Armageddon General Discussion Board

General => General Discussion => Topic started by: Nyr on October 27, 2015, 02:29:51 PM

Title: Player retention and you: brainstorming
Post by: Nyr on October 27, 2015, 02:29:51 PM
This is a thread for some brainstorming on player retention.

There are several things we can do to bring in new players, period, and the biggest one is voting (obligatory "get out the vote" msg!).  However, after they get here, we want to find ways to get more of them to stay.

What suggestions do you have for player retention?
Title: Re: Player retention and you: brainstorming
Post by: Jihelu on October 27, 2015, 02:32:08 PM
I may be biased but hear me out.
Make things less system base/allow more 'change' after char gen.
I'll post more later after class.
Title: Re: Player retention and you: brainstorming
Post by: Desertman on October 27, 2015, 02:38:15 PM
Just dropping in my idea regarding the possibility of a random character "Generator" for new players. It would basically write their sdesc, mdesc, and background for them after letting them pick "The Fun Stuff" so they could go ahead and get in the game and give it a try.

Title: Re: Player retention and you: brainstorming
Post by: Desertman on October 27, 2015, 02:50:00 PM
Another one I have thought of recently.

You know how on the "Loading Screens" for some games it gives you tips and hints for how to better play the game?

Newbie accounts could possibly be setup with a code that sends them and only them "Hints" randomly about how to play the game.

One ever few minutes.

You could of course turn this off by typing "Hints Off". Of course, one of the hints you would get would be....

"Hint - To turn off these hints, just type "Hints Off"".

Examples:

"You should always bow to southern Templars."

"Hint - See "help emote" to improve your roleplaying!"

"Hint - Read Board in any room with a board to see the recent rumors and find out who's hiring!"

"Hint - Just type the first letter of the direction you want to walk to move in that direction!"

"Hint - You can sit at a table or bar with someone just by typing "Sit" with one of their keywoards. Sit With Purple."

"Hint - Type Score to see your stats! Type Skill to see your skills!"

"Hint - Use Talk instead of Say to talk to the people only at the table or bar you are sitting at!"




Things like that.
Title: Re: Player retention and you: brainstorming
Post by: Nyr on October 27, 2015, 02:53:40 PM
Quote from: Desertman on October 27, 2015, 02:38:15 PM
Just dropping in my idea regarding the possibility of a random character "Generator" for new players. It would basically write their sdesc, mdesc, and background for them after letting them pick "The Fun Stuff" so they could go ahead and get in the game and give it a try.

Requiring players to write their descriptions is itself a litmus test for whether they can actually write in English. 

If we ever did anything like the above it would need to be regulated in some other fashion.  We truly cannot handle an increase of +500% in actual new PC logins.
Title: Re: Player retention and you: brainstorming
Post by: Desertman on October 27, 2015, 02:57:17 PM
Quote from: Nyr on October 27, 2015, 02:53:40 PM
Quote from: Desertman on October 27, 2015, 02:38:15 PM
Just dropping in my idea regarding the possibility of a random character "Generator" for new players. It would basically write their sdesc, mdesc, and background for them after letting them pick "The Fun Stuff" so they could go ahead and get in the game and give it a try.

Requiring players to write their descriptions is itself a litmus test for whether they can actually write in English.  

If we ever did anything like the above it would need to be regulated in some other fashion.  We truly cannot handle an increase of +500% in actual new PC logins.

That's a good point I had not considered.

Maybe have them write their description but give them an option for a randomly generated background?

The description might be a "fun" part for some people. But for someone brand new to the game writing a background that actually fits the world seems like the part where they will most likely say, "Yeah, screw this crap. I don't have time to go to the website and read forty pages of docs just to play this MUD.".

Title: Re: Player retention and you: brainstorming
Post by: Refugee on October 27, 2015, 02:57:44 PM
1.  Find ways to make clan recruits less likely to end up alone and bored, trapped by a schedule.  New players benefit from being in a clan when it works right; they have someone to show them the ropes and are somewhat shielded from the harsh realities of the struggle for survival in our game.

2.  Clans could have reciprocal agreements, where their members could train or hunt or whatever with each other, in times of lean numbers.  This really helped me in the times it's been available.  It'd have to be worked out in a way to make sense, of course, but idling in a clan hall doesn't compete well with other games that you could be playing instead, and when you're new, you might not know what else to do on your own.  Anyway, anything we can do to make clans better for new players would be great.

3.  Our GDB treatment of each other should always be respectful, even during times of heated disagreement.  We are a small and dwindling group of enthusiasts and we should value each other even if our PCs don't.  We are all at least fairly able to express ourselves, given the platform of the game we've chosen, and most of us are adults.  We should be able to debate anything without insulting or abusing each other.  When you see people sniping at each other on the boards, many might not choose to try to be part of that community.  And we -need- each other, because there's not too many people who 'get' us.

4.  Is there still a limit on the size of the Byn?  I'd suggest removing that, if not the limits on all clans, especially newbie-friendly ones.  If you've got a popular leader who draws in players because they're having fun, that's a good thing.







Title: Re: Player retention and you: brainstorming
Post by: Jihelu on October 27, 2015, 03:06:48 PM
Time to explain more.
Lets say you are new to the game and playing Bob.
Bob joins X organization and finds himself needing to use/wants to use a sword or something other than a small dagger and the like.
Bob thought being a non combat class would be fun at the time.
Bob is in a situation he can't avoid due to X and wants to learn how to use a sword to make his life realistically easier.
Bob asks admin chat and receives " As for actually getting the skill - no, that isn't something that can happen."
Bob is confused, why can't Bob just learn how to use a sword? Rip Bob.
Not really in all terms but thats frustrating.

In other ways I think the game is already welcoming to new people, maybe a bit vague but you can figure it out.
I don't necessarily like the idea behind "Die a few times and figure it out" though, because then you just meta information over characters.
Title: Re: Player retention and you: brainstorming
Post by: LauraMars on October 27, 2015, 03:10:32 PM
I think that behind the scenes, the game should have a story that's going on.  Maybe the players only catch glimpses of it from time to time, if they even manage to do that much.  But it should be there, quietly clicking away and running the show, informing staff decisions, and giving Storytellers and semi-informed pcs a place to hang their plots and draw others in to the net.  Maybe it's just staff being aware of what Tektolnes and his Black Robes are plotting in Allanak this month.  Maybe it's something else.  Whatever it is, it should exist, whether it becomes a great big HRPT or not.

Television shows, comic books, and video games usually have a lot of side moments, monster of the week episodes, or fetch quests that explore the lore of the world, expand on individual characters, offer a rip-roaring good fun time, and provide small, encapsulated stories of their own - but in the end, these all spiral gradually towards the "main plotline."   Armageddon has an amazing universe with a lot of lore and a lot of elbow room for individual stories to be told - but, just lately, it doesn't feel as though there's any major story arcs going on.  And I think major story arcs really draw in players like nothing else.

Yeah, I know how much work that is for staff.  I know it real damn well.  But face it - when there are a lot of plots and "big style" rpts happening, you get more people logging in, and more people staying to enjoy the afterglow and roll up a new character. That's facts.
Title: Re: Player retention and you: brainstorming
Post by: Jihelu on October 27, 2015, 03:15:18 PM
Along with the whole "no story thing going on" even when things do go on they just end.
I want there to always be something going on. Someone make Tektolnas actually scheme some shit.
Title: Re: Player retention and you: brainstorming
Post by: In Dreams on October 27, 2015, 03:15:59 PM
Quote from: Jihelu on October 27, 2015, 03:06:48 PM
Time to explain more.
Lets say you are new to the game and playing Bob.
Bob joins X organization and finds himself needing to use/wants to use a sword or something other than a small dagger and the like.
Bob thought being a non combat class would be fun at the time.
Bob is in a situation he can't avoid due to X and wants to learn how to use a sword to make his life realistically easier.
Bob asks admin chat and receives " As for actually getting the skill - no, that isn't something that can happen."
Bob is confused, why can't Bob just learn how to use a sword? Rip Bob.
Not really in all terms but thats frustrating.

In other ways I think the game is already welcoming to new people, maybe a bit vague but you can figure it out.
I don't necessarily like the idea behind "Die a few times and figure it out" though, because then you just meta information over characters.

This is honestly one of my biggest turnoffs to Arm. Why can't Bob learn how to use a sword? He's a person with a brain and he can practice using a sword and get better at it, can't he?

It feels like an ancient limitation of code that needs to be done away with.
Title: Re: Player retention and you: brainstorming
Post by: Jihelu on October 27, 2015, 03:19:17 PM
Quote from: In Dreams on October 27, 2015, 03:15:59 PM
Quote from: Jihelu on October 27, 2015, 03:06:48 PM
Time to explain more.
Lets say you are new to the game and playing Bob.
Bob joins X organization and finds himself needing to use/wants to use a sword or something other than a small dagger and the like.
Bob thought being a non combat class would be fun at the time.
Bob is in a situation he can't avoid due to X and wants to learn how to use a sword to make his life realistically easier.
Bob asks admin chat and receives " As for actually getting the skill - no, that isn't something that can happen."
Bob is confused, why can't Bob just learn how to use a sword? Rip Bob.
Not really in all terms but thats frustrating.

In other ways I think the game is already welcoming to new people, maybe a bit vague but you can figure it out.
I don't necessarily like the idea behind "Die a few times and figure it out" though, because then you just meta information over characters.

This is honestly one of my biggest turnoffs to Arm. Why can't Bob learn how to use a sword? He's a person with a brain and he can practice using a sword and get better at it, can't he?

It feels like an ancient limitation of code that needs to be done away with.
Not even the coded aspect makes me mad.
Just allow staff to let people learn some things.
Worse case scenario they die in a week.
Best case they become the best swordsmen.
I don't think people should be able to learn everything. It should be hard coded to prevent that. But staff and roleplay should be the medium between "What you can and can't do" and right now it seems to be "What you can't" do.

It makes me even feel worse when I read cool stories of like "staff let me make this super cool magick thing campaign and all this other shit" and I'm over here like "So when can I learn sword"
Title: Re: Player retention and you: brainstorming
Post by: Lizzie on October 27, 2015, 03:20:58 PM
Quote from: Desertman on October 27, 2015, 02:38:15 PM
Just dropping in my idea regarding the possibility of a random character "Generator" for new players. It would basically write their sdesc, mdesc, and background for them after letting them pick "The Fun Stuff" so they could go ahead and get in the game and give it a try.



There already is one of those online, it's just not part of the "official" arm docs. But it was written especially for Armageddon by one of the players. Someone just needs to make it part of the official docs and link it to the main website.
Title: Re: Player retention and you: brainstorming
Post by: Desertman on October 27, 2015, 03:22:43 PM
Quote from: Lizzie on October 27, 2015, 03:20:58 PM
Quote from: Desertman on October 27, 2015, 02:38:15 PM
Just dropping in my idea regarding the possibility of a random character "Generator" for new players. It would basically write their sdesc, mdesc, and background for them after letting them pick "The Fun Stuff" so they could go ahead and get in the game and give it a try.



There already is one of those online, it's just not part of the "official" arm docs. But it was written especially for Armageddon by one of the players. Someone just needs to make it part of the official docs and link it to the main website.


Fair enough.

I think having it actually in the client would be more effective in terms of accomplishing the end goal however.
Title: Re: Player retention and you: brainstorming
Post by: Delirium on October 27, 2015, 03:23:01 PM
I can see the reasons for limiting new skills on a character build, but a good compromise could be something like:

"You may learn ONE extra skill after character generation with the proper amount of roleplaying IG (e.g. who are you learning it from? How are you learning it? How often are you practicing? Show this in logs and send in a write-up to staff). This extra skill does not include sorcery or magic. Any additional new skills will require trading it for one existing skill. You may not learn more than one new skill every four RL months." Staff would have to decide where these skills are capped at, and for which guilds.

For example, many years ago I had an assassin PC who ended up constantly hanging out with some hunters and one of them taught her how to skin. So I got novice skin, after proving I'd roleplayed the lessons out. It was capped pretty low, but at least I could use it. Nowadays, I don't think that would be an option at all. But it's a totally reasonable request.

I have more thoughts on storytelling I'll have to get into later, Laura covered it pretty well.
Title: Re: Player retention and you: brainstorming
Post by: Jihelu on October 27, 2015, 03:25:37 PM
I just gotta wait for when I teach my self sorcerery and unarmed combat...such is life.
Title: Re: Player retention and you: brainstorming
Post by: whitt on October 27, 2015, 03:36:17 PM
New player guides (documents) That tell new players how the code works with regard to new character creation.  Yes it's part of the litmus test to glean that information from the guild description, but the test is just as frequently can you google search to find another (toxic) site that has this information?  Just telling them what skills each guild/sub-guild grants and where they cap doesn't have anything to do with lore or finding out IC - With the exception, maybe, of magickers - but we're talking about new player retention, so keep magickers and Templar skill sets off the table.  Even extended sub-guilds.  Just help people make characters that aren't gimped because a Warrior/Guard sounds like a cool concept, but that new player is pretty much throwing their sub-guild choice away.

Also start primary guild skills at the bottom of Apprentice instead of Novice.  Branched skills can grind away, but few new players come into game understanding how much they are going to suck at the skills they think (and probably background app'd) their character as having made a living at.  Not sucking out the gate makes for a better new player experience.  You're still not going to be good.  Not sucking would be pretty hot for characters that die and need to start over too.
Title: Re: Player retention and you: brainstorming
Post by: nauta on October 27, 2015, 03:44:42 PM
Here are some thoughts about stories.  First, thanks to staff for all the work they put in.  Some of this will be critical, but with an aim towards the positive, so, you know, constructive feedback, from a limited perspective here.  I'm also light on suggestions, but hopefully it'll get some brainstorming happening, (or not).

