Getting Old Players Back
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There are some great points here. It would be wise for us to listen to the older players here if you want these type of experienced players back in what ever lies ahead for CoA.
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I think the DM team are pretty good at being vocal about stuff that’s going on / being planned etc!
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A friend of mine / Hinx / ThunderLamb is going to be joining the server shortly so will be interesting to see what he thinks with a fresh pair of eyes.
He has impeccable taste too, having us as friends so obviously his thoughts will be on the money.
More ideas!
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Funny you should ask, its almost as if I had a 10 point list.
1). The city itself needs to be redesigned to be easier to navigate for a new player.
2). We need to stop making references in the module itself to things happening "now" and then forgetting to remove them when the plot ends. Like I see all these references to Lhal and Hardcastle, and I'm pretty sure those NPCs aren't that important anymore.
3). We need to build the city as a Hub, a central location that all players (especially when we have low numbers) can gravitate towards to interact with one another and roleplay. We need to stop adding more places for them to go (dwarven embassies, crafting areas in Kraliqh, etc. How you can get team villain and team hero in one neutral area where they can taunt, roleplay, duel without PKing or what have you will take some creativity.
4). We need to explain new non-standard systems better in game. Like crafting, kits, etc.
5). New starting area that is exciting, not snow and dead flaming NPCs. Something that really makes the server/module itself seem like an amazing place from day one to stay and play.
6). Ease/Clean up the setting a little. Arabel has 25 years of server 'history' and while a player may not need to know all of it to enjoy things--knowing a Primordial destroyed most the city or that Lhal is gone is probably useful to anyone who knows the Forgotten Realms and wonders wtf happened to Arabel.
7). De-emphasize Cormyr and its politics as a Lawful Good highly centralized kingdom, ensure the module is more open to any kind of character type. (That may also mean weakening undead/infernal summons though as they become less dangerous to use because you won't have a teleporting WW wtfpwn you anymore).
8). Encourage players to roleplay on quests again. I see people grind the same high level quests in a mad wordless rush to the end. Roleplaying and fun is what hooked me on CoA, what can we do to encourage more of that? Why does everyone sit in Maleen's tower in corners avoiding each other and conversation?
9). Create a server that is changing more often, once we've explored the Hullack Forest, its rather boring to go back because you're not going to find new secrets or places to explore. Once you've done Nada twelve times, its a bit dull to go back. Module areas and even quests should rotate in and out of the module.
10). More rewards for exploring, quests provide 1000-250 XP every time you go on one, walk all the way across the module from one end to another and kill everything you find, you may get 100 XP and 25 gold. Scripted quests should definitely give better rewards, but rewards for just wandering the module with a buddy are dirt. -
- Open up the magic level and the character levels. The minimalistic approach worked for EFU, but we are not EFU. NWN is somewhat balanced, if you do not try to restrict it beyond measure. Open the level range from 1-10 to 5-15 instead. Much more fun.
- Build a starter quest, filled with CoA history, and let any who take it go from 1-5 before entering Arabel. Make a quick fix, where you can get the levels, but the quest should provide the starter loot instead.
- Create an actual META story for the server, so people will feel progression. If progression only happens once every 3 years, people will grow bored. That simple.
- Return a focus on ROLEPLAY! Focus dm rewards on the ones who push stories, and involve others, rather than only letting the Mechanical experts be the heroes.
- Ensure there is at minimum 1 dm that cover every time zone, so that you do not get the us vs them mentality of where in the wotrld you are playing from. Also, make a decision on loot power, and ensure that there is not a vast difference between doing a "spiffy quest" or doing a Puffy quest, or a Sandman quest, in terms of exp and loot rewards.
- Make the King less powerful, but do not throw away the Cormyr feel, of lords and knights. Every time we do, we lose players to other players.
- Stop trying to copy EFU. We are not EFU. Howland has an awesome setting, but copying his server will not make CoA unique, we will just be a watered down copy.
- Find ways for those who cannot play 20 hours a day, to still have the ability to make an impact.
