Improving the game
Posted: Wed Sep 11, 2013 12:53 pm
Ahoy all!
Today I want to discuss a few things with you. I am seeking your feedback. Take a cup of coffee (or tea), arm yourself with some patience and read this important thoughts we have for the game. I will read all replies, no matter their length.
The objective:
-Increase the active players that play Pirates Glory.
Current status
-The game is currently growing. We have many active players. Generally, a regular player (right now) does not care about this. The reason we care, is because we know from past experiences, that the only way to keep the game successful, is to always find ways to expand the playerbase.
Therefore, we are ALWAYS looking for ways to increase our active players. For anyone that enjoys the game, it is important if you manage to bring 1 player to the game. If everyone could fetch 1 new player every time, expansion would be great and we would save a lot on advertising, which would be then spent on graphics.
Current problem
-We have a very specific problem right now; we are able to bring many new players in, players who actually try the game up to a certain point. This means that they manage to skip past the initial difficulty of the menus. However, they do not necessarily stick to the game once a few days pass.
(TIP: Did you know that all newcomers have notifications ON by default? This means you can always message an inactive player and there is a high possibility they will actually read your message.)
Proposed Solutions - Developers
-Feel free to suggest what we can do about it. Interface improvement suggestions are always welcomed. We have in mind to create small tutorial videos that will accompany the tutorial missions we currently have. We also want to create more tutorial missions. For this last part (the tutorial missions) we will create a new topic in the forums (at some point in the near future) where we will publish the list of current missions and their details, so that all experienced player can have a look and suggest tweaks/new missions.
Proposed Solutions - Players
-Feel free to suggest how players could help in this direction. We have two ideas for now.
->First, we need more active and competitive guilds. We know from our gaming experience, that a determined newcomer can result to a great guild leader. Most of the time, younger people might be able to do this better, thanks to their more free time. Therefore, we seek ways to make it more alluring for someone to operate a guild.
We seek your feedback here. Ideas like medal system awarded by the guild leadership as well as credits bonus to the guild leader (ie 5 credits per month per active player in his guild, for 50 members this would be 250 credits per month) are viable instant solutions that we could implement. Credits for a younger player can be a huge inceptive as younger people want credits but they cannot purchase them.
There are also in-depth options, like adding a building in the forthcoming Hideout feature, which would control how many members a guild could have.
A third option is to promote guild competition further. Perhaps more guild rankings. A medal system perhaps based on stats and finally, the idea of Monthly Awards; awarded by a combination of player votes + system vote (based on some hidden statistics) .
->Second, we could offer inceptives to the current playerbase to help newcomers. We know that most of our active players are already doing this. There are already some in-game awards for this (like presents, getting voodoos when you need them, etc) as well as the Top Helper award bonus but we are thinking of a new extra option.
Regarding the top helper award, we already know it needs a certain improvement; we will make it appear as an event to newcomers after a few days, so they can be prompted to vote for a top helper by the system. This will also make it a bit more fair as we have detected that many of the votes are directed by the guild leadership (ie hey guys vote for X person in the system). While this is not a violation, it skips the initial idea we had for this feature. This upgrade is imminent.
Regarding the new option, we are thinking of an option to let players "recruit" newcomers. This means that they will be able to put them in their "Recruitment list" and become their "Mentor". Players in your recruitment list will award you CREDITS depending on the fame level they reach. ie 10 credits for 100k fame, 10 more for 200k fame etc (we will decide the amount/credits award list later - by the way we are thinking to slightly increase the credits offered for the referral system, this upgrade is imminent too).
In short words, you will be able to earn credits from the system for every player you help. Every player will be able to have only one mentor and newcomers will be the ones that select which mentor they want.
Finally, regarding the highly expected new features of Hideout (banks, etc), this is something we already work on. It is a huge feature and we still have some issues that need to be ironed out. Realistically speaking, it won't happen in September (although we might make a surprise effort - you never can be really sure with these huge features). We do not want to delay it though as we really cannot wait for the Ship abilities/upgrades system which we think will make the game much more interesting in PvP - with a new set of options/strategies that can be followed. We currently work at top speed and we will see how fast we can implement both of these huge new features.