1. Stories/Storytelling. I too have noticed that the 'big plots' seem to suffer from problems (think back to the recent one in Allanak):

a) They tend to be hard to observe/get involved in, until its too late, and then it feels like a bit of a light show.

b) They tend to be hard to understand as a commoner PC, before, during, and after the event.

c) They tend to just end (maybe a factor of (a) and (b)).

Suggestions:

a) A lot of plots trickle down from leadership and sometimes they don't reach the bottom tiers, and, in any case, they wouldn't reach independents and the like, so perhaps try to do a lateral-oriented approach to seeding the plots, e.g., drop some hint bombs in the Gaj, post rumours, look into what player plots are going on and slip in some hints in your reaction to those, etc.

b) Post rumours.  Please please please post rumours.  The onus should be on staff here -- I've seen several big events from a very limited perspective and so wasn't in any place to post a rumour or understand the event, and never saw a rumour.  The rumour should help us commoners who might have missed the big event (a riot for instance) understand what went on, so we can incorporate that plot into our roleplay, thus generating more plots around it.  In fact, a lot of plot movement can just be rumours.  This addresses the before and after.  (I know sometimes rumours get posted, but I'm saying: do it way more often.)  (I'll stop, but this is one of my peeves: when some giant ass beast just decimated the Gaj, and the NPCs are the same, and the PCs in there just logged in, and so are like: huh, what?)

Echoes As for the 'during the event', I've had several times where it's been kind of spammy and I miss the world echoes - perhaps consider putting those in bold so we catch them, and having more of them, so we can better understand what's going on.  Once we get the idea of what staff thinks is going on (oh, there are giant bats over the city, ok!), then we can incorporate that in our emotes as part of the virtual world too.

Arrange In combination with the rumours, try to arrange things (with 'arrange') so we know, for instance, that there's a big blood stain on the floor there.

Timing.  The code in Armageddon is fast and brutal, but when a cool story is going on, I'd like to have some time to let it soak in.  But often things happen so fast, I'm just like: What the fuck happened there (scroll up up up up)?  I know you can't slow down mobs (wait, can you?) but it might be nice to slow things down a bit more than I've at least noticed.

c) A lot of what Laura says rings true about keeping 'the big one' moving.

I have other thoughts on retention and stories, but that went on for a bit.  Like I said, I'm sure a lot of this happens, or is obvious, but I hope those observations were helpful.
Title: Re: Player retention and you: brainstorming
Post by: Desertman on October 27, 2015, 03:46:33 PM
Maybe give Helpers an in-game "Helper Channel" they can access where the ONLY thing they can see is that there are "New Players".

They can't even see the sdesc. Literally all they would see is...

Helper Who

"There are 4 new players in the world."
(New players would be players who are on accounts that have existed for less than a RL month?)

Help List

(Here we would randomly generate them a "Name" to refer to as a keyword for ease of use.)

Bob
Darrel
Cindy
Patrick

helpsend Bob Hey there I see you are new to the game. I'm a game helper. If you have any questions you can send them to me now by typing "HelpWish Jack" and then your message.

Something like that. The specifics don't even matter.

The core here is a channel for helpers to actually send new players in game messages and get responses from them in order to help them with newbie questions.
Title: Re: Player retention and you: brainstorming
Post by: Malken on October 27, 2015, 04:00:50 PM
"An RPT a day keeps the Jcarters away."
Title: Re: Player retention and you: brainstorming
Post by: wizturbo on October 27, 2015, 04:01:45 PM
Quote from: LauraMars on October 27, 2015, 03:10:32 PM
I think that behind the scenes, the game should have a story that's going on.  Maybe the players only catch glimpses of it from time to time, if they even manage to do that much.  But it should be there, quietly clicking away and running the show, informing staff decisions, and giving Storytellers and semi-informed pcs a place to hang their plots and draw others in to the net.  Maybe it's just staff being aware of what Tektolnes and his Black Robes are plotting in Allanak this month.  Maybe it's something else.  Whatever it is, it should exist, whether it becomes a great big HRPT or not.

Television shows, comic books, and video games usually have a lot of side moments, monster of the week episodes, or fetch quests that explore the lore of the world, expand on individual characters, offer a rip-roaring good fun time, and provide small, encapsulated stories of their own - but in the end, these all spiral gradually towards the "main plotline."   Armageddon has an amazing universe with a lot of lore and a lot of elbow room for individual stories to be told - but, just lately, it doesn't feel as though there's any major story arcs going on.  And I think major story arcs really draw in players like nothing else.

Yeah, I know how much work that is for staff.  I know it real damn well.  But face it - when there are a lot of plots and "big style" rpts happening, you get more people logging in, and more people staying to enjoy the afterglow and roll up a new character. That's facts.

+1  

Couldn't say it better.  The best way to keep people playing, is to make the world feel like it's alive and cool shit can happen at any moment.  You want to login after a weekend away and hear about all this cool stuff that happened, and go "damn, wish I had time to play this last weekend!  I'm going to set aside saturday afternoon for Arm next weekend!".

For those of you who missed it, last night was one of those moments.  Some awesome Allanaki blood and sand moments.
Title: Re: Player retention and you: brainstorming
Post by: Malken on October 27, 2015, 04:05:23 PM
Quote from: LauraMars on October 27, 2015, 03:10:32 PM
I think that behind the scenes, the game should have a story that's going on.  Maybe the players only catch glimpses of it from time to time, if they even manage to do that much.  But it should be there, quietly clicking away and running the show, informing staff decisions, and giving Storytellers and semi-informed pcs a place to hang their plots and draw others in to the net.  Maybe it's just staff being aware of what Tektolnes and his Black Robes are plotting in Allanak this month.  Maybe it's something else.  Whatever it is, it should exist, whether it becomes a great big HRPT or not.

Television shows, comic books, and video games usually have a lot of side moments, monster of the week episodes, or fetch quests that explore the lore of the world, expand on individual characters, offer a rip-roaring good fun time, and provide small, encapsulated stories of their own - but in the end, these all spiral gradually towards the "main plotline."   Armageddon has an amazing universe with a lot of lore and a lot of elbow room for individual stories to be told - but, just lately, it doesn't feel as though there's any major story arcs going on.  And I think major story arcs really draw in players like nothing else.

Yeah, I know how much work that is for staff.  I know it real damn well.  But face it - when there are a lot of plots and "big style" rpts happening, you get more people logging in, and more people staying to enjoy the afterglow and roll up a new character. That's facts.

I was actually gonna say something like that, but yeah, you say it better.

I've played this game for a billion years (give or take) and it's always been Muk Utep vs Tektolnes vs the Mysterious Sandlord That Nobody Has Ever Seen.

New major characters would be -great-.

If you don't have the energy/drive/time to make "big things" happen anymore then pass the flag on to someone else who wants to make these things happen. It would be unfair to the players if you would just sit on your laurels and be satisfied with the status quo while the game loses its appeal for many because nothing ever seems to happen.

(I'm not targeting anyone when I say "you", nor do I know about any of the Staff, so please don't feel targeted - Just saying it in general.)
Title: Re: Player retention and you: brainstorming
Post by: Erythil on October 27, 2015, 04:09:50 PM
I'll vote for a more dynamic and active story along with others.  It doesn't always need to be in the same area of the world, but I think part of the downturn at the moment is due to the lack of major events.  People's interest was piqued by the 'election' and Tuluk closure plots because it felt like things were going on in the world.  Even if these are pre-canned and players can't affect them much, it creates a sense of vibrancy that gives people stuff to talk about.

Also, I think it should be easier to get involved in clans, especially as a non-combat character.  Many other RP muds now have options to join the 'basic' clans right out of chargen, which hooks you up with other characters easily and gives you some objectives.

Maybe an in-game newbie/guide channel would be of assistance as well.  Many people probably don't realize there's a web tool you can log into, or aren't willing to through the extra effort.
Title: Re: Player retention and you: brainstorming
Post by: Lizzie on October 27, 2015, 04:10:57 PM
Quote from: Malken on October 27, 2015, 04:05:23 PM
Quote from: LauraMars on October 27, 2015, 03:10:32 PM
I think that behind the scenes, the game should have a story that's going on.  Maybe the players only catch glimpses of it from time to time, if they even manage to do that much.  But it should be there, quietly clicking away and running the show, informing staff decisions, and giving Storytellers and semi-informed pcs a place to hang their plots and draw others in to the net.  Maybe it's just staff being aware of what Tektolnes and his Black Robes are plotting in Allanak this month.  Maybe it's something else.  Whatever it is, it should exist, whether it becomes a great big HRPT or not.

Television shows, comic books, and video games usually have a lot of side moments, monster of the week episodes, or fetch quests that explore the lore of the world, expand on individual characters, offer a rip-roaring good fun time, and provide small, encapsulated stories of their own - but in the end, these all spiral gradually towards the "main plotline."   Armageddon has an amazing universe with a lot of lore and a lot of elbow room for individual stories to be told - but, just lately, it doesn't feel as though there's any major story arcs going on.  And I think major story arcs really draw in players like nothing else.

Yeah, I know how much work that is for staff.  I know it real damn well.  But face it - when there are a lot of plots and "big style" rpts happening, you get more people logging in, and more people staying to enjoy the afterglow and roll up a new character. That's facts.

I was actually gonna say something like that, but yeah, you say it better.

I've played this game for a billion years (give or take) and it's always been Muk Utep vs Tektolnes vs the Mysterious Sandlord That Nobody Has Ever Seen.

New major characters would be -great-.

Or - introduce us to a -direct- minion of the Sandlord. Special app, animated NPC, recruited in-game, whatever. Just anyone who is directly involved with the Sandlord, who can trickle down plotlines with enough "street cred" to make their rep stick and count for something.
Title: Re: Player retention and you: brainstorming
Post by: Ath on October 27, 2015, 04:15:23 PM
What do you mean new major characters?

I see a lot of you want to see plot.  Now when you guys talk these large plots, are we talking plots that you guys see, but are unable to interact with, but may affect the game world you play in?  Say for example, a battle between Red Storm and Some Raiders where fights will be heard about on the rumor boards, or through animations, but you really have no capacity to change the outcome.  You may see a few raiders outside Red Storm, you can kill them, but this doesn't mean you beat them back.

Or are you guys looking for more interactive large plots?  Something where player action does make a difference.  Say for example the raider leader is camped somewhere and if the players kill him, Red Storm may owe a debt to the players.

The big difference here is how much time is invested.  Big plots that include major player interaction require a lot of work, planned RPTs, planning, etc.  That which doesn't require much interaction and really only affects the game world and the players are the viewers and somewhat affected, these are more easy to manage on a staff level.

These are just some talking points, so I'm interested in hearing what you guys have to say.
Title: Re: Player retention and you: brainstorming
Post by: Desertman on October 27, 2015, 04:22:58 PM
I recall a plot where the T'zai Byn went out to shitstomp some raiders in the salt flats. That was a really awesome plot. It didn't affect the entire world. It involved around 20 players and there was a definitive start and endpoint.

In the end I think the players didn't really affect the outcome very much. The sad truth is they lost the fight but the raiders still got destroyed due to staff intervention.

Either way, it was a very fun event in my opinion and a solid example of a "small time" plot that included a lot of people but didn't need to include the world or even have any real lasting effects.
Title: Re: Player retention and you: brainstorming
Post by: wizturbo on October 27, 2015, 04:24:40 PM
More staff driven plots.

1)  Player driven plots require a lot more coordination and raw effort to get off the ground than staff plots.  

My post on this thread goes into detail on why this is ((http://gdb.armageddon.org/index.php/topic,50010.msg909381.html#msg909381 (http://gdb.armageddon.org/index.php/topic,50010.msg909381.html#msg909381)))

2)  Staff plots are able to reach higher than player plots in most cases (Red Robes, mythical creatures, etc...players can only react to that stuff, they can't directly stir it up).  

3)  Staff plots are able to reach lower than player plots.  Lower in the sense that they could just be events that Zalanthas would experience from time to time, without any particular social motivations that the players see.  For instance, if staff loaded up a random group of gith raiders to terrorize the southlands for a day, only to be killed off or retreat the same day.  Something like that would add a ton of flavor and excitement to the world that doesn't necessarily require a lot of build up or aftermath work.  Desertman's example above is exactly what I mean.
Title: Re: Player retention and you: brainstorming
Post by: Erythil on October 27, 2015, 04:26:38 PM
Quote from: Ath on October 27, 2015, 04:15:23 PM
What do you mean new major characters?

I see a lot of you want to see plot.  Now when you guys talk these large plots, are we talking plots that you guys see, but are unable to interact with, but may affect the game world you play in?  Say for example, a battle between Red Storm and Some Raiders where fights will be heard about on the rumor boards, or through animations, but you really have no capacity to change the outcome.  You may see a few raiders outside Red Storm, you can kill them, but this doesn't mean you beat them back.

Or are you guys looking for more interactive large plots?  Something where player action does make a difference.  Say for example the raider leader is camped somewhere and if the players kill him, Red Storm may owe a debt to the players.

The big difference here is how much time is invested.  Big plots that include major player interaction require a lot of work, planned RPTs, planning, etc.  That which doesn't require much interaction and really only affects the game world and the players are the viewers and somewhat affected, these are more easy to manage on a staff level.

These are just some talking points, so I'm interested in hearing what you guys have to say.