- Stop making Timezones and playtimes the difference between a concept that can make a difference, and concepts that cannot. Nothing bummed me out more, than seeing characters rewarded to high heavens, because they could participate on the Plot Final, while those who spend months pushing them were left with nothing.
- Recruit more dms. Having 1 dm for every 5 player, is better than at times having 20 players to no dm. DM activity makes the difference between a living server and a dead one.
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@o-louth How do you actually POSITIVELY do some of this? You put forward a lot of "don't" but what is the "do"? Its easier to DO than to not do honestly if you're trying to create a good experience.
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I would say we were almost on the way with the Hardcastle plot, where the King becomes little more than a figurehead, and Cormyr split up into multiple duchies. Individual Lords would have complete autonomy over their own lands, but sill have to obey their Ducal overlords in terms of military protection.
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Every one of Moloch's points is spot on.
Especially points 7, 9 and 10!
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@thune +1
Actually, +10000
More decentralization of power. Less insanely-overpowered quasi-constitutional quasi-absolutist God-King with a magical FBI police force.
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@EdinSumar Shush, you.
In all seriousness I was disappointed to see Hardcastle lost that, as it would have made for a natural progression to something really cool and feudal. Not to say it can't happen again of course,
War WizardsThe King only has to lose once...Back on topic: there should always be something to do IG and people shouldn't be ostracised for hanging around the spire, the forest, or wherever else. Let's just get people IG and give them stuff to do - or let them hang if that's what they want to do while waiting for a DM event or someone to make a sending.
I would say more solo stuff and more quests that high/low level people can do together (even if they become too easy as a result) but maybe making exploration more rewarding can offer something there. Decorate houses, lootbox lottery, character vanity - the more stuff that keeps people hooked IG the better, especially during low population periods when things can get stuck in a "see no one - log off" cycle. So you missed the DM quest train by 30 minutes? Well it will always suck, but it will suck a little less if you've got something else to do IG while the rest of the server is out.
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@mr-moloch Encourage players to roleplay on quests again. I see people grind the same high level quests in a mad wordless rush to the end. Roleplaying and fun is what hooked me on CoA, what can we do to encourage more of that?
Don't make buffs expire in 5 minutes. Also, buffs shouldn't expire at the end of a long conversation. Some buffs are supposed to be HOUR PER LEVEL, but are 4 MINUTES PER LEVEL in CoA.
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And try to clean up all the announcements etc on the forums.
There is so much information all over the place, even I don't know where to look for stuff and I've played here for about a thousand years.
PS - LOVE the starter quest idea, but make it optional so you don't have to do it every time you log in. A little playable timeline for people to see what's happened on the server, and focus on the PCs that have done awesome stuff!
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Guys-
While this might set off another torrent, I have a request.
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Please stop saying what NOT to do. It's not helping. Negativity is the #1 killer of motivation, both player and DM. Endless complaints just made me not want to do anything in the past, and if it goes on long enough, will make me not want to do anything this time around too.
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Be an example. Roleplay on quests. Stay IC all the time, don't even use OOC unless absolutely necessary. Let others do what they want, no one is stopping you guys, individually, from being what you want to see. The whole "well, he's doing it, so it's okay if I do it, I won't do it until you make HIM do it" is not going to work.
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I know this is possible, because I played a PC, with no benefits, no special stuff, just a plain average-joe PC on ground level, and I roleplayed on quests all the time. I didn't go into huge gold loss. And you guys know I'm famous for NOT being the greatest mechanically adept person around.
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DMs CAN'T do everything. Doesn't matter what you want. At some point, players and DMs both have to realize this is a community; Everyone has to contribute to the community to make it what we all want at its fundamentals; A hardcore RP server. BE THE CHANGE if you don't like something.
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I appreciate your four points Polaris.
As a new player here to COA I think they are all very good points that are often ignored, especially with the advent of IRC and communities shrinking it creates a pervading bitterness in the best of people at times.
I would make my own point 5 in addition, I feel this needs saying and it may sound hypocritical sounding from me as one of the current villains.
