Discovery Gaming Community
How do we reduce player apathy/Leaving rates? - Printable Version

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+--- Thread: How do we reduce player apathy/Leaving rates? (/showthread.php?tid=114235)

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RE: How do we reduce player apathy/Leaving rates? - Ayatolah - 04-25-2014

A difficult matter, but not unavoidable, remember that FL gives a code for Micrisoft community that also makes it for the first account in disco, but ain't a keyword at all. Use a code generator, the same used for creating more accouts, the FLAM, an here you go... the only problem is the basic FL.... but i guess.between the community is kinda easy to get somehow a copy, especially knowing that there's no other way


RE: How do we reduce player apathy/Leaving rates? - lIceColon - 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.

Just because the official discovery has to be a mod, doesn't mean some enlightened anonymous individuals can't release a "SA" version Wink


RE: How do we reduce player apathy/Leaving rates? - Rommie - 04-25-2014

This mod has always been on the right side of hardcore gaming. The openness of its roleplaying concept is unlike anything I've seen in any other game I've played to this day. I really haven't found any other game/mod like it, so I'll go out on a limb and say that it's one of a kind.
I've joined this community when it was at its highest point, when you'd spend as much as 5 minutes trying to get in on the server due to it being full. Most of the people who played it were playing it because it offered so much more than anything else out on the market for the low-end computer requirements it had. The gap it filled in the market at the time was exactly what players needed. It was a paradise for space nerds with shitty computers, myself included. The PC I had in 2009 couldn't even run Fallout 3, but hell, Disco was so much more fun to me.
But a hardcore mod community cannot survive more than a few years. It needs a constant drive to keep people playing. The moment it stops, it starts to die. People will only entertain themselves for so much before they get tired and leave, which is why .86's release didn't really do much to the activity. People tried out everything new in a few weeks, and things went stagnant again. Too late, people moved on. Its core player base moved on to other things, or grew up. Like Bloodlike, Discovery's name brings in mind dear memories to me, of times when I felt, well... awesome, while shaping the virtual world around me into what became, for a while, home. Eh... I've always had a soft side for these things.

tl;dr: All great things come to an end.



RE: How do we reduce player apathy/Leaving rates? - Ayatolah - 04-25-2014

I don see it so dark, it takes time... i bet that now that things run smooth loke the good times a lot of people probably will return.... think about, a lot of stuff we barely were able to enjoy due to server lag problem (really BIG problem)... now at hand for use, yes, there's many thing that could be stripped away. But now the community has again the possibility to grow, think about places like corsari territory, nowadays the only oficial faction remaini is theorically TBH and i didn't saw them since i returned from inactivity. Now several things can remade and refurbished.... just give it a bit of time and surely we'll get a lot of people back


RE: How do we reduce player apathy/Leaving rates? - Echelon - 04-26-2014

Wow... im lost for words what to say to this.


RE: How do we reduce player apathy/Leaving rates? - Lonely_Ghost - 04-26-2014

I just got one idea, regardles storyline, which can affect to player's presence. Need only to summarize it.


RE: How do we reduce player apathy/Leaving rates? - Faxe - 04-27-2014

People leave because they have lost the ability to have fun here.

There are several reasons for this, but the one I see as the most important is:

Too many people are trying to get other people to behave in a way that they want, more or less dictating RP to other people. That's neither fun for the dictator (because it created animosity and is 99.99% unsuccessful anyway) nor for the person who is getting dictated (because nobody likes to be bossed around by some closed-minded know-all unfriendly jerk).

If you want to improve other people's RP, don't do it by lecturing them when they do something that you think is wrong, but provide them with the required information through other means than players shouting at players.


RE: How do we reduce player apathy/Leaving rates? - Ryummel - 04-27-2014

Stop looking for hitlerian attitudes there where there is none.


RE: How do we reduce player apathy/Leaving rates? - Narcotic - 04-27-2014

Continual coming and going is the most normal thing.

I'll never understand why people try to discuss its reasons and consequences as it won't change a thing.
Can't force anyone to play, but maybe make playing more fun for everyone. Nothing to discuss there though.

I'll just leave this Golden Rule here; Treat others the way you want to be treated.


RE: How do we reduce player apathy/Leaving rates? - SnakThree - 04-27-2014

(04-27-2014, 09:42 PM)Narcotic Wrote: Can't force anyone to play, but maybe make playing more fun for everyone. Nothing to discuss there though.

Yeah. Too bad buffer systems and a dozen more useless ones keeps players too far apart to have fun via interaction.