I think both are good.  The game world is supposed to be huge, and just hearing about things going on makes it feel more alive, and having an admin's word of god behind 'this happened the other day' makes it more legit than people just making up potential things.  You can drop rumors about current events and use people's interest levels in different rumors to gauge which ones you turn into more player-interactive storylines.

The kind of objective you described with the raider leader doesn't necessarily require a big admin RPT.  You could just drop a fortified 3-room encampment in the game, and have a trophy item on the leader that can be acquired for turn-in.  I know it might seem a little more like an MMO's 'quests,' but it's also something I'd like to see more of in the world -- more tools for us to go out and make our own fun.  Military clans in particular often stagnate because there's not really a lot of opportunities for them to actually go out and do military operations.  The warcraft/fort system that SoI has is probably too complex for Arm's engine as it stands, but I'd love to see neutral villages and forts that have to be captured or guarded every so often.


Unrelated:  I think one of the biggest barriers to entry is for a new player are as follows:
1.  What am I supposed to 'do?'
2.  What is the difference between PCs and NPCs?  How can I tell which is which?
3.  Where the hell are all the PCs, anyway?  (the way change helped with this, but players can't Way PCs until they've met them)


On another game we handled the second point by making NPCs a different 'color' than PCs, but that's not an option on Arm, it seems.
As for the third point, every other RP mud has some variation on an RP hotspot or notification system to make it easier to find RP, especially during off-peak hours.
Title: Re: Player retention and you: brainstorming
Post by: Desertman on October 27, 2015, 04:29:17 PM
+1 for small time random and generally pointless happenings.

There doesn't NEED to be a reason for six gith in a "raiding party" to show up and start camping the Salt Road other than "This gith has decided he wants to do this.", that is where the story can end and it will still give people something to do.

There doesn't NEED to be a reason that a "flock" of eight silt-fliers has been reported to be swooping down in a group and terrorizing the mining fields west of Allanak. They just roamed up and there they are to get destroyed or do some destroying of their own...and the story ends there.

There doesn't NEED to be a reason "Gulgak the rinth dwarf was just spotted killing someone in the street and now he's on the loose for the AOD to chase down.". He may even intentionally put himself in harms way (staff decision, obviously Gulgak wouldn't know he was doing it, he would think he was being cunning or whatever) so the AOD can get their hands on him....and the storyline ends there.

Things like that. I don't see why we need a lot of staff involvement and writing plotlines and getting them approved to throw out one of these sorts of things a week where the whole city can hear about it and those who are in a position can do something about it, or ignore it if they choose.

If they do happen to organically create interest in an off-shoot plotline and the avenue is there then staff can write a deeper story and get it approved and pursue it.

When I DM some of the most interesting things my players get into are stories I have written up based entirely on the random things they decided to do during encounters that I fully intended to never have a storyline.
Title: Re: Player retention and you: brainstorming
Post by: Erythil on October 27, 2015, 04:30:59 PM
Yeah, I think that the game could benefit from more low-rent 'random encounters' that don't have a huge depth of characterization, but allow staff to do some quick in-and-out storytelling, tabletop gaming style.
Title: Re: Player retention and you: brainstorming
Post by: Lizzie on October 27, 2015, 04:38:59 PM
Here's an example, stolen from something I did as a head builder/storyteller in another game, long ago.

Our admin wanted to create a new hunting area (it was an RP-enforced hack-n-slash, where the #1 way to level up was to hunt but not the only way).

I came up with the idea of a haunted house and yard near the outskirts of town. I explained the concept, the types of "mobs" we'd have, and he had the coder build the mobs themselves with whatever stats and gen rates and whatever else (I left mob-building to the admin/coder people).

I then created the avatar I'd play for the grand opening, along with another builder who often worked with me on projects. My avatar was a little girl, an orphan who had been raised by the "middle" lands (there was dark, neutral, light). I had her show up spontaneously for no particular reason, just as a way of getting people used to seeing her around. She'd sit on a half-giant's lap and demand story-time, and the half-giant would send his message to the game-world (we had a public psi channel) that he was gonna have story time so everyone gather round. So that HG, played by just a player, would create that little impromptu RPT. Then another time I'd have my little girl show up in another section, maybe walk into one of the workshops where a tailor PC was working, dragging along a raggedy doll with a torn dress. She'd walk in crying because her dolly's dress was ripped, and he help? And we'd have a little RP time with him emoting out fixing the dress - and I'd change the description of the doll to reflect the recent repair. I'd do a bunch of these for around two weeks.

Then one day she showed up in another part of the game world, maybe at the bar in the other town, with her newly fixed dolly, and asked if anyone had seen her best pal. So they'd all go on a hunt for her best pal. My co-staffer, who was playing the best pal, would be wizinvis near the new hunting area, and my avatar would run home to her auntie in case her pal showed up. And then I'd switch out to play the crazy old fortuneteller lady who suffered from narcolepsy. I'd have her just a few rooms away from where people were looking, and as soon as they came her way I'd have a little something to say about portents of doom and something spooky, and maybe include a hint of what the best pal looked like in a "vision." She'd tell the legend of the old hermit, complete with a description of the shack and the basement. And then of course my chick fell asleep standing up, came to, and demanded to know who stole the glasses that were on top of her head.

Finally one of the players would get the hint and start looking on the outskirts of the lightlands - and my co-worker would start doing the "kid is yelling and screaming for help" bit, and I'd add some spooky effects with game-wide emotes and region-wide emotes.

My friend was already "in" her avatar (this was a MOO, you could just "become" any avatar you had authority to use, and could make your own any time), invis and ready to come out when the time was right.

They finally found the little boy, battered and bruised, but not til after they had hunted through the haunted house and discovered the ghosts and ghouls of dead children in the basement, where the boy was hiding inside a big dresser drawer.

They defeated the ghost of the hermit and recovered his axe, and the hunting area was made available, as an undead hunting area with modest treasures.

The entire process took around a month from start to finish, but the actual coded part of the mobs took I think a day - and the avatar creation took me and my co-worker around 20 minutes each.

I was able to re-use the little girl avatar on subsequent RPTs - she became a minor character in the world that people knew and could interact with at random times - sometimes for RPTs, sometimes just because I enjoyed playing her and would bring her out to goof around with the "adults" in the game.

Title: Re: Player retention and you: brainstorming
Post by: In Dreams on October 27, 2015, 04:39:17 PM
Quote from: Ath on October 27, 2015, 04:15:23 PM
What do you mean new major characters?

In a lot of other RP environs, there are PCs that are real movers and shakers on a level bigger than they can do on Arm. They can start wars or affect the political landscape beyond small personal conflicts. It seems like PCs are in a world with a very low ceiling here.

Why not put some trust in the players and expand the scope of our impact on the world a little bit?
Title: Re: Player retention and you: brainstorming
Post by: wizturbo on October 27, 2015, 04:43:56 PM
Some more random examples of "low budget" encounter style events, that don't necessarily involve combat...mainly because I think the combat RPT's probably see the most attention now and days:


I'm a big fan of some rewards, trophies, perks being available too for a successful outing.  It feels like Armageddon is incredibly stingy when it comes with rewarding PCs.
Title: Re: Player retention and you: brainstorming
Post by: Erythil on October 27, 2015, 04:48:55 PM
QuoteIt feels like Armageddon is incredibly stingy when it comes with rewarding PCs.

This is probably an overreaction to the constant accusations of staff favoritism in certain quarters, and the past reality of blatant staff favoritism and avatarism as represented by the fabled Floating Castle Guy.
Title: Re: Player retention and you: brainstorming
Post by: Malken on October 27, 2015, 04:51:06 PM
Quote from: Ath on October 27, 2015, 04:15:23 PM
What do you mean new major characters?

I see a lot of you want to see plot.  Now when you guys talk these large plots, are we talking plots that you guys see, but are unable to interact with, but may affect the game world you play in?  Say for example, a battle between Red Storm and Some Raiders where fights will be heard about on the rumor boards, or through animations, but you really have no capacity to change the outcome.  You may see a few raiders outside Red Storm, you can kill them, but this doesn't mean you beat them back.

Or are you guys looking for more interactive large plots?  Something where player action does make a difference.  Say for example the raider leader is camped somewhere and if the players kill him, Red Storm may owe a debt to the players.

The big difference here is how much time is invested.  Big plots that include major player interaction require a lot of work, planned RPTs, planning, etc.  That which doesn't require much interaction and really only affects the game world and the players are the viewers and somewhat affected, these are more easy to manage on a staff level.

These are just some talking points, so I'm interested in hearing what you guys have to say.

I know that my "Why not both?" sounds like I'm a heartless dude not caring about the amount of work you guys would have to do for that to happen, but please understand that by that I mean that it could be a super -long- story that would get "updated" once in a while and that new things would pop up about it, NOTICEABLE things.

Like we hear the rumors of a powerful tribal leader who has conquered the Seik and the Arabeti and he's like, "Ok you pricks, you are now one tribe and you are called the Schmoofs, no more Seik and Arabeti BS". So now the Schmoofs are under the leadership of this powerful tribal guy who may/may not have some super wicked powers and slowly he decides that he also wants to take over the tribal lands and at some point he gets somewhere with it and now the Schmoofs have a new camp deeper into the tablelands and the d-elves have to start worrying about that dude.

Then the Schmoofs leader decides that he's strong enough to take on Muk Utep and maybe he even -destroys- Muk Utep but he just wants Muk Utep's axe.. So now Muk Utep is finally gone-gone from the game and there's a power vacuum going on in Tuluk and someday (maybe months, maybe years) we'll see a new powerful dude taking over the city and Muk Utep will just be a legend of the past, so when we are all in our 50s we can tell the youngins' that there used to be a Muk Utep guy and a Tektolnes but no one remembers these guys because they have long been replaced by other powerful dudes.

Part of the story can be experienced by the players and the other part leaves "permanent" and new powerful characters that take over the old ones and at least we have a sense that Armageddon has a sort of "main story" that evolves with time.
Title: Re: Player retention and you: brainstorming
Post by: wizturbo on October 27, 2015, 04:52:59 PM
Quote from: Erythil on October 27, 2015, 04:48:55 PM
QuoteIt feels like Armageddon is incredibly stingy when it comes with rewarding PCs.

This is probably an overreaction to the constant accusations of staff favoritism in certain quarters, and the past reality of blatant staff favoritism and avatarism as represented by the fabled Floating Castle Guy.

I'm also not suggesting we give PC's steel swords and flying mounts (at least not often...something along those lines should happen every few years though).  I just mean simple "uncommon" level stuff.  Here's an unusual gith book.  It's written in their foreign tongue, so, you aren't ever going to read it...but you have it!   Or here's an odd colored mount, or let me tell you a secret you might not otherwise find out...  You know, stuff that makes you go "neat!", especially for us veterans who rarely get those kind of moments from day to day play.
Title: Re: Player retention and you: brainstorming
Post by: Lizzie on October 27, 2015, 04:53:33 PM
In reference to my above post: My point is, I'd love to see "real characters" - avatars who might not have any particular significance to the game world, but be played by staff, who serve a "while you're bored, here's just a little something fun to chew on" function. Maybe the one-armed ex-recruit of a dead VNPC Guild boss who you bring out in the Gaj to demonstrate why a new player should probably not go around telling everyone he's a thief and is for hire. Or perhaps have one of the Kadian Junior agents of some other virtual Kadian crew come to the crafting hall to bitch about how he had to fire everyone in his crew for insubordination and now he needs exactly two pairs of white silk gloves for Lord Jojo Fale in an hour or else, and he'll pay 200 sids to the first one to bring them to him as a bonus.

Or some random grebber outside Luir's comes rushing up to the firepit (where there's a bunch of PCs resting their mounts), all bloodied up and not looking well, screaming about the crazed gurth (and then make some weird spotted gurth that some evil VNPC hunter glued a lit tube of aggross to its mouth or something and give it mul rage with a hopped up offense and unarmed skill - their prize for taking it down: the tube of aggross and maybe an interesting arrow).

Or, my personal favorite - have a tregil take a shit on a Kurac sergeant's boots when they're out hunting :)
Title: Re: Player retention and you: brainstorming
Post by: LauraMars on October 27, 2015, 04:55:06 PM
I wasn't really suggesting any specific plot or story ideas (the ones mentioned are interesting though).   Just the idea of having heavy plot elements hanging in the background like curtains is something I miss recognizing.   It's also something that can naturally spawn plenty of smaller player-driven plots if twisted right.  

If there's a big story grinding slowly into existence, people can feel it, they can smell it, and they want to get involved and get their friends involved.  It's usually more than "there's something in the sewer again!" or "guys its raider o clock" or even "POLITICS: THE RPT" (there is absolutely nothing wrong with those types of plots either, btw. All that stuff is aces too). That feeling of a main plotline simmering on the back burner is hard to articulate, but it's just something that I've noticed seems to be absent at the moment, though I am sure it will come around again eventually.  

I do feel, however, that flexibility and spontaneity are pretty key attitudes to have when attempting something like that.  The more flexibility a plot has at the outset, the better.  I've seen multi-month, multi-clan plots spawn from a single npc with a treasure map, I doubt there was a ten point proposal and color coded outline behind the idea initially.  All I'm saying is, if anyone feels motivated to write that kind of story, I think they should write it. DO IT.  Throw dumb ideas at players until they stick, then be flexible, if players go somewhere with it that you weren't expecting (and they will), don't get frustrated - follow them off the tracks.  Players are dice, and they just need someone to roll them.  