- Keep a merciful heart, give your enemies chances even if it doesn't make sense to do so especially if you think they might be unfamiliar with the game. (Since EE is coming) Remember what mom said, do unto others as you would have them do unto you.
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@thune you are going to owe me a quarter for every don't, no, complaint from now on paid to Patreon.
Please, make positive helpful statements on what we can do and give solid concrete examples so it is clear.
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@solarfall said in Getting Old Players Back:
So is that actually, 100% happening then? I know a poll went up but never saw anything confirmed
Until EE supports Postgres database we cannot switch over. It's in talks but nothing in stone (or in text) yet.
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Pulling something from Facebook:
"As an ex player (very very very long ago) I would love to return but attempted it once and failed miserably. I had no idea what was going on.
Any sort of support would avoid that and make it easier for new and returning people."So a player tried to get back into game, and try to participate, but gave up because forums were a desert and there was not enough information about current plots and current events.
- We need to maintain a good rumor and a good current plot/event page so that new players do not feel lost
- Factions need to maintain detailed descriptions of what they are about and what they want and how a PC can join their efforts
- Encourage participation by actually having enough information out there for a 1 day old player to read up on, and try to join in, without having to wait for anyone else to log in, have a chat, be properly briefed and informed, etc.
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- Clear, concise and easily found setting information with the current status of things. I would imagine this would focus on the larger scale and not micro events. Knowing a little of what is going on overall will get players (like me) hyped to create a PC and see if I can join in and help (or hinder!) the current meta plot.
- I agree with a starter quest. I would even daresay that all characters could have the /option/ of embarking on a series of 'starter quests', kind of like an epic solo quest chain found in many MMOs. Sprinkle in some neat lore that pieces together the history of the server, and I think many will care more about the past and present setting. This solo quest could even extend further on throughout the initial levels up until one could participate with all the other level ranges. Also give the option to take the quest even after the 'Road to Arabel'.
- Achievements sound great, even if they are OOC. Everyone loves to make progress and get shiny things over time.
- I think certain players that are super active IG, on the forums, on IRC, etc.. and that have shown maturity and that they are undeniably dedicated to CoA and making things fun should be able to have more power to make more fun for players in the form of IG mechanics. I'm talking pseudo DMs in the sense that they are given tools by DMs to MAKE FUN SHIT HAPPEN when the DMs are away or busy. Obviously this wouldn't be things that could have any significant impact or permanent effect on the setting; but just a suite of tools specifically designed for those special players to do some cool shit without having to wait for a DM to get on and do it for them. These individuals would be those that truly are the level headed, mature voices of the community that could be trusted.
Everything else that I have read seems really good, I don't see a lot of bad ideas at all. I think that CoA has so many working parts that it's time to really cut things down, make things neater... like trimming a hedge. Sometimes less is more.
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I don't want to detract from any of the comments so far, but I feel this simple thing has really kept me engaged as a new player and should be applied to welcoming returning players.
Affirmation.
I'm a true believer in affirmation and it simply making things more enjoyable, even in real life.
How does this look like when applied to keeping a player interested in staying on the server? I'll try to pull examples from my personal experience on CoA.
Affirming both IC and OOC.
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It makes a person feel welcomed, whether they're new or returning.
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It is rewarding either by means of achievement or just through XP/loot.
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Simply just makes a person feel good.
For example, one of my favourite memories so far would be when Irene Peridot was helping investigate the cult rituals in the ruins and how I roleplayed her when she was scared out of her pants by being forced into a ritual unwillingly. Players affirmed the way I was roleplaying Irene and offered me IC different factions to join to get me as a new player involved in the setting somehow. I think I was offered to join 3 different factions that day.
Spiffy also went out of the way to reward the RP being done by affirming me and granting me a level. I felt great by the end of that day.
Basically, players had as much of an influence to me staying on the server as, if not more than, DMs did.
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Also if you see someone who might be new IG drop them a tell to see how it’s going and if they need help with anything.
Little things like that help and go a hell of a long way.