zones (capitals), making sure information is easily accessible, etc. That'll be enough to usually keep people going past their first days until they can get more involved with the community. To that end, I strongly concur with Bjorn. I have played Pardus and the things they provide very well are: 1) a strong tutorial that gets you immediately involved in the game and aware of the basics. 2) an excellent and easily-accessible encyclopedia of guides and reference information right on their front page. 3) strong communication tools, including an in-built general chat for all who are playing (like Tiana was saying), a solid private message system that isn't hard on the eyes or buggy, and a single forum that can be accessed while logged in. 4) a simple, colorful, intuitive interface that ties it all together and is easy to navigate. This game is great but could really take a page from that.
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RiQ
New Member
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Post by RiQ on Feb 2, 2019 20:14:17 GMT 1
Being brand new to this genre, despite having 10 years of experience with text-based MMOs, the biggest "hurdle" for me when i started, was the lack of guidance. I know most of the old-school players with tons of experience in here do not want the community to be helped too much in the game, but if you want a new generation of gamers to play a game like this, you got to make it easy to understand and get in to.
Some prefers to play a bit like a loner, especially in the start where they check out the game. But the very first quests tells them to kill "this" and "that" - But the players have absolutely NO idea of where to look etc.
So if they do not reach out themselves, they can easily get demotivated from the very first minute they arrive in the game, despite having an interest in the game concept and genre.
To me the skill cap makes no difference.
The 2 main things that would help solve this issue, in my opinion, is:
1: Much more guidance and help during the starter quests and the first days after sign-up.
2: Much better communication tools ingame, as some also have mentioned in here.
... If we except, or only value those who are perceptive and skilled enough to get started by themselves, i don't think this issue will ever get fixed.
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Post by kyri on Feb 2, 2019 22:14:15 GMT 1
Welcome RiQ, when I started TPS about 10 years ago there was a wonderful encyclopedia that helped me immensly, and I think that would be useful now, but being that was made with hours of time by said player then the best would be the local map with monster locations, Rwandi should have one by now and his counterpart too, it would have to be very local though (I would work on one myself but sadly lack the skills on the comp and the software for such an endevor) something a little more detailed than the maps at each of the caps on Stax,or a little area could be revealed for each quest to give some pointers, or could be in Mayoral residence would be a nice gesture for new arivals to get copy of the local er safer areas to start in
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