If people don't wanna do any of that well that's ok too. It's just a hobby at the end of the day.  Most dungeon masters dungeon master because they want to, not because they feel they have to.  But hopefully there's still people who want to be the master of this dungeon.

(edit: the above is kinda directed at leader pcs too.)
Title: Re: Player retention and you: brainstorming
Post by: Alesan on October 27, 2015, 04:59:55 PM
I like the idea of mini-plots and things to make the world feel alive on a general week-to-week basis. Even if it's just things you hear on the rumor boards. Little things that change the world in a noticeable way would be nice, too. The sandstorm thing someone mentioned, for example.

And while I'm not really good at coming up with examples, I think occasional events that actually involve PCs in some way would create considerable interest. They don't necessarily have to be things that PCs can shape and influence, but being actually involved in things even if you aren't a mover-shaker PC would go a long way to keeping interest alive.

I think the player retention issue extends beyond new players. I struggle to play lately because there's so many other games grabbing my attention while I simply keep Armageddon connected in case something interesting happens. I'm not the kind of player who can start plots and make things happen. I'm more of a follower than a leader. But I still want to enjoy the game somehow.
Title: Re: Player retention and you: brainstorming
Post by: wizturbo on October 27, 2015, 05:01:41 PM
LauraMars for president.  +1
Title: Re: Player retention and you: brainstorming
Post by: nauta on October 27, 2015, 05:01:44 PM
Quote from: Erythil on October 27, 2015, 04:48:55 PM
QuoteIt feels like Armageddon is incredibly stingy when it comes with rewarding PCs.

This is probably an overreaction to the constant accusations of staff favoritism in certain quarters, and the past reality of blatant staff favoritism and avatarism as represented by the fabled Floating Castle Guy.

Not sure where that quote is from, but that brings up another topic entirely: positivity!

Nobody wants to perceive (much less for there to be) favoritism.  I think the history of bitching out there has shown that much.  But staff can 'reward' in a very broad sense in a variety of other ways, ways that encourage people to stick to it, roleplay, and get things going.

1. Use encouraging language.  Staff has to say 'no', a lot, but they can do so in a positive way.  Try to suggest other ways to get what they want done that might fit the gameworld better.  Try to find what's positive out of something, and highlight that, rather than just the negatives.

2. Be proactive/collaborative.  Try to figure out why the player is asking for what they are asking, or doing what they are doing, and get in there and nudge them and encourage them.  Staff has more knowledge than we do, so they can really use that knowledge to move our own plots along.

3. Do something positive, not just negative. Staff has to animate a lot to have the world respond in negative ways to players.  I've very rarely seen it respond in positive ways.  (I don't mean backrubs or mustache waxings, although that's fine.  But it's nice to see neutral or positive animations now and then.) Look into player bios and figure out what story they are trying to tell, and animate the world to encourage that story, in really minor ways that drive that story forward.

4. Kudos? Staff could send out kudos when they see you doing something good. I received one once a long time ago. More of that.  Kudos are amazing.  Just fucking amazing.

I'm sure this is all already happening to some extent, but those are ways of 'rewarding' players without dipping into 'favoritism'.  I think they'd also address another issue, which has been hinted at before: non-sponsored leadership burnout.  What's that?  It's this frustration you feel when you try to get stuff going on the ground level, and bump into walls, be it staff or just players dying out, not playing along.
Title: Re: Player retention and you: brainstorming
Post by: wizturbo on October 27, 2015, 05:05:30 PM
Quote from: nauta on October 27, 2015, 05:01:44 PM
4. Kudos? Staff could send out kudos when they see you doing something good. I received one once a long time ago. More of that.  Kudos are amazing.  Just fucking amazing.

Staff kudos...  wow!  Such an easy thing to do, and could have such a positive impact.  This is one of those things that seems so obvious in hindsight, but is so rarely mentioned on the GDB...  Getting kudos from players is great, but players don't see everything staff do.  A character might seem boring and lame, but behind the scenes been freaking awesome...  Having staff give out those butt pats could go a long, long way in retention.

Btw, I agree with all three of your points (especially 3 and 4)...but #4 seems like a total slam dunk.
Title: Re: Player retention and you: brainstorming
Post by: BadSkeelz on October 27, 2015, 05:13:04 PM
As pathetic I think it is that people want a reach-around from staff to let them know they're doing a good jerb playing a game, yeah, positive reinforcement is nice. It's the main reason I request account notes.
Title: Re: Player retention and you: brainstorming
Post by: Delirium on October 27, 2015, 05:16:23 PM
Less snarky condescension on the GDB would be nice too.
Title: Re: Player retention and you: brainstorming
Post by: nauta on October 27, 2015, 05:16:55 PM
Quote from: wizturbo on October 27, 2015, 05:05:30 PM
Quote from: nauta on October 27, 2015, 05:01:44 PM
4. Kudos? Staff could send out kudos when they see you doing something good. I received one once a long time ago. More of that.  Kudos are amazing.  Just fucking amazing.

Staff kudos...  wow!  Such an easy thing to do, and could have such a positive impact.  This is one of those things that seems so obvious in hindsight, but is so rarely mentioned on the GDB...  Getting kudos from players is great, but players don't see everything staff do.  A character might seem boring and lame, but behind the scenes been freaking awesome...  Having staff give out those butt pats could go a long, long way in retention.

Btw, I agree with all three of your points (especially 3 and 4)...but #4 seems like a total slam dunk.

High five.  (I still think magickers are gross and scary.) :-)

Anyway, in the background too, kudos  would also offset those hideously negative, often contentious, negative account notes I'm sure we all have.
Title: Re: Player retention and you: brainstorming
Post by: Desertman on October 27, 2015, 05:19:42 PM
Quote from: Delirium on October 27, 2015, 05:16:23 PM
Less snarky condescension on the GDB would be nice too.

Oh, this reminds me, sort of.

For a long time when I started playing this game I DIDN'T KNOW THE GDB EXISTED.

I had no clue we had a forum.

Maybe we could also point players to the forum during character generation so they have somewhere to "dick around" until their app gets approved. I think there might be a small message in there somewhere about it? I can't recall. But something more prominent to make sure they know about the forums and can come here for help/questions etc might be nice.
Title: Re: Player retention and you: brainstorming
Post by: wizturbo on October 27, 2015, 05:20:09 PM
Quote from: BadSkeelz on October 27, 2015, 05:13:04 PM
As pathetic I think it is that people want a reach-around from staff to let them know they're doing a good jerb playing a game, yeah, positive reinforcement is nice. It's the main reason I request account notes.

When you phrase it that way, it sounds so ugly and bad...  Honestly, it's just cool for people to appreciate your character.  Nothing really bad about it, and staff are in a position to see more than anyone else.
Title: Re: Player retention and you: brainstorming
Post by: wizturbo on October 27, 2015, 05:21:03 PM
Quote from: Desertman on October 27, 2015, 05:19:42 PM
Maybe we could also point players to the forum during character generation so they have somewhere to "dick around" until their app gets approved. I think there might be a small message in there somewhere about it? I can't recall. But something more prominent to make sure they know about the forums and can come here for help/questions etc might be nice.


Noooo!!!!!!  Let them enjoy the game without reading our jaded, corrupted ways of thinking for a little while.  :)
Title: Re: Player retention and you: brainstorming
Post by: BadSkeelz on October 27, 2015, 05:21:46 PM
Quote from: Delirium on October 27, 2015, 05:16:23 PM
Less snarky condescension on the GDB would be nice too.

My first thought on seeing this thread was "It'd be nice if we didn't have so many threads whinging about the game." I worry that it creates a self-fulfilling prophecy and overall negative atmosphere.

When was the last time we had a log posted and everyone reminisced over how cools things were? I found those threads inspiring.


Title: Re: Player retention and you: brainstorming
Post by: Voular on October 27, 2015, 05:24:40 PM
Timesink deletion. Staff interaction. Make the world more mysterious by eliminating the systems rules with more staff meddling with your shit.

What made me stay was all the attention my first clan admin showed me, without me even knowing it was an admin doing it. Years later when that sort of interaction was all scaled back it blew my mind - and the game has never really been the same for me. D&D would be boring if your DM only came around to correct you if you tried to bend the rules.

I am sure you have a large pool of players who are inactive who have years of playtime logged, you could contact them directly and ask what would bring them back - they could probably add a lot of quality and help intergrate new players as well?

It is however hard to make a suggestion here that isn't work intensive or that will cancel itself out by making another person leave because of the change etc.
Title: Re: Player retention and you: brainstorming
Post by: Desertman on October 27, 2015, 05:26:35 PM
Quote from: BadSkeelz on October 27, 2015, 05:21:46 PM
Quote from: Delirium on October 27, 2015, 05:16:23 PM
Less snarky condescension on the GDB would be nice too.

My first thought on seeing this thread was "It'd be nice if we didn't have so many threads whinging about the game." I worry that it creates a self-fulfilling prophecy and overall negative atmosphere.

When was the last time we had a log posted and everyone reminisced over how cools things were? I found those threads inspiring.




Made one.
Title: Re: Player retention and you: brainstorming
Post by: BadSkeelz on October 27, 2015, 05:26:42 PM
For actual in-game improvements, I agree with Laura that the game world should have an on-going plot... BUT! For new players, the focus should really be on getting them engaged with other players. They don't need to know about that big Metaplot as long as there are job offerings and plothooks for them to immediately get latched on to. They can be small, too, since these are new players. We might yawn at another sewer RPT, but a newbie probably isn't.

This engagement shouldn't be coming primarily from staff. It should be coming from leadership roles. Get newbies in to your clan, give them something to do, get them involved. The leader's job will be made easier if they're presented with a metaplot to "Hang their plots on", which in turn trickles down newbies and non-sponsored roles having jobs and plots of their own.

A less static gameworld inspires and motivates leaders. Inspired and motivated leaders engage fellow players.
Title: Re: Player retention and you: brainstorming
Post by: LauraMars on October 27, 2015, 05:30:57 PM
Quote from: BadSkeelz on October 27, 2015, 05:26:42 PM
For actual in-game improvements, I agree with Laura that the game world should have an on-going plot... BUT! For new players, the focus should really be on getting them engaged with other players. They don't need to know about that big Metaplot as long as there are job offerings and plothooks for them to immediately get latched on to. They can be small, too, since these are new players. We might yawn at another sewer RPT, but a newbie probably isn't.

This engagement shouldn't be coming primarily from staff. It should be coming from leadership roles. Get newbies in to your clan, give them something to do, get them involved. The leader's job will be made easier if they're presented with a metaplot to "Hang their plots on", which in turn trickles down newbies and non-sponsored roles having jobs and plots of their own.

A less static gameworld inspires and motivates leaders. Inspired and motivated leaders engage fellow players.

Solid +1 on that.  Energetic and happy leaders are a huge factor in keeping players around.
Title: Re: Player retention and you: brainstorming
Post by: nauta on October 27, 2015, 05:43:58 PM
Two other smaller things, one brought up before, but I'll pitch it differently (and they are kind of related, maybe):

Find out IC is a double-edged sword.  We want to protect the mystery, both coded and lore, and that's a fun part of the game.  (The coded mystery for me isn't really that fun, but I lean more towards the MUSH than the MUD, I guess, although I've never played a MUSH, so...)  But sometimes it is jarring and immersion breaking.  The helper chat has been so useful here, but I think we could maybe have a look at some things (maybe a whole thread dedicated to it) that fall into the category of "my PC is not an idiot, I would know how to do that!"

Bugs.  This is probably just me, but I heard someone else bring it up: it'd be nice to get a notification on bug reports, when fixed or declined. I've sometimes received staff notifications or whatever IG after filing a bug, letting me know it isn't a bug.  That's nice, but spotty.

Oh, and I agree: I think a big part of retaining new players is retaining other players who are interested, excited, and enthusiastic about getting things going.  Which is why I think positivity is a big deal.  (Personal theory: a lot of people leave because they see so many NOs on so many levels, and not enough YESes, or No, but what about this...es.)
Title: Re: Player retention and you: brainstorming
Post by: Ath on October 27, 2015, 05:45:37 PM
Quote from: Erythil on October 27, 2015, 04:26:38 PM
The kind of objective you described with the raider leader doesn't necessarily require a big admin RPT.  You could just drop a fortified 3-room encampment in the game, and have a trophy item on the leader that can be acquired for turn-in.  I know it might seem a little more like an MMO's 'quests,' but it's also something I'd like to see more of in the world -- more tools for us to go out and make our own fun.  Military clans in particular often stagnate because there's not really a lot of opportunities for them to actually go out and do military operations.  The warcraft/fort system that SoI has is probably too complex for Arm's engine as it stands, but I'd love to see neutral villages and forts that have to be captured or guarded every so often.

See, I hated SoI's fort system, it was too disconnected int he sense of RP and was only there for the hack and slash players.  I was on staff for SoI when that system was around.  On the topic of adding a fort and adding NPCs and items, and leaving it there to be killed.  That to me is not in the spirit of Armageddon.  There is no RP there, that is hack and slash with a reward.  Now let me tell you what goes into what you're requesting here.  First, we have to come up with a Plot Proposal, this has to describe the plot, and give the goals, etc of the plot, to then get feedback and approval.  Next we have to build the rooms, get those approved, next we have to build the reward object, get that approved, then build the NPCs, and get that approve.  I could likely skimp a bit on the NPCs and use some generic raiders, but the Leader would need to be good.  Now, I could just plop this in and let them get killed, because the PCs will figure out how to kill them, but where is that fun for all that work?  Next we have to hook some players into going into this RPT, then plan for the RPT, and then execute the RPT.  Which likely will be 10 players or more showing up to kill a bunch of raiders and then the leader.  Very little RP.  I hope you see the issue here.

