Ideas on how to draw in New Players

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Re: Ideas on how to draw in New Players

Postby Donald Trump » Wed Mar 22, 2017 3:34 pm

DezNutz wrote:How is that any different than now, other than the game presenting the player with specific guilds to join?



Well now they have to wait for a player in the guild who has recruitment powers to be on and accept. A lot end up quitting during this waiting time. Now they can just enter and right into the guild they go.
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Re: Ideas on how to draw in New Players

Postby Mugiwara » Wed Mar 22, 2017 3:37 pm

Shadowood wrote:I am with Haron on this one... We need a smaller number of nations. 15-20, perhaps less. (Fictional in names of course, just like Avonmora)

This would create less confusion when joining, more help when joining, more map tension/action, more competition to become duke+, etc...

But we do need to change the starting of the game mechanics a bit.


make default nation pirate and give some series of missions to join a nation. maybe nations can be defined as their playstyle. for example
X nation good at trade and can boost your trade X%,
w nation good at diplomacy and can boost your influence investments w%
Y nation is good at pvp actions and can boost your plunder income y%
Z nation balanced and can boost your both trade and plunder income but Z%(lesser than X-Y)
can be some pairs like balanced boost x-w or w-z.
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Re: Ideas on how to draw in New Players

Postby Donald Trump » Wed Mar 22, 2017 3:42 pm

Mugiwara wrote:
Shadowood wrote:I am with Haron on this one... We need a smaller number of nations. 15-20, perhaps less. (Fictional in names of course, just like Avonmora)

This would create less confusion when joining, more help when joining, more map tension/action, more competition to become duke+, etc...

But we do need to change the starting of the game mechanics a bit.


make default nation pirate and give some series of missions to join a nation. maybe nations can be defined as their playstyle. for example
X nation good at trade and can boost your trade X%,
w nation good at diplomacy and can boost your influence investments w%
Y nation is good at pvp actions and can boost your plunder income y%
Z nation balanced and can boost your both trade and plunder income but Z%(lesser than X-Y)
can be some pairs like balanced boost x-w or w-z.


Too much selection. I prefer the nations to pick what direction they want to go in.
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Re: Ideas on how to draw in New Players

Postby Banger » Wed Mar 22, 2017 3:45 pm

DoS wrote:
Mugiwara wrote:
Shadowood wrote:I am with Haron on this one... We need a smaller number of nations. 15-20, perhaps less. (Fictional in names of course, just like Avonmora)

This would create less confusion when joining, more help when joining, more map tension/action, more competition to become duke+, etc...

But we do need to change the starting of the game mechanics a bit.


make default nation pirate and give some series of missions to join a nation. maybe nations can be defined as their playstyle. for example
X nation good at trade and can boost your trade X%,
w nation good at diplomacy and can boost your influence investments w%
Y nation is good at pvp actions and can boost your plunder income y%
Z nation balanced and can boost your both trade and plunder income but Z%(lesser than X-Y)
can be some pairs like balanced boost x-w or w-z.


Too much selection. I prefer the nations to pick what direction they want to go in.


I agree, we are mudding the waters here with something that should be simple at the basic level.
Last edited by Banger on Wed Mar 22, 2017 3:45 pm, edited 1 time in total.
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Re: Ideas on how to draw in New Players

Postby DezNutz » Wed Mar 22, 2017 3:45 pm

DoS wrote:
DezNutz wrote:How is that any different than now, other than the game presenting the player with specific guilds to join?



Well now they have to wait for a player in the guild who has recruitment powers to be on and accept. A lot end up quitting during this waiting time. Now they can just enter and right into the guild they go.



So you want guilds to have the option to have no application, players can just join. I can agree with that part, but not how you want it presented. I would think the better presentation to new players would be a sortable option on the guild lists that separate guilds that require applications and approval from those that don't. Presenting only non-application guilds is a bad idea.
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Re: Ideas on how to draw in New Players

Postby Donald Trump » Wed Mar 22, 2017 3:48 pm

DezNutz wrote:
DoS wrote:
DezNutz wrote:How is that any different than now, other than the game presenting the player with specific guilds to join?



Well now they have to wait for a player in the guild who has recruitment powers to be on and accept. A lot end up quitting during this waiting time. Now they can just enter and right into the guild they go.



So you want guilds to have the option to have no application, players can just join. I can agree with that part, but not how you want it presented. I would think the better presentation to new players would be a sortable option on the guild lists that separate guilds that require applications and approval from those that don't. Presenting only non-application guilds is a bad idea.


Well I had earlier posts on this topic that went far more into detail. But yes, I agree with what you say. That is how I originally had it; I guess I explained it a bit broad here.
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Re: Ideas on how to draw in New Players

Postby Maha » Wed Mar 22, 2017 3:57 pm

start as pirate +1

"join a guild" page where guilds can put an advertisement.
only 9 guilds can be represented on this page. an add runs only for 1 week and needs to be refreshed after that.
at the bottom of this page is a link to "guild ranking" where all guilds can be found.
placing an add on this page cost a few goldbars.
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Re: Ideas on how to draw in New Players

Postby DezNutz » Wed Mar 22, 2017 4:06 pm

Maha wrote:start as pirate +1

"join a guild" page where guilds can put an advertisement.
only 9 guilds can be represented on this page. an add runs only for 1 week and needs to be refreshed after that.
at the bottom of this page is a link to "guild ranking" where all guilds can be found.
placing an add on this page cost a few goldbars.



Starting as a Pirate would eliminate the choice of Merchant, Pirate, or Noble when you start the game. What is needed is a more in-depth process for starting the game. More information needs to be provided when players are making choices, such as when selecting a nation, it could displays its current stats and laws. When selecting the starting port, it could provide details such as resource it supplies and the closest ports for other resources and their default travel time from selected port.
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Re: Ideas on how to draw in New Players

Postby Donald Trump » Wed Mar 22, 2017 4:20 pm

I think the role that you pick in the start of the game (Pirate, Merchant, or Noble) should effect the recruitment screen.


IE: Those who picked pirate and directed to guilds that identify as pirate guilds, those who picked Merchant are directed to guilds who identify as merchant guilds, etc.

And of course a mix.

If a guild identifies as multiple.
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Re: Ideas on how to draw in New Players

Postby DezNutz » Wed Mar 22, 2017 4:51 pm

DoS wrote:I think the role that you pick in the start of the game (Pirate, Merchant, or Noble) should effect the recruitment screen.


IE: Those who picked pirate and directed to guilds that identify as pirate guilds, those who picked Merchant are directed to guilds who identify as merchant guilds, etc.

And of course a mix.

If a guild identifies as multiple.


I made a suggestion previously about defining Guild Types and everyone hated it. Don't know how you would do this without making guilds define the type of Guild they are?
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