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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? - Backo - 04-07-2014 (04-07-2014, 06:18 PM)Singularity Wrote:(04-07-2014, 05:08 PM)Tal Wrote: ...Being less harsh on newer players could help, How informed were you of all the rules when you first started playing? 'cause beyond the few main and mandatory pvp rules I sure wasn't. Just think of it this way - if you don't know what you did was wrong are you as guilty as if you knew and did it just to be a jerk? Not saying new guys can run off freely, but I strongly believe vets should be punished harder than newbies, simply because vets know the rules and simply didn't follow them, rather than being unaware of them. RE: How do we reduce player apathy/Leaving rates? - HuggieSunrise - 04-07-2014 You cant stop it. people grow up. get better pc's. find other things to do. Constructive types find other places to put their creativity and time cause all those slots are full up here. Id say thats more 70% of the issue. The rest is disco is ran by a small segregated groups who will always run it the way it has been run. That puts off a few folks. The last innovation was balanced cloaks and bases that lag the place to hell. Un balanceable features that other mods decided to drop. Cumalitive choices that sour the quaility of the gameplay will always ween off the players who have been here and remember when it RAN better then this. And then theres the even smaller misc reason. no endgame. No definable fulfilling endgame past a self delusional idea that your "rp" will interest anyone or anything unless your running a faction that is just that cool or well. frankly the examples are too few and underappreciated and in less then 4 months forgotten by anyone. The reasons to log in dwindle by the time youve earned about a billion credits. You realise... beyond that.. unless you have strong social ties here and a genetic predisposition for ruffling feathers by shooting folks (and get something out of that) The source of fun here is but a mulling shadow of the hopes and goals you had just weeks before. and for the smallest misc reasons. lifes too short. RE: How do we reduce player apathy/Leaving rates? - Highland Laddie - 04-07-2014 Secondary suggestions as addition to my previous post: Along lines of what Hone suggested - reduce # of systems to increase player interaction (and adjust economy accordingly). Within that thought I would make the following changes: 1. Shrink Gallia significantly, but not altogether. 2. Delete unnecessary or redundant Guard systems 3. Make some of the other systems "bigger" and put some content from the deleted systems in those systems instead. 4. Allow for more personal-player ship customization instead of making everything feel so "balanced" (i.e. same ship loadouts...just different names of weapons) I think when a player can create a ship that feels more their own and unique instead of another generic one in a list of other generic ones, they have more affection and affinity to play more and RP more. Engine/ship customization Idea: I'm not exactly sure where the Devs are going with the new purchasing engines as far as function besides what color you want to make it, but I suggest making purchasable engines have different cruising speeds at sacrifice to cargo space and energy regeneration after coming out of cruise. Example: you could have a high-speed 400m/s engine (or more, even?) that caps or transports could purchase that takes up some significant cargo space [500-1000 units or so]) Then, perhaps players can make ships more customizable for how fast they want to be able to fly. This might help make transit times slower for folks who do a lot of flying outside of Trade Lane space, and also might help Pirates make more interdictor ships that can catch up with transports or freighters and pirate them. Or, combined with PoB make Cargo Pods as extra equipment, you could create some interesting Smuggling vessels. RE: How do we reduce player apathy/Leaving rates? - Sath - 04-07-2014 Well, instead of mocking newish players attempts at RP in the forums could do a lot more. Instead of mocking them/joking about them in front of their face, we can take that to Skype or other private means and instead try to teach them , the working of things here. I have seen a lot of flaming on a recent post wherein a guy tried to create a new faction with alienish looking import ships from some other game. What we did, instead of telling him and instructing him about his mistake, was to flame his thread and insult him. I, for my part, tried to teach him, but he ended up leaving here. Some of us may not have had the guts to post things when we are new, and take attempts at such, but some players feel all the more excited and try bring in new concepts into the game without actually knowing the place and its working. The reason is simple, they have not been here for long to know this is not the way how it is done. But that also doesnt mean that they should not post such things. What should not be done is to mock him for his newish act and flame him. in the "for godsake" name of RP, and instead, teach him. If we dont have the time to tell him and correct him, better not do things such as this. How does it feel, when you enter a new multiplayer game and the whole pool of current players start insulting/joking you. This is how it feels for others when they come up with something just to be stomped over by the few in here. Though most of them in here wont meet in RL, it doesnt state that you have to insult him, just because you