Quote from: Desertman on October 27, 2015, 04:29:17 PM
+1 for small time random and generally pointless happenings.

There doesn't NEED to be a reason for six gith in a "raiding party" to show up and start camping the Salt Road other than "This gith has decided he wants to do this.", that is where the story can end and it will still give people something to do.

There doesn't NEED to be a reason that a "flock" of eight silt-fliers has been reported to be swooping down in a group and terrorizing the mining fields west of Allanak. They just roamed up and there they are to get destroyed or do some destroying of their own...and the story ends there.

There doesn't NEED to be a reason "Gulgak the rinth dwarf was just spotted killing someone in the street and now he's on the loose for the AOD to chase down.". He may even intentionally put himself in harms way (staff decision, obviously Gulgak wouldn't know he was doing it, he would think he was being cunning or whatever) so the AOD can get their hands on him....and the storyline ends there.  

This is called animations, we already do it.  Maybe we need to do it more.  My issue here is when you animate, you run a risk of killing the player or all the players involved.  Making a fair fight on the fly is extremely hard to do when you animate.  I would be more than happy to animate more, I will try, but when you guys die due to animations, don't start crying that staff killed you on purpose.  Because I'll be honest, I don't like stupid killing, but if it is realistic, tasty tasty brains.  As for the dwarf idea, that could happen, but that requires a bit of prep work, sorta described above.  One thing I thought of is having each staff member try to come up with a few NPCs for their area that they can just animate.  Maybe this dwarf doesn't get killed, but he does pay up his bribe each time... stupid Gulgak causing trouble again, oh well.


Quote from: wizturbo on October 27, 2015, 04:43:56 PM
Some more random examples of "low budget" encounter style events, that don't necessarily involve combat...mainly because I think the combat RPT's probably see the most attention now and days:


  • An incredibly harsh sandstorm hits, and staff go around animating the world to show just how devastating it can be.  Kill off mounts, periodic HP damage to those who don't take cover, etc.
  • Drop a single tiny nugget of silver in a random spot, watch the excitement and plots that come from it.
  • A Red Robe of the Trade Ministry decides to make a spot inspection of the Kadian compound.  You have 1 IC day to prepare for their arrival....GO!
  • A shipment of spice is lost in a sandstorm, and House Kurac tells the PC Fist unit to go ride out and find it before it's stolen. (Oh, and by the way, the same rumor is dropped to numerous other groups...just for a little competition.

I'm a big fan of some rewards, trophies, perks being available too for a successful outing.  It feels like Armageddon is incredibly stingy when it comes with rewarding PCs.

I wish it was this easy... item 1- That's possible, but that would require prep work, but pretty plausible.  I could damage the entire city of Allanak if I wanted to, but you mentioned if they don't take cover.  Hmmm, now that makes it more difficult, code doesn't let me determine either or.  I would have to walk around ALL of Allanak to watch for people not in doors, this would likely require several staff members to do this.  item 2 - None of you would ever freaken find it if I just dropped it somewhere.  I would sit looking at it for days, someone will likely find it, probably a newb wandering, it will go into a pack, and we'll never see it again.  I know, buzzkill, but I'm not trying to be one.  Oh, now if I hinted at it on the boards, well -everyone- would be out there, we're talking RPTs of 20+.  Though we do have some ideas brewing along these lines, but a bit more different.  item 3 - See, this would require two teams to coordinate and agree on doing it.  I could see this as being an easier to obtain one though.  Item 4 - Hmmm, could do this... not a bad idea.  Object hunt, maybe the NPCs are all dead or don't need animation or something.  *taps finger to lips*

Too many replies for me to get to all of them, but here is at least some replies to you guys.  I'll keep reading and seeing what I can come up with.
Title: Re: Player retention and you: brainstorming
Post by: Riev on October 27, 2015, 05:51:36 PM
On the surface of what Ath is saying, it sounds like to do anything takes so much "authorization" that likely comes from The Big Three that any ideas are going to require RL months of background prep for what might amount to "you staff suck railroad plots I'm going back to Harshlands etc etc etc". Which I get, because why would staff want to put in months of effort for what might likely fizzle out into nothing?

And while I would LOVE to see more "railroad" plots with only 1 of 2 outcomes, I would rather see more of what was mentioned about an "overaching plot". I know there is one (THERE IS!) but nobody would ever know about it.

What if Arm had literal "seasons" like TV, where each "Season" was plotted out to be an overarching plot, with a couple subplots but the general goal has only a couple endings. Bad guy loses, good guys gain fame... or Bad Guy wins, resources are harder to get for a while and Deus Ex Tektolnes comes into play. I don't know. It might be better to advertise "Next season in Armageddon: Sam the Defiler is back, and he wants butts!"
Title: Re: Player retention and you: brainstorming
Post by: BadSkeelz on October 27, 2015, 05:55:24 PM
While bureaucratic approval has something to do with it, I think a lot of us grossly underestimate how much actual command-entering in-game work it takes to get something done staffside.
Title: Re: Player retention and you: brainstorming
Post by: Ath on October 27, 2015, 06:05:36 PM
Quote from: BadSkeelz on October 27, 2015, 05:55:24 PM
While bureaucratic approval has something to do with it, I think a lot of us grossly underestimate how much actual command-entering in-game work it takes to get something done staffside.

This.  Approvals are in place for a reason, so that fairness stays in tact and it is is realistic to the game world and vision.  It isn't as bad as Riev makes it out to be to be honest, but it does take work.
Title: Re: Player retention and you: brainstorming
Post by: wizturbo on October 27, 2015, 06:15:32 PM
I'd target the maximum amount of fun, for minimum amount of work.

For instance, in the gith encampment example...  Why create a bunch of rooms and boss man Gith NPCS?  Just load up some gith, give them orange bandanas to signify they're part of the dreaded orange bandana crew...and spawn a tent with some random stuff raider's might steal from virtual merchants.  Then go out, have some dinner, watch a movie, come back and see if anyone has raided your encampment.  You don't even need to animate anything...although it would be cool and add flavor, just having the encampment itself does that.

If no one finds the encampment, or if you want to try and encourage players to find it while you're available to animate, have an NPC wander in and mention something to hint at it.  Local taverns are great for this....or just make a rumor board post, without any NPC wandering in at all if you're short on time.

If players manage to kill themselves fighting the gith...welp, welcome to Armageddon, you didn't have to ride out there and fuck with them.  This is especially true if you go the dinner and a movie route, where you aren't even giving the Gith some kind of special control to make them more dangerous.

As for my silver nugget example...doh...don't just drop it into a truly random room!  Take all the random players online at a given time (lets say 50), drop their names into excel, and ask Siri on your iphone "Random number between 1 and 50".  Whatever number Siri says, follow that player around for a little while and look for an opportunity to drop the nugget in their path.  No favoritism, just random good luck (or horrible, horrible luck...if you consider what many people will be willing to do for even a tiny nugget of silver).  Granted it might be more complicated than this...silver nuggets shouldn't be lying around the streets of Allanak for instance...  But you get the idea.  Maybe you have a table of "city rare valuables" and a table of "outdoors rare valuables" and you draw from that once every few months, depending on who "wins".  I cannot stress enough how "winning" has the potential to go horribly, horribly bad for some of these characters...  heh
Title: Re: Player retention and you: brainstorming
Post by: BadSkeelz on October 27, 2015, 06:20:11 PM
Gith camps already exist in the game. It's on player leaders to draft up a warband and try and take them out.
Title: Re: Player retention and you: brainstorming
Post by: seidhr on October 27, 2015, 06:20:49 PM
Desertman mentions a Byn plot a year or so ago that was involving killing raiders and I just wanted to chime in on that, from staff perspective.

I agree it was a super neat plot and I got to be one of the major people (there were several of us) pulling the levers behind the scenes to make it come to life.

But I will just say that while this wasn't a big plot that changed the world, it still took a ton of work from our side to get done.  We wrote up about five new rooms for the game, a new camp object, some neat reward objects, and about 10 NPCs - all of whom had backgrounds, personalities, and so on.  Since this was a combat-heavy RPT, then we had to assign skills to all of them and try (emphasis on TRY) to make them challenging but not super overkill deadly for a big group of battle-hardened PCs, where we didn't know how many exactly would be showing up.

(Incidentally this is nearly impossible to do with any degree of accuracy, up-front.)

Doing plots like that now and then is awesome and I dare say that we as staff enjoy them as much as the players do, but it's also a boatload of work and takes the efforts of multiple staffers over the course of a couple weeks (at minimum) to get set up, not to mention the brainstorming up front.

In this case the camp got burned down or destroyed and all but one or two of the NPCs are dead as a result of the RPT, so it's a lot of investment for a one-time thing.   :)
Title: Re: Player retention and you: brainstorming
Post by: wizturbo on October 27, 2015, 06:23:35 PM
Quote from: BadSkeelz on October 27, 2015, 06:20:11 PM
Gith camps already exist in the game. It's on player leaders to draft up a warband and try and take them out.

They exist, but they aren't threatening the norm.  They aren't really "raider camps" if they're in the same place, and there's a viable route to take to avoid them.

Move one of the camps, or create a makeshift one in a different spot, and you've created something players might respond to...  and if they don't, okay, no worries...  if anything the world is just fresher as a result of this.
Title: Re: Player retention and you: brainstorming
Post by: BadSkeelz on October 27, 2015, 06:28:59 PM
Quote from: wizturbo on October 27, 2015, 06:23:35 PM
Quote from: BadSkeelz on October 27, 2015, 06:20:11 PM
Gith camps already exist in the game. It's on player leaders to draft up a warband and try and take them out.

They exist, but they aren't threatening the norm.  They aren't really "raider camps" if they're in the same place, and there's a viable route to take to avoid them.

Move one of the camps, or create a makeshift one in a different spot, and you've created something players might respond to...  and if they don't, okay, no worries...  if anything the world is just fresher as a result of this.


They're as threatening as you RP them to be. If a PC Templar recruits your character to fight a war against the gith, that you spend a few RL weeks training and interacting with your fellow soldier PCs before, and then when the big day comes and you ride to battle, are you going to tell the Templar "Hey man, this camp has ALWAYS been here, what gives? This isn't what I signed up for!"

It would be nice if gith camps rotated like other tribal camps, but there is nothing stopping us from roleplaying with them as they are now.

Players need to exercise a little more imagination and creativity on their part and stop asking Staff to bend over backwards for them.
Title: Re: Player retention and you: brainstorming
Post by: Mordiggian on October 27, 2015, 06:31:18 PM
Sometimes we try to throw leaders (and other PCs) plot threads to pick up on and they just don't.

Sometimes they will, and we'll get a dozen requests saying "what do we do next?"

And then we reply with the equivalent of "well, what do you do next?" because we don't want to railroad PCs, and we never hear about it again.
Title: Re: Player retention and you: brainstorming
Post by: nauta on October 27, 2015, 06:36:50 PM
Quote from: Mordiggian on October 27, 2015, 06:31:18 PM
Sometimes we try to throw leaders (and other PCs) plot threads to pick up on and they just don't.

Sometimes they will, and we'll get a dozen requests saying "what do we do next?"

And then we reply with the equivalent of "well, what do you do next?" because we don't want to railroad PCs, and we never hear about it again.

I'm not sure how it would work, but a feedback system might be nice.  In any case, did you follow up with them on it?  Did you try to figure out why they had dropped it?  Was it because they thought it wasn't interesting enough, or because they had other IC reasons to not pursue the plot hint?

EDITED TO ADD: I didn't mean that to sound harsh -- I meant it to be more of what the 'feedback' device would give answers to.
Title: Re: Player retention and you: brainstorming
Post by: Ath on October 27, 2015, 06:47:28 PM
See, the issue here we don't want to just give away plot details to the player OOC.  We want the players run with a hook and go with it, but just like in D&D, the DM may have a great plot hook, but the players won't catch it or go with it.  The issue with Arm and plot hooks is if the players don't catch the plot hook, the plot can fizzle and the effort can be wasted.  Now, on this note, most plots that are being run now have consequence or action taken if the plot is left to it's own devise.
Title: Re: Player retention and you: brainstorming
Post by: ibusoe on October 27, 2015, 06:51:07 PM
Quote from: Mordiggian on October 27, 2015, 06:31:18 PM
Sometimes we try to throw leaders (and other PCs) plot threads to pick up on and they just don't.

Sometimes they will, and we'll get a dozen requests saying "what do we do next?"

And then we reply with the equivalent of "well, what do you do next?" because we don't want to railroad PCs, and we never hear about it again.

That's how it goes, though.  That's a sign of the system working as it should.  I mean, you still have to get Pa a Father's Day card every year, even if it's not his thing.   You still need to poke the players now and then, even if their response is lackluster.  

I think staff misunderstand sometimes when they're in the zone.

Edit: spelling
Title: Re: Player retention and you: brainstorming
Post by: BadSkeelz on October 27, 2015, 07:02:31 PM
I kept accidentally killing plot-hook staff animation NPCs, and then when I got to sit down with one she turned down my offer to fite and ran away.

y u no giv me plotz staff
Title: Re: Player retention and you: brainstorming
Post by: LauraMars on October 27, 2015, 07:36:47 PM
Sounds like a pretty good plot to me.
Title: Re: Player retention and you: brainstorming
Post by: Norcal on October 27, 2015, 07:46:07 PM
Player retention means different things depending on the type of player you are hoping to retain.

