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How do we reduce player apathy/Leaving rates? - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Discovery General (https://discoverygc.com/forums/forumdisplay.php?fid=3) +--- Forum: Discovery RP 24/7 General Discussions (https://discoverygc.com/forums/forumdisplay.php?fid=23) +--- Thread: How do we reduce player apathy/Leaving rates? (/showthread.php?tid=114235) |
RE: How do we reduce player apathy/Leaving rates? - Lonely_Ghost - 04-23-2014 (04-22-2014, 06:37 PM)Zayne Carrick Wrote: How many devs .87 had? How many of them actualy plaing it? RE: How do we reduce player apathy/Leaving rates? - Xenosaga - 04-25-2014 Making Discovery stand alone would probably help introduce many new faces. But, it may be an impossible task. RE: How do we reduce player apathy/Leaving rates? - Jack_Henderson - 04-25-2014 A stable, lag-free server is the first thing that has been accomplished. From now on, it's the people. Log on, make events, draw your friends that left back in... The more people are on the server, the more action you can find there, the livelier everything is, the faster Disco will recover. Nothing much needed. Just spread the word that it's lagfree and cool... and play. As long as people have fun in the game, it will not die. ![]() Hm. I guess I had optimism cookies for breakfast. Anyway, it's really cool atm.
RE: How do we reduce player apathy/Leaving rates? - Acolyte - 04-25-2014 Well, I read the first six pages, but having ten more to go I figured I'd offer my thought: The biggest thing I've noticed that has killed the "Freelancer vibe" (as has been discussed by some here) and potentially some activity is the defaulting of local chat. Now believe me, I know the .83 days of everybody and their mother communicating via system chat was confusing, but at least it added a life and vibrancy to the systems. Communications felt private and special when the green text flashed across your screen and, quite frankly, it felt a bit like a lot of MMOs out there (Runescape, WoW, etc.). When you're in an environment with dozens of people all chatting at once, it's engaging and interesting. Now compare this with the days of local chat. Suddenly everything in the systems goes dead-silent. Nobody is communicating with one another; there aren't dealers offering goods, pirates taunting cops, traders looking for escorts. It's just silent. And this silence has become infectious to the point that new members of the community - at least, I presume they're new - simply don't talk. You approach them in-game, attempt RP, if they're new you could even offer them a job of some sort, but they don't respond. Whether it's because they don't know how or they simply don't want to is immaterial. The reason the community is floundering is because the only way we can establish ourselves as players of a mutual game, sharing a mutual experience, is here on the forums. And for a lot of reasons that I won't get into, that isn't healthy. It's destructive. RE: How do we reduce player apathy/Leaving rates? - Panzer - 04-25-2014 Jak, there's more to it than just advertising and goodwill, the mod and base game need to present something perceivably and measurably beneficial to a target audience. in disco's case, it's an audience composed of the precious few people curious or not rigged well-enough to play things like eve, X-series or the upcoming star citizen. They do however expect that aspects of those games will exist in the mod which builds upon what essentially is one of the measly space RPewpew prototypes. Now... original freelulzer was unprepared for MP by and large - only three engame planes to chose from and trade was basically a futile grind. Lots of mechanical features were uttelry lacking, the trade balance was deplorable. Disco came to existence for the very sake of addressing the incomplete nature of stock FL and as long as it kept on fixing faults - it remained easily the bossest mod. It started being meh aroud the time it started deducing probable futures and adding reslts there of instead of filling gaps in the pre-existing setting. Now I say, that if Disco wants to heal some and if not reverse then at least halt the trend - it needs to dumb down to an amalgam of vanilla's setting, considerable FLhooking and disco's equipment and trade balance. Trash the mod, take vanilla and start over, re-adding content that proved historically and demonstrably worth it. RE: How do we reduce player apathy/Leaving rates? - Scumbag - 04-25-2014 (04-25-2014, 03:37 PM)Panzer Wrote: Trash the mod, take vanilla and start over, re-adding content that proved historically and demonstrably worth it. Problem is there are too many who don't want this. And some who even donated to this version of the server. I think a new mod is the solution, but then there will be few people there too. So in the end i think we should let it die in peace and find something else to play. RE: How do we reduce player apathy/Leaving rates? - Lonely_Ghost - 04-25-2014 (04-25-2014, 03:37 PM)Panzer Wrote: Trash the mod, take vanilla and start over, re-adding content that proved historically and demonstrably worth it. Hardly gona work. IMO, Disco's main agenda now should be, how to keep and RETURN, those players, who love good old Freelancer and that stuff. Not gaining cheap popularity, like it was with 86, making coordinal changes. RE: How do we reduce player apathy/Leaving rates? - Lythrilux - 04-25-2014 They just need to trim away the stuff that is obviously unpopular with the community. RE: How do we reduce player apathy/Leaving rates? - SnakThree - 04-25-2014 Jump Trading must go away. It's counter productive to server activity and is only useful for group activity. Along with PoB commodities. This makes trading either skip lanes entirely, or skip the intended hotspots because commodities can be obtained in house. RE: How do we reduce player apathy/Leaving rates? - Alley - 04-25-2014 (04-25-2014, 12:49 PM)Xenosaga Wrote: Making Discovery stand alone would probably help introduce many new faces. But, it may be an impossible task. I agree with you, however the current problem is that Freelancer is stuck in an eternal judicial limbo. Digital Anvil doesn't exist anymore and Microsoft Games own the rights of Freelancer, BUT as the game is not available for purchase anywhere anymore, it is technically considered Abandonware, BUT it is not legally Abandonware untill Microsoft state that they're ok with it. A touchy topic with many but as you can see. |