Today I want to discuss a few things with you. I am seeking your feedback. Take a cup of coffee (or tea), arm yourself with some patience and read this important thoughts we have for the game. I will read all replies, no matter their length.
The objective:
-Increase the active players that play Pirates Glory.
Current status
-The game is currently growing. We have many active players. Generally, a regular player (right now) does not care about this. The reason we care, is because we know from past experiences, that the only way to keep the game successful, is to always find ways to expand the playerbase.
Therefore, we are ALWAYS looking for ways to increase our active players. For anyone that enjoys the game, it is important if you manage to bring 1 player to the game. If everyone could fetch 1 new player every time, expansion would be great and we would save a lot on advertising, which would be then spent on graphics.
Current problem
-We have a very specific problem right now; we are able to bring many new players in, players who actually try the game up to a certain point. This means that they manage to skip past the initial difficulty of the menus. However, they do not necessarily stick to the game once a few days pass.
(TIP: Did you know that all newcomers have notifications ON by default? This means you can always message an inactive player and there is a high possibility they will actually read your message.)
Proposed Solutions - Developers
-Feel free to suggest what we can do about it. Interface improvement suggestions are always welcomed. We have in mind to create small tutorial videos that will accompany the tutorial missions we currently have. We also want to create more tutorial missions. For this last part (the tutorial missions) we will create a new topic in the forums (at some point in the near future) where we will publish the list of current missions and their details, so that all experienced player can have a look and suggest tweaks/new missions.
Proposed Solutions - Players
-Feel free to suggest how players could help in this direction. We have two ideas for now.
->First, we need more active and competitive guilds. We know from our gaming experience, that a determined newcomer can result to a great guild leader. Most of the time, younger people might be able to do this better, thanks to their more free time. Therefore, we seek ways to make it more alluring for someone to operate a guild.
We seek your feedback here. Ideas like medal system awarded by the guild leadership as well as credits bonus to the guild leader (ie 5 credits per month per active player in his guild, for 50 members this would be 250 credits per month) are viable instant solutions that we could implement. Credits for a younger player can be a huge inceptive as younger people want credits but they cannot purchase them.
There are also in-depth options, like adding a building in the forthcoming Hideout feature, which would control how many members a guild could have.
A third option is to promote guild competition further. Perhaps more guild rankings. A medal system perhaps based on stats and finally, the idea of Monthly Awards; awarded by a combination of player votes + system vote (based on some hidden statistics) .
->Second, we could offer inceptives to the current playerbase to help newcomers. We know that most of our active players are already doing this. There are already some in-game awards for this (like presents, getting voodoos when you need them, etc) as well as the Top Helper award bonus but we are thinking of a new extra option.
Regarding the top helper award, we already know it needs a certain improvement; we will make it appear as an event to newcomers after a few days, so they can be prompted to vote for a top helper by the system. This will also make it a bit more fair as we have detected that many of the votes are directed by the guild leadership (ie hey guys vote for X person in the system). While this is not a violation, it skips the initial idea we had for this feature. This upgrade is imminent.
Regarding the new option, we are thinking of an option to let players "recruit" newcomers. This means that they will be able to put them in their "Recruitment list" and become their "Mentor". Players in your recruitment list will award you CREDITS depending on the fame level they reach. ie 10 credits for 100k fame, 10 more for 200k fame etc (we will decide the amount/credits award list later - by the way we are thinking to slightly increase the credits offered for the referral system, this upgrade is imminent too).
In short words, you will be able to earn credits from the system for every player you help. Every player will be able to have only one mentor and newcomers will be the ones that select which mentor they want.
Finally, regarding the highly expected new features of Hideout (banks, etc), this is something we already work on. It is a huge feature and we still have some issues that need to be ironed out. Realistically speaking, it won't happen in September (although we might make a surprise effort - you never can be really sure with these huge features). We do not want to delay it though as we really cannot wait for the Ship abilities/upgrades system which we think will make the game much more interesting in PvP - with a new set of options/strategies that can be followed. We currently work at top speed and we will see how fast we can implement both of these huge new features.