To retain brand new first time players I would suggest these things:

- Make char gen for first timers much easier, perhaps even automated.
  For these types of PCs you could allow them to start without a ldesc. They would have to come up with one within say 5 days. If they do not, then they can no longer log in. Get them in the door and playing asap.

- Expand the start areas (near the starter shops) to include some tutorial rooms.

- Set up a newbie chat channel. I know this is kind of anathema, but I think it would really help new players avoid quitting in frustration. Have helpers from the player base who could supervise it.

- Animate for them. Arm is the most realistic MUD I know of, so capitalize on this. Make the world come alive and it will hook the newbs into logging on again.


Now, how to hold onto those newbs that have logged in a few times, yet might be getting bored with the slow pace of skilling up, and the super steep learning curve that we all had to face.

-Keep that newbie chat option open to them for a little longer.

-Make sure there are ample and relatively -easy- opportunities to get a job! If you want to retain players, then let them work.  I remember when I started, I used the helper chat on the web page. I asked "How do I survive" the response was  "Get a job". I said "Well how do I stay alive when I am trying to find one?"  "Look for food outside the walls" was the response.  

Not only were these responses very Spartan, they did not really tell me -how- to go about doing either of these things. So make a certain set of jobs very easy to get and quite obviously available, so that I can answer the questions for myself.

For the folks beyond the fresh newb category, I think some of the suggestions I have been reading about above are spot on:
- More action and interaction, rpts.
-More plots that we can get involved in easily.
-Acknowledge good play in this category of players.  Staff should -initiate- communication in this sense. Send an email to say to Suzy Salter "Hey! I see you have really improved!  Great job!  If you need anything let me know!"  Wow...that would like  totally inspire a deeper commitment to the game.

And for the vets?  
This is quite important.  Loosing a two day player is not good, yet loosing a five year plus player is very bad. Those make the backbone of the game.
-Help us avoid burnout, keep it fresh and active.
-SHOW THAT YOU TRUST THEM.
- Open up more sponsored roles, or send some plot ideas our way and let us work with staff on them.
-Do not be so stingy with karma. I mean really.
-Allow them a greater role in making long lasting changes to the game world.
-Acknowledge them somehow. A perk. Maybe an extra CGP or two.
Let them store and unstore PCs. If they get bored they could store, and then come back to it a year or so later.


Honestly, there is not another MUD around that even comes close to ARM. I also think that in the four or five years (I think) I have been playing, staff have done an amazing job of making things better and easier. I hope we can do even better in the next five years.

Cheers
Title: Re: Player retention and you: brainstorming
Post by: Desertman on October 27, 2015, 08:40:33 PM
Quote from: Ath on October 27, 2015, 05:45:37 PM

This is called animations, we already do it.  Maybe we need to do it more.  My issue here is when you animate, you run a risk of killing the player or all the players involved.  Making a fair fight on the fly is extremely hard to do when you animate.  I would be more than happy to animate more, I will try, but when you guys die due to animations, don't start crying that staff killed you on purpose.  Because I'll be honest, I don't like stupid killing, but if it is realistic, tasty tasty brains.  As for the dwarf idea, that could happen, but that requires a bit of prep work, sorta described above.  One thing I thought of is having each staff member try to come up with a few NPCs for their area that they can just animate.  Maybe this dwarf doesn't get killed, but he does pay up his bribe each time... stupid Gulgak causing trouble again, oh well.


In my experience 19/20 of these happen "as an aside" to something else the players are already doing which may be why you get this sort of backlash at times.

Most of the time it isn't..."Hey there's a rumor that this gith tribe is here camping the Salt Road, maybe you want to go check that out!".

Most of the time it is...."You guys are going to gather pech gras...SURPRISE GITH TRIBE ATTACK!!!".

I'm not saying those aren't super freaking fun. They are super freaking fun. What I'm saying is making the fighting the "GOAL" so that when people go they KNOW the fight is the goal, and not the surprise in transit to the goal or the task stopping them from the goal might reduce the idea that "staff killed me" is realistic.

How do you blame staff for a gith tribe killing you when you KNOW you are on your way to fight said gith tribe?

It's a bit easier when that gith tribe randomly shows up unexpectedly while you are trying to harvest agate shards instead.

Both scenarios can be fun, but if the fear is you will get blamed for killing PC's when that isn't your intention, you might lean towards "full disclosure" events, so to speak.  
Title: Re: Player retention and you: brainstorming
Post by: CodeMaster on October 27, 2015, 09:31:55 PM
Recurring events are good for getting people to pop in.  It's my understanding that we already have code that lets you spectate the arena no matter where you are in the world... so why not have regular but simple arena events?

For staff, there'd be the initial outlay of defining a number of humanoid NPCs with s/descriptions (maybe even solicited from players) and skills/stats. Then they could just be loaded into the arena to battle each other 1V1, 2V1, etc. using existing aggro code.  PCs could watch to determine which NPCs are the stronger ones, which would facilitate actual gambling.
Title: Re: Player retention and you: brainstorming
Post by: Inks on October 27, 2015, 09:35:43 PM
More gamblin'!
Title: Re: Player retention and you: brainstorming
Post by: Rokal on October 27, 2015, 09:47:50 PM
Quote from: Refugee on October 27, 2015, 02:57:44 PM
1.  Find ways to make clan recruits less likely to end up alone and bored, trapped by a schedule.  New players benefit from being in a clan when it works right; they have someone to show them the ropes and are somewhat shielded from the harsh realities of the struggle for survival in our game.

2.  Clans could have reciprocal agreements, where their members could train or hunt or whatever with each other, in times of lean numbers.  This really helped me in the times it's been available.  It'd have to be worked out in a way to make sense, of course, but idling in a clan hall doesn't compete well with other games that you could be playing instead, and when you're new, you might not know what else to do on your own.  Anyway, anything we can do to make clans better for new players would be great.

3.  Our GDB treatment of each other should always be respectful, even during times of heated disagreement.  We are a small and dwindling group of enthusiasts and we should value each other even if our PCs don't.  We are all at least fairly able to express ourselves, given the platform of the game we've chosen, and most of us are adults.  We should be able to debate anything without insulting or abusing each other.  When you see people sniping at each other on the boards, many might not choose to try to be part of that community.  And we -need- each other, because there's not too many people who 'get' us.

4.  Is there still a limit on the size of the Byn?  I'd suggest removing that, if not the limits on all clans, especially newbie-friendly ones.  If you've got a popular leader who draws in players because they're having fun, that's a good thing.

the bolded one especially - i've made it very obvious its been my first year of play so far, or close to it., it wasn't much of a problem to me as Arm wasn't my first RP game, but many newbies to RP are also seen first trying RP on muds ,or not even realizing the game -is- RP. I've had a character in the byn, when it was at a low period of activity - having to follow the schedule during this time is just awful. I mean its part of the RP, but no one wants to sit there rping chopping vegetables for ten minutes to help with stew. (i mean ,if its with others, it can be fun, given the content of the RP).

my first character had a lot of  :o :o :o moments that had me hooked, and I think this is the most important part for player retention - sure, there was down time, but its like reading a good book - theres a hook to the game that keeps people interested.

I've noticed in long time of RPing that most rpers online (from byond ,ect, other commuinites), especially when they're new to a game, or new to rping in general, they're 'reactionary' Rpers - they wait for something to happen, they either don't know enough to make something happen , or they are a bit intimidated to try and make something happen. If nothing happens, they wind up bored, then either stop logging in, or quit outright. So its not only important to make sure they're not sitting their twiddling their thumbs. A big part of what kept me hooked was lots of action and things going on that lead to me learning cool things one after another, both my PC and my self OOCly learned tons of neat things. I personally think its important to get a player interested in the world at large. Let them see tidbits of the lore , bring out their curoisity. This will lead to them not only being interested, but some will start being less reactionary and more get-going.. Starting things, trying things - even if they fail. That said. When I DM a RP, I follow a  large ideal of Risk vs reward. High Risk scenarios should carry an equally great reward that everyone involved could be a part of in some sort of way. I do not know if this could count in armageddon - but I honestly believe that when characters start something, Risk a lot. possibly evne their lives, reputation.. ect.  The reward should be fitting the risk. Theres many times where i've seen people quit a roleplay because they felt their effort after taking huge risk to their character only to be given a pat on a back and a 'good job!'

We also got to remember - Games are meant to be fun, its that fun factor that keeps them in , and yes, there will -always- be down times. But its punishing to make those down times have to be chopping up vegetables or cleaning shit.


One thought might be to allow newbie players to create a character thats already a new runner of the byn, but that might be too much.

Underlined part, I agree with as well - while it'd be bad to let something Swell TOO much, if a clan is growing big. Say for example house borsail gains not just aides, but starts having wyvern PCs build up. This is going to be noticed. Other noble houses might be interested in knocking them down a few notches. This alone would create possible conflict - the only issue I see is that its hard to populate many clans with that many players with our current playerbase, but in simple terms - without hiring caps, an influential noble house would actually be the -target- of their rivals. That to me  I think would make things fun.
Title: Re: Player retention and you: brainstorming
Post by: Rokal on October 27, 2015, 10:00:18 PM
Quote from: Norcal on October 27, 2015, 07:46:07 PM

- Animate for them. Arm is the most realistic MUD I know of, so capitalize on this. Make the world come alive and it will hook the newbs into logging on again.
Now, how to hold onto those newbs that have logged in a few times, yet might be getting bored with the slow pace of skilling up, and the super steep learning curve that we all had to face.

This brings up the thought of possibly having a set of staffer, much like the builders focused on building, focused on animating and bringing the world to life on improvised situations - storytellers could then be allowed to focus on players working out the bigger plots and such. I don't know if 'it'd work out, but on other roleplays i played, some of them had an admin postion like this to be able to bring the world to life on the fly, and were constantly watching for situations for world reaction, they had an ability to see the posts of anyone emoting, ect, no matter where they were (And the ability to mute the RP of certain players to keep things like mudsex hidden). They could then target a specific character, then use a command to make a narration/echo in the local area of that character to show, or even spawning  an NPC character or taking control of one in the surrounding rooms to then RP.

its a long shot, but its an idea. I doubt it'd work anything like how I explained it. But it really worked at keeping the world alive.
Title: Re: Player retention and you: brainstorming
Post by: Harmless on October 28, 2015, 12:32:52 AM
Just give the players what they want. If we ask for the return of Tuluk, give it to us. If we ask for the return of X or Y playable race, add it back in. Re-introduce full sorcerers for the highest karma special apps only. If people want certain features/bugs repaired, address them. Show that you're dedicated to keeping players happy and they'll stick around. Cater less to the wishes and desires of staff and players who are very tight with staff and consider the viewpoints and ideas of the larger majority of players that have been traditionally disregarded or ignored. If you want more players, make more people happy rather than a few people happier. Take a more relaxed attitude towards running a game which should be a casual experience. Free the storytellers to interact regularly with players. Encourage plots among players to the fullest and let our own PVPing/competition sort it out. Take a relaxed attitude towards OOC communication and facilitate it officially on the GDB.

Pick your favorite among the above suggestions and implement them one at a time, staging them, and assessing the positive or negative impacts of each. Don't, on the other hand, do all of the above at once, for then you wouldn't know which ones were the right move.

But I think in general reversing the trend of staff decisions over the past year or two would do well to reverse the downtrending player counts.

Look back in time and observe the activities and events surrounding upward spikes in playercounts and recreate those moments.
Title: Re: Player retention and you: brainstorming
Post by: Refugee on October 28, 2015, 12:42:26 AM
Quote from: Ath on October 27, 2015, 05:45:37 PM
See, I hated SoI's fort system, it was too disconnected int he sense of RP and was only there for the hack and slash players.  I was on staff for SoI when that system was around.  On the topic of adding a fort and adding NPCs and items, and leaving it there to be killed.  That to me is not in the spirit of Armageddon.  There is no RP there, that is hack and slash with a reward.  

Wow, I disagree. I played a Batallion armsman/sergeant during the mini-fort wars and there was a great deal of RP around them.  It was loads of fun.  There was a lot of problems with the dang things, it's true, and they started being codedly abused, but for a long time it really gave us a lot of fun that people still bring up when we reminisce, years later.
Title: Re: Player retention and you: brainstorming
Post by: Old Kank on October 28, 2015, 01:48:01 AM
Quote from: Nyr on October 27, 2015, 02:29:51 PM
This is a thread for some brainstorming on player retention.

There are several things we can do to bring in new players, period, and the biggest one is voting (obligatory "get out the vote" msg!).  However, after they get here, we want to find ways to get more of them to stay.

What suggestions do you have for player retention?

Can you give us more information on when, where, and how we're losing new players?  I know it's going to vary from person to person, but are there any trends?
Title: Re: Player retention and you: brainstorming
Post by: CodeMaster on October 28, 2015, 03:01:21 AM
Quote from: nauta on October 27, 2015, 05:43:58 PM
Find out IC is a double-edged sword.  We want to protect the mystery, both coded and lore, and that's a fun part of the game.  (The coded mystery for me isn't really that fun, but I lean more towards the MUSH than the MUD, I guess, although I've never played a MUSH, so...)  But sometimes it is jarring and immersion breaking.  The helper chat has been so useful here, but I think we could maybe have a look at some things (maybe a whole thread dedicated to it) that fall into the category of "my PC is not an idiot, I would know how to do that!"

One example of this is the crafting recipes, I think.  Some people play games like these specifically TO craft stuff.  But our craft helpfiles contain these vague (sometimes very vague) starter recipes -- it might be more newbie friendly if they were more comprehensive.  IMO it's not spoiling anyone to tell them which specific hunk of bone their knifemaker can craft into a dagger.
Title: Re: Player retention and you: brainstorming
Post by: Old Kank on October 28, 2015, 04:13:36 AM
Here's my random thoughts and ideas on recruiting and retaining players:

Recruiting:

1.  Update the MotD regularly.  When I used to check out MUDs, the first thing I wanted to know was, "Is this game actively maintained?"  If the MotD hadn't been updated in two years, I logged off and didn't go back.

2.  Consider advertising somewhere other than the MUD connector.  Don't spam, but I wonder if a well-placed post on reddit subs like MUD, darksun, rpg, or dnd might not garner more quality attention.  I'm sure there are other sites out there that cater to role-players, writers, Dune fans, and so on.

3.  Post some fanfic or even tightly edited logs on some fiction sites.

Retaining:

1.  Go after the veterans that have stopped playing.  I don't mean email them.  Make the game appealing to them.  They're out there, reading the GDB, waiting.

2.  Seriously look into ways of making the game available to players who can't dedicate 20 hours per week to it.

3.  Recognize how dedicated your playerbase is, and utilize that.  Give me building tools (even just a properly formatted XML front) and a fair audience, and I'll build you some brand spanking new zones.  I'm not the only one who would do this.

4.  I love, love, love, love, love, love, love the idea of new major characters.  We have a whole universe to explore, and Tektolnes and Utep are the only timeless characters?

5.  Let people multi-play in a limited fashion.  Let players animate the world via one-off characters.  At 2 karma, you can log in as a gortok or a scrab.  At 4 karma, a gith or a kryl.  At 6 karma, you get a deaf and dumb ghost that can possess the NPC of your choice.

Title: Re: Player retention and you: brainstorming
Post by: Erythil on October 28, 2015, 04:26:43 AM
I like OK's ideas.
Title: Re: Player retention and you: brainstorming
Post by: Centurion on October 28, 2015, 07:32:43 AM
Just my view...

I'm not a great builder, but I'd say I'm decent, and writing descriptions for a camp and a few NPC's (not all of the 10 raiders should/need to be unique), I don't find it very hard at all, so for high quality builders it should be a walk in the park, which is what I'd expect on ARM. I've been a builder on a similar mud as well, so the commands aren't that in depth. You don't even need to animate as someone else said. Just plop it somewhere a little different, and let players discover it. Have some new gith band operating from it, and just load some booty. Someone said you can just do that anyway with what's in the world,  but there will be no interesting booty in those camps I bet unless staff get involved, and they have been in the same old place for how many rl years? They also shouldn't be so easy to defeat, sometimes. There needs to be big bads in the world that people should know not to mess with, unless its very well organised. It's going to take some time to build these small camps, plot ideas, but so does logging in and sparring and doing a patrol equally take time for a player. Why is it that it seems people cringe at the thought of having to do the work. Some players put in hours of time to the game to help foster plots and the like, why should they expect any less from staff to put the same amount of time and work for plots. If people are cringing at the thought of the work to provide for players, then I think the wrong people are being chosen for staff. Becoming a storyteller is telling stories IMO, acting as a DM, or it should be, and even the lowest level shouldn't have so much red tape. This red tape is the biggest problem. Instead of the administrators or producers having to approve every little idea, free their time up and only have them step in when things get out of hand? More small stories, more things to talk about, more players interested, more players logging in so they don't miss anything. That's a huge incentive for me, like not wanting to miss a cool battle so that my character might become a hero from it, or finding some ancient artifacts in a lost temple somewhere.

The veterans no longer playing. Why not? Look at the sudden return when Tuluk was closed, but what happened to them? Those numbers are gone and we seem to have less players. What actually changed in Allanak or the world to keep them interested apart from just having more players in one area? That's great, but more was needed. Bring back the actual fun roles in the clans, the elite people. Something to aspire too, and also they have all the unique gear mostly and lots of people enjoy showing that off and feeling special. Hmm. Would it be better to close the hunting branches of the GMH, and just let them trade their monopoly, but actually have separate PC hunting clans supply them instead? It would be much more interesting to have joe fight against amos in the wilds cause they are in competition for the scrab than it would be for kadian hunter guy vs salarr hunter guy for the fact that everyone will make a big deal out of kadius going against salarr. Just from experience it's very tip toe when it's GMH vs GMH when if its two independents not as many people would give a damn, which would allow for more conflict to happen? This could also open up the GMH to be more general in what they sell and maybe not even hold such a strong monopoly over certain areas, so there's more sales competition, sabotage, etc.

A RL friend of mine was a staffer on a Starwars Mush long ago and I always enjoyed hearing him tell me about their ideas for story arcs. These would be set out for like a seasonal period, or half yearly.  Just like Riev said, Next season in Armageddon: Sam the Defiler is back, and he wants butts!" This sort of thing is a great idea, and will let people know staff have a vision and make an effort to keep things interesting. I also really like when staff are open about upcoming projects and what new features are being worked on and added. Keep those up to date, as it keeps me interested at least. I know there is a trust level problem with letting just any coder do some work, but what if the CGP system could get implemented if a professional coded could be paid to do the work? I'm sure we could get more paypal donations to see more coding projects completed. Less time staff have to worry about stuff which isn't animating, or creating plots the better.

The new extended sub guilds I thought was an excellent addition. Adding a new one every 3 months with the story arc idea might be a neat. It's just like WOW then, get a new class, or race, every expansion. Imagine getting a full new class as well! Do the current classes need an overhaul or change? That's another idea to spice things up. Maybe one arc is 'The Highlord's Games' - Introduces a new class called Gladiator, and this PC starts out as an escaped slave, branded of course, and they need to hide as long as possible from the outside world until the Wyverns find them, or hear about them. Then when caught, they are thrown into the arena to fight and die, or live if they are good enough. How cool would it be as nobles to sponsor gladiators to fight and win you fame and riches from gambling and prizes etc. Make the new gladiator class a 3 karma role to limit it being overused or add it to the special role condition of 3 a year? It could still be spec apped from a person with 0 karma, but I'd also let this slave start with a couple free boosts to weapon skills to give them a little extra survivability and to factor it being worth 3 karma for.

More history recorded, allow it to be legal for at least family GMH and mid-level/senior members to learn reading/writing that isn't just cavilish. Secrets, maps to treasures, character histories and the like it would be great to see more of them kept IG, than just posted on the GDB a RL year later to read about. There's another extended subguild to add, Scribe. I've really enjoyed the RP around reading journals and telling a certain PC stories from old journals. This sort of thing should happen a lot more. This falls strongly on the players who would be in these roles to write more, but staff just need to give the green light about it and approve it in the senate, or even turn it into a plot PC's can somehow get involved in. Maybe all GMH just need to do something to convince one noble voter or faction or whatever to change their mind (I don't know much about how senate meetings actually work).

Making the world seem alive and time is passing actually helps to keep things fresh and not stale. Replacing certain NPC's in the game world (I know one family noble house NPC list WAY out-dated). Muk and Tek bore me, I don't know about everyone else? If they are content to just sit around and do nothing, which works great for them, but it makes for a boring story. What are the Kryl doing, just playing halfling in the forest now? I can't see aliens just sitting around can anyone else? ;) What about a gith warlord to rally other tribes into one big army? An elf who declares himself kill off all other elves and decides to take over Luirs?

Lastly... bring back Tuluk, but what needs to change? Make a thread about it and get ideas and suggestions. Make Tuluk smaller? Get rid of the shadow artist system? Make everyone not so covert with everything they do? Bring back undertuluk, or make changes to the warrens to allow for a more interesting criminal life. Not be so anti-blood in a fighting arena, and let people fight and die etc., as well as have Descending Sun as a thing. 'Create an enemy to the east that isn't just Kryl. Bring back the Qynars and Striasari, maybe make the north more feudal? Build more farming villages, and let PC's live in farm houses and such instead of just in apartments. Bring back the Hlum. That was deadest one of the coolest ideas Tuluk had I think. Being able to go from a commoner to a noble. That's everyone's dream, or nearly should be as a commoner.

Anyhow, that's enough nonsense from me for tonight. Sorry if I got a bit carried away and was a bit critical, but staff stepping up to ask this sort of feedback is a step in the right direction! Well done.
Title: Re: Player retention and you: brainstorming
Post by: Fergie on October 28, 2015, 07:34:46 AM
The problem is not that the game isn't easy enough for new players, or that not enough people find out about Armageddon. It's a safe bet that virtually everyone in the RPI community has played this game. The actual problem is a rift between staff and players which needs to be mended. Until this is acknowledged instead of swept under the rug, everything else you attempt to do is a waste of time. You need to accept that in the last handful of years, an alarming number of players have quit the game in anger or disappointment rather than from having had their fill of Armageddon. Many then take their friends with them, or contribute to a chain reaction where others quit because the numbers dip too low. This is the real problem, not the lack of a random character generator or anything like that.

Don't ignore the elephant in the room. A few things in particular have to change: Armageddon needs to become an interesting and fun game again, not one buried in stifling stagnation and constant obstacles to anything slightly outside the ordinary that one seeks to do. Certain staff members need to stop being so cruel to players they don't like, even if their reasons for disliking some players are occasionally fair enough. The trend of removing pieces of the game needs to be counterbalanced by comparable additions so that Armageddon isn't simply diminished every year like it has been in recent times. World events need to start mattering and provide meaningful changes to gameplay, like the mantis invasion of Luir's, and unlike the volcano thing or the new black moon thing.

The solutions are there, but they'll take more of a concession than to decide that all that's needed is more voting or a newsletter. There are plenty of good suggestions in this thread, but most of them have nothing to do with the reason so many players have left the game this year. I mean, it would be fantastic if being a recruit wasn't such a lonely, unsatisfying experience, except that's always been the case. People didn't suddenly quit over that. Fixing that would be great but is not the solution to the problem, which is ultimately an issue with management and a slowly widening divide between staff and playerbase.
Title: Re: Player retention and you: brainstorming
Post by: Inks on October 28, 2015, 08:04:12 AM
Since we are brainstorming, don't take this as an attack merely an idea that would help in my opinion:

I would like to see a global banmesty for jaded vets and they can take it or leave it. Just a banmesty? You won't have to grovel and neither will we, cool : Yes [] no [], Tabula Rasa blank slate. Even with 0 karma they can app for ruks and vivs no problems.

You can always just ban again if they keen fucking up like Asan.

I would like to see Tuluk as an antagonist using it's (IC) packs to take prisoners back for (IC). Maybe even npcs with fancy scripting.

Honestly my experience with the game is overall extremely positive and lately even more so.

Also give Fuji +1 endurance every time he mudsexes and make him the new Sorcerer King please.
Title: Re: Player retention and you: brainstorming
Post by: Fergie on October 28, 2015, 08:09:18 AM
Quote from: Inks on October 28, 2015, 08:04:12 AM
Since we are brainstorming, don't take this as an attack merely an idea that would help in my opinion:

I would like to see a global banmesty for jaded vets and they can take it or leave it. Just a banmesty? You won't have to grovel and neither will we, cool : Yes [] no [], Tabula Rasa blank slate. Even with 0 karma they can app for ruks and vivs no problems.

There was a banmesty last year or whenever. It's a pretty meaningless gesture. Almost no players get banned, the numbers aren't down because a bunch of people have been banned and can no longer play. In nearly all cases, banned players are people you don't really want back. What you do want back is the players who have quit, and many of these departures were preceded by harsh confrontations with specific staff members. That's the area where those players need to feel assuaged if they are to return. They need to feel that they're going back to a game that has changed, whose proprietors will no longer treat them like dirt.
Title: Re: Player retention and you: brainstorming
Post by: Inks on October 28, 2015, 08:12:03 AM
Huh. Didn't realize there was one last year. Thanks.

I have seen more animation in the last couple of months than in a year. That should help new player retention at least. If players choose to die on a scary mob you have animated assuming they could escape welcome to Arm. It took me a couple of years away to really "get" the game. So higher recruiting is important as well. But it took vets who were better rpers than me to get me really into it.

As players we should encourage interaction in meaningful ways with newbies. Even if you are an antagonist at least rp and draw out a death or robbery or betrayal if at all possible. With a lower vet count new players are being taught the game by new players which thins the blood a bit.
Title: Re: Player retention and you: brainstorming
Post by: Xalle on October 28, 2015, 08:57:58 AM
Hey jaded veterans. Come play in the Byn. It's like a comfy old skool slipper and helps keep the gameworld grounded, gritty and cutthroat whilst being interactive.

(Players in other clans or indies that are also helping to do this, we see you and you rule.)
Title: Re: Player retention and you: brainstorming
Post by: Nyr on October 28, 2015, 09:04:08 AM
Actually, the ban amnesty was at the beginning of 2013, not last year.  Fergie is right in one point there:  very few players are actually banned, and no more than 3 were banned for such reasons that we do not want them back.  Generally, all it takes is asking to return.  Some return anyway on new accounts and should be commended for doing a great job at not doing the things that got them banned on their previous accounts.

The other side of the "discontented leaving veterans story" is that unless they flipped off staff on the way out the door or dropped a rage-quit deuce on the game doorstep, staff members only hear about it after they've left.  At that point, it is second-hand, heavily edited, only half of the story, and certainly not posted in order to make amends.  In the cases where there was anything approaching a "harsh confrontation" that didn't result in an actual ban...it was a confrontation in which staff disagreed with the player, and since staff has the final word, staff wins, the player dislikes losing, the player quits, and then the player complains about the whole ordeal. 

