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  Discovery Gaming Community Discovery General Discovery RP 24/7 General Discussions
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How do we reduce player apathy/Leaving rates?

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Pages (18): « Previous 1 … 10 11 12 13 14 … 18 Next »
How do we reduce player apathy/Leaving rates?
Offline Rodent
04-15-2014, 10:23 AM,
#111
Member
Posts: 2,174
Threads: 183
Joined: May 2009

How do you reverse entropy? That's basically the question op has....decay happens to all things.
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Offline Zen_Mechanics
04-15-2014, 11:13 AM,
#112
Member
Posts: 2,262
Threads: 196
Joined: Oct 2012

The best way is to put ourselves in others shoes, what would we expect from the mod. It's that simple, working on it isnt.

Were fools to make war on our brothers in arms.

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Offline Haste
04-15-2014, 05:10 PM,
#113
Lead Developer
Posts: 3,586
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Joined: May 2012
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To answer the topic title:

We don't.

Players are going to leave. I think the mod is going to need major new features/additions/improvements to draw back the players it's lost over the last year or two. That, and we need a server that's stable and mostly lag-free.

I don't think Discovery's development team is motivated or, frankly, competent enough to improve the mod to the extent required to make server population go up again, rather than down.

[Image: cdSeFev.png]
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Offline Pavel
04-15-2014, 05:40 PM,
#114
On leave
Posts: 2,018
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Joined: Jan 2012

(04-15-2014, 05:10 PM)Haste Wrote: I think the mod is going to need major new features/additions/improvements to draw back the players it's lost over the last year or two


Gallia ))
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Offline Enkidu
04-15-2014, 06:40 PM,
#115
UN| Unioners
Posts: 4,211
Threads: 397
Joined: Apr 2013

Well, I'm out, I'm done. Had a conversation which was actually frightening in regard to how seriously people take this game world over a recent Skype dialogue. Nothing untoward was said, just… wow, that point bashing.


I guess I'm a victim to my own theory, but, damn.


No, I'm not coming back here.

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Offline SnakThree
04-15-2014, 07:03 PM,
#116
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Posts: 9,092
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Warning players before deleting their bases would be good idea.

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Offline Haste
04-15-2014, 07:09 PM,
#117
Lead Developer
Posts: 3,586
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Joined: May 2012
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(04-15-2014, 05:40 PM)Pavel Wrote:
(04-15-2014, 05:10 PM)Haste Wrote: I think the mod is going to need major new features/additions/improvements to draw back the players it's lost over the last year or two


Gallia ))

I was thinking more along the lines of completely revamping capital ships and their combat mechanics to be more interesting and allow for a greater skill curve (lots of people like to fly caps, but there's really not much you can do to become much more useful in one beyond a certain point, so these players could possibly be brought back to the game). We probably also need money sinks that aren't PoBs to spark some life into money-making activities like mining, which in turn would hopefully bring piracy back, and so forth.

That's just off the top of my head. I'm sure there's plenty people could come up with.

[Image: cdSeFev.png]
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Offline Thexare
04-15-2014, 08:29 PM,
#118
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Joined: Apr 2008

(04-15-2014, 07:09 PM)Haste Wrote: We probably also need money sinks that aren't PoBs to spark some life into money-making activities like mining, which in turn would hopefully bring piracy back,

Step back, look at POBs again. I rambled about this before. Less cargo, higher price - less tedium in base maintenance, more money sink. But with fewer trips needed to supply the base, people are free to get that money in whatever way they might prefer.

Not saying that's a complete solution, but I think it'd help.

What else would help is a reduction in tedium. Cut this buffer system nonsense, fix the jump hole networks in Kusari and Rheinland. Make it easier for people (especially Corsairs!) to get to where the action is.

And hide the changes from Xoria so we can have some fun trading for a week or two.


(I also agree that a total revamp of caps would be nice, but the current system is a hell of a lot better than the one in place when I started in 4.84...)
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Offline Zen_Mechanics
04-15-2014, 09:13 PM,
#119
Member
Posts: 2,262
Threads: 196
Joined: Oct 2012

Better communication from admins to the community - instead of deciding upon themselves while disregarding parties.

Were fools to make war on our brothers in arms.

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Offline Haste
04-15-2014, 09:28 PM,
#120
Lead Developer
Posts: 3,586
Threads: 107
Joined: May 2012
Staff roles:
Balance Dev

(04-15-2014, 08:29 PM)Thexare Wrote:
(04-15-2014, 07:09 PM)Haste Wrote: We probably also need money sinks that aren't PoBs to spark some life into money-making activities like mining, which in turn would hopefully bring piracy back,

Step back, look at POBs again. I rambled about this before. Less cargo, higher price - less tedium in base maintenance, more money sink. But with fewer trips needed to supply the base, people are free to get that money in whatever way they might prefer.

I wasn't saying PoBs are, by definition, a "bad" money sink. Just that I feel there should be different ones to ensure players will rarely if ever feel like they have "enough money to last a lifetime".

An "Eve light" of sorts seems like it could be a good idea to me. Leave ships with equipment at a certain percentage of disrepair whenever your ship is blown up. Of course, the problem there is that players are excessively blue-message-o-phobic as-is, and that'd only be made worse by such a change.

Anyhow, the dev team right now seems to be slowly falling apart as its members either go inactive or leave the team itself. I doubt they'll be able to pull Disco out of its downward spiral.

[Image: cdSeFev.png]
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