are hiding behind a screen with the internet as your cover. Do the same thing in RL and you will have consequences. The very reason that there wont be any consequences is the first motive for players to insult the newish ones. The ones that are mocking, actually dont play the game, and can never give the server as much activity as the newish players and their groups do. The OC cap activity in NY recently was an example. Instead of mocking them in the forums, we could have fought against them. More fun for both the parties involved. But we did mock them OORPly in the forums and the result is, they are nowhere to be found now. So, instead of trying to catch the next new person and start to hit him with the justification of RP, try to teach him a few times. Everyone will eventually change. My view regarding on the past few weeks of observation of newish players getting stomped over for their attempts. RE: How do we reduce player apathy/Leaving rates? - aakopa - 04-07-2014 #RemoveGallia RE: How do we reduce player apathy/Leaving rates? - SnakThree - 04-07-2014 (04-07-2014, 07:09 PM)aakopa Wrote: #RemoveGallia Few play there. It wouldn't change much. RE: How do we reduce player apathy/Leaving rates? - kikatsu - 04-07-2014 I will just put some of my own personal thoughts down here for now. I have not played a lot since the update either. Lag was one of the major issues for me at first, and it still is. Be it the connection from the server or from me, I would get minutes of 30% lag and sometimes ping upwards of 300 for no apparent reason. This made fights pretty much impossible, and the random disconnects and massive text lag left me worrying about general interactions. Yeah I could play but the quality goes down the toilet and I have to worry about disconnection sanctions. A secondary thing is that I guess as time goes by we get a self fulfilling prophecy kind of thing, people leave for a bit, reducing the server population, people don't want to log in when they know no one is around, reducing it more. That is kind of how I felt at times too. It can be hard to find people to talk to or shoot at times, I could spend an hour flying around and get one person to talk to or I can load up TF2 and play 4 or 5 matches of constant action in that time. People say yeah go play with friends, it can help, but eh, not always. Saying the game is more fun with friends does not hold much merit at all... anything is more fun with friends, watching paint dry is more fun with friends. Or maybe things just get boring after a while. The game is old and so is the mod, anyone who has been around for a while might just want to do other stuff for a while and come back intermittently. The game is fun, but when I play it I sometimes find myself thinking I could be being more productive or playing a game that I enjoy more. Another thing is that there seems to be a lot of malice floating around from people at times in this place, which is not something that fosters an appealing environment to work in. This can be animosity between members of groups, but it is something that always seems to bubble up and interfere with an awful lot at times. How can we make people stop feeling so apathetic about the game, or stick around longer? I do not know. There doesn't feel like there is as much incentive as before. The game and the RP requires a good bit of work, and being in senior year in college I really need something to de-stress and have fun with at the end of the day....that usually is not a game like this. RE: How do we reduce player apathy/Leaving rates? - Skybandit - 04-07-2014 (04-07-2014, 06:35 PM)Bloodl1ke Wrote:(04-07-2014, 06:18 PM)Singularity Wrote:(04-07-2014, 05:08 PM)Tal Wrote: ...Being less harsh on newer players could help, Exactly! Unless the extreme punishments change I likely won't recommend friends try this game at all. Shame the admins ruin the dev's hard work. RE: How do we reduce player apathy/Leaving rates? - Skybandit - 04-07-2014 (04-07-2014, 06:35 PM)Bloodl1ke Wrote:(04-07-2014, 06:18 PM)Singularity Wrote:(04-07-2014, 05:08 PM)Tal Wrote: ...Being less harsh on newer players could help, Exactly. -accidental double posted, but will not let me delete- Cannot delete: "You do not have permission to access this page. This could be because of one of the following reasons: Your account has either been suspended or you have been banned from accessing this resource. You do not have permission to access this page. Are you trying to access administrative pages or a resource that you shouldn't be? Check in the forum rules that you are allowed to perform this action. Your account may still be awaiting activation or moderation. (Resend Activation Code) You have accessed this page directly rather than using appropriate forms or link. " RE: How do we reduce player apathy/Leaving rates? - [GBS]Cherry2Blost[COL] - 04-07-2014 (04-07-2014, 05:08 PM)Tal Wrote: I don't think we can control the coming and going of players. Being less harsh on newer players could help, but as you can see the aforementioned groups are still here for the most part. ZA, DW, Judges, and GBS, to name a few. Well thanks for the mention.... To be honest we have more than once talked on TS about moving on because of the terrible attitude toward new groups, we in fact lost around 50% of our starters because of the BullCrap that came our way in the beginning. We have (luckily) a hard core of dedicated FL players and we actually love the mod, yeah ok lag could be better, yeah community could help more, but from our interactions with the Admins we have nothing but gratitude for them. |