What does that player want?
Title: Re: Player retention and you: brainstorming
Post by: Nyr on October 28, 2015, 09:45:01 AM
Some ideas for new player retention that look pretty doable in terms of "low effort" and "potentially higher reward":

Quote from: DesertmanYou know how on the "Loading Screens" for some games it gives you tips and hints for how to better play the game?

Newbie accounts could possibly be setup with a code that sends them and only them "Hints" randomly about how to play the game.

In the other thread I saw a couple of good ones, like better management of RPT times, and finding a way to see what areas have activity at what times.  Code-wise I'm not sure how those would work, but they are worth considering.  More random encounters is also easier to do, honestly--laid out quite well in the thread.

Higher effort but good ideas, regardless:


I'd go so far as to say this about plots:  we have to find a better equilibrium between "find out IC" and "post the details of the plot verbatim in advance."  I think that in some cases we have erred too far on the side of trying to surprise players in order to give a more fulfilling individual experience.  In the process, people know in general that "OOCly" something is going down, but maybe aren't aware of the scope of it, so they skip the RPT because there are too many other things IRL that could demand attention.  They show up on the forum the next day, everyone that showed up to the RPT is like "omg you missed it!" and the player is left thinking..."how'd I miss it, I knew there was an RPT, but how was I supposed to know how big it could be?" 

That doesn't always happen but it has happened more often than it should.  The Allanaki plot still hasn't been posted on the chronology page, I'll make it a focus to get that done this week if at all possible.  It involved all of the things players have mentioned that they'd love to see "more of" here.  Black robes fighting, red robes galore, SOME magick (but not a lot), and plenty of violence.  That was this year, in the spring/leading up to early summer, it lasted for like 3 months, and while there were some lessons learned for it in terms of management staff-side (namely...wow, long-term plots are hard to keep going)...it was fun.

I'll elaborate more in another post on what I might see as helpful in this area (RPT management/etc).

There's ideas here about removing systems that just clog things up but I don't really see any specifics about what it is that clogs things up (just like previous threads) so...maybe I'll skip past those!  ;)
Title: Re: Player retention and you: brainstorming
Post by: Nyr on October 28, 2015, 09:57:24 AM
Hypothetical situation:

Let's say that staff have a plot ready to go and are ready for the first phase of it.  It is expected to last for about 4-5 RPTs over the course of a month and a half, and it involves a couple of things in and around Red Storm.

Here's how that could work, if adjusting our current stuff a bit:


Title: Re: Player retention and you: brainstorming
Post by: KankWhisperer on October 28, 2015, 10:11:46 AM
It is hard to find a balance sometimes with how long things take. You try and do your own ideas and things take forever RL to accomplish. Meanwhile a Staff plot or sponsored character can just skip all that and it feels cheap to some (me) who put in time on stuff.

People say CGP can reduce how long it takes to get your character good. Haven't had a chance yet to see about it.

So I'd say reduce time to get players relevant. Queue the skill grind defenders.
Title: Re: Player retention and you: brainstorming
Post by: Inks on October 28, 2015, 10:15:07 AM
I would like if players could affect plots from a pre-determined outcome (railroading) as well. If savvy players stop x from happening deus ex shouldn't be used to make x happen. This would be a good step in putting story and engagement back in the hands of the players. Such as a tiered choice tree you could write up in 10 mins and you only need to plan the next choice in detail. But if there is a choice and if pcs with ulterior IC motives could alter that would be pretty cool.  
Title: Re: Player retention and you: brainstorming
Post by: Lizzie on October 28, 2015, 10:17:39 AM
Quote from: Nyr on October 28, 2015, 09:57:24 AM
Hypothetical situation:

Let's say that staff have a plot ready to go and are ready for the first phase of it.  It is expected to last for about 4-5 RPTs over the course of a month and a half, and it involves a couple of things in and around Red Storm.

Here's how that could work, if adjusting our current stuff a bit:


  • Staff posts about it, either in announcements or in some kind of RPT/plot tracker for players.  No IC details are posted, merely OOC stuff, like "we have a plot ready to go.  This will be set in the Red Storm area.  We don't have exact dates lined up but it will be happening over the course of the next two months.  Please see RPT tracker thread for details on when the individual RPTs will be!"
  • This gives players enough time to adjust.  If they don't have a PC, maybe they roll up a new one in this area, or they roll up one elsewhere but have a pretext (OOC) to find a reason (IC) to be there.
  • Staff nudges groups that should normally be involved in this kind of thing, and give them IC reasons to be there.
  • RPTs posted at least 1 week in advance to give players time to plan to be there.
  • Post rumors on IC boards first.  After 2 weeks (1 RL month), if it's large enough, post on chronology page


That seems okay from a "player knowledge" viewpoint, but I would tweak it (yes I'm still referring to my own experience as a builder/storyteller-type):

Title: Re: Player retention and you: brainstorming
Post by: Old Kank on October 28, 2015, 10:19:06 AM
Quote from: Nyr on October 28, 2015, 09:45:01 AM
There's ideas here about removing systems that just clog things up but I don't really see any specifics about what it is that clogs things up (just like previous threads) so...maybe I'll skip past those!  ;)

I have no idea what ideas/posts you're referencing, but here's the one that comes to my mind:  CGP, and it's little cousin, special app requirements.

Scrap CGP.  Neat idea, but it's stuck in coding limbo.  Here's the thing:  You guys moved the bar by adding extended sub-guilds (ESGs), and now I have absolutely zero interest in playing a class/subguild character, I only want a class/ESG character with skill bumps, and I only get three of those per year.  This isn't a huge deal, but now I'm playing with the mindset that I have to be stingy with my characters because each one has to last four months.  I assume a lot of people feel this way.

Could we just add ESG's to character creation with karma restrictions?  And if so, could you make some high-karma ESG's that have all the skills people want, and not just one or two?  Give me a spy ESG that gives sneak, hide, scan, and listen, please.  Or a gladiator ESG that gives slashing weapons, parry, and shield use.

At the VERY least, look at some of the popular class/ESG combos, and make them full-fledged karma-required classes.  Warrior/outdoorsman is popular?  Make a bandit class that gets the warrior tree, plus scan, hunt, and direction sense.  Assassin/cutpurse gets a lot of love?  Make a rogue class for 3 karma.  How about a Weaponmaster class that's just the warrior tree, but with all skills bumped twice, yours for only 6 karma.

Let me save my special apps for off-the-wall zany shit that you guys have no interest in seeing in game.

ETA:  Also, ease up on the restrictions against players recruiting for roles.  One of the hardest things about leadership roles is finding your right-hand man that makes it all possible.  Let people recruit their damn friends to play at their side, and don't get upset when they plan world domination over a beer at a real bar instead of the Gaj.
Title: Re: Player retention and you: brainstorming
Post by: nauta on October 28, 2015, 10:19:10 AM
Quote from: Nyr on October 28, 2015, 09:04:08 AM
The other side of the "discontented leaving veterans story" is that unless they flipped off staff on the way out the door or dropped a rage-quit deuce on the game doorstep, staff members only hear about it after they've left.  At that point, it is second-hand, heavily edited, only half of the story, and certainly not posted in order to make amends.  In the cases where there was anything approaching a "harsh confrontation" that didn't result in an actual ban...it was a confrontation in which staff disagreed with the player, and since staff has the final word, staff wins, the player dislikes losing, the player quits, and then the player complains about the whole ordeal.  

What does that player want?

I confess I didn't understand fully the paragraph above the question (if a player quits because they are disappointed, discouraged, and so on, why should they make amends?  Maybe you meant that it wasn't posted in the spirit of constructive feedback?)...  but about the question itself:

I think someone suggested it before: you might consider asking them, privately, or even publicly.  I think the question here is rhetorical, though, right?  I mean, a lot of what they want was listed in the thread itself (speaking about veteran players).  If it's not rhetorical, then you might consider looking at what was listed in the thread itself (e.g. Norcal's suggestions, which were great) or starting a new thread on the topic itself: "If you left Arm in the last two years, why did you do so?"

I agree, that we shouldn't focus our energies on banned players -- what you want to go after are the players who were exciting roleplayers, got stuff started, then just... vanished, often without a word.
Title: Re: Player retention and you: brainstorming
Post by: Kankfly on October 28, 2015, 10:29:35 AM
Quote from: Inks on October 28, 2015, 10:15:07 AM
I would like if players could affect plots from a pre-determined outcome (railroading) as well. If savvy players stop x from happening deus ex shouldn't be used to make x happen. This would be a good step in putting story and engagement back in the hands of the players. Such as a tiered choice tree you could write up in 10 mins and you only need to plan the next choice in detail. But if there is a choice and if pcs with ulterior IC motives could alter that would be pretty cool.  

I'd like to see this. Maybe when a major plot happens, and then as more players get involved, plan out a few possible outcomes will be nice. It'll probably take a lot of work for the staff side though.
Title: Re: Player retention and you: brainstorming
Post by: Fergie on October 28, 2015, 10:42:32 AM
Pre-planned plots are overrated. They're nice, but it's not the key to a sustainable game. If the game is healthy, the plots will happen organically of their own accord. Armageddon has never had a particularly heavy emphasis on plot; it's a game world designed, at least in intent, to generate friction and intrigue by merit of the game's setup itself. You can run the occasional Cluedo plot if you like, but that's not the thing that makes or breaks the game. It never has been, and there never was all that much of it around. The unfortunate fact is that most plots tend to entertain a small few players at a time and leave everyone else feeling left out. You need one or two annual world events, things that everyone can react to and which might sow the foundation for new character types or fundamentally change existing ones.

I can't think of any such event since the Copper War. Before that, there were the likes of the Luir's occupation, the liberation of Tuluk, and probably the Thrain rebellion thing although that was before my time. In recent times, no event that I can name has had an actual lasting impact on the game, excepting the closure of Tuluk which has been disappointing for different reasons. Take events like the gith infestation, the volcano thing, even the most recent stuff with riots and infighting -- ultimately, these things have changed nothing on the surface level of the game. If you're not directly involved, which is the case for almost anyone besides militia, the game has remained the same. Even the deluge of Tuluk, which ostensibly changed a lot in that city, really just had cosmetic impact for anyone but the select few tasked with "rebuilding" it (which was in itself a bit of a facade task). Well, and then it closed off Under-Tuluk without adding anything comparable in return, which is another of the game's problems in recent times.

The recent HRPTs are all events which didn't create any new roles, didn't change anything about how any of the game's core roles are played, didn't leave anything tangible behind for people to work with, and are now barely mentioned in any context. Today, who is affected by the gith skirmishes? Who still cares about the black moon? If there's anyone at all, it's very few and a very minor influence. These events have been dubbed "lightshows," mildly interesting while they occur but, for most, observed from the ground without any way to participate or influence the event, and with little left behind once the fireworks are finished. Such events are fine if the rest of the game is thriving and players have other things to occupy themselves with in the day-to-day run of play, but if they don't, these lightshows feel really hollow and do little more than illuminate the stagnation that everyone suffers from.

Quote from: NyrSome ideas for new player retention that look pretty doable in terms of "low effort"

This highlights one of the major problems that have cost the game players. By RPI standards, you have an enormous gamestaff and such a well-defined game that there's no good reason why everything has to be low effort, minimal workload, quick fixes. It should be really easy to build for Armageddon, everyone's intimately familiar with the theme and the game world as it has never changed significantly. Your staff doesn't need to constantly get used to overhauls and revamps, so there should be no obstacle for high effort projects. I can't think of anything that has been added to this game in the last five years which looks like it took more than a weekend to make. Meanwhile, you've closed off myriad storied areas and clans, often in the name of reducing workload. Where do these extra resources go? Why does it feel like everything is the quick, easy solution? It's difficult not to get the impression that today's staff does as little as they can get away with, and routinely removes things that are difficult for them.

If getting back alienated veterans is what you really want, you need to address the reasons they're gone. One of those reasons is that the game no longer feels like it's in the hands of people who truly care about its well-being, or who still have the inspiration to keep it somewhat fresh. Those players are not brought back by low effort ideas. They might consider returning if they see staff really acknowledge that things haven't been done quite the way they probably should, and that players haven't always been treated so well in recent years. They might be tempted to play again if the game actually starts to look like there's something new to experience, instead of just the same old minus whatever areas and clans have been culled since they left. It takes two parties to reconcile.
Title: Re: Player retention and you: brainstorming
Post by: Narf on October 28, 2015, 11:05:47 AM
Quote from: Fergie on October 28, 2015, 10:42:32 AM

This highlights one of the major problems that have cost the game players. By RPI standards, you have an enormous staff and such a well-defined game that there's no good reason why everything has to be low effort, minimal workload, quick fixes. It should be really easy to build for Armageddon, everyone's intimately familiar with the theme and the game world as it has never changed significantly. Your staff doesn't need to constantly get used to overhauls and revamps, so there should be no obstacle for high effort projects. I can't think of anything that has been added to this game in the last five years which looks like it took more than a weekend to make. Meanwhile, you've closed off myriad storied areas and clans, often in the name of reducing workload. Where do these extra resources go? Why does it feel like everything is the quick, easy solution? It's difficult not to get the impression that today's staff does as little as they can get away with, and routinely removes things that are difficult for them.


I suspect one of the reasons that staff is looking for lower investment ideas is because if they're going to put a lot of effort into something, it'll probably be one of their own ideas that they're excited about. If you get a suggestion that you're not super excited about, but may still be a good idea, it can be somewhat of a fool's errand to try to dedicate massive resources to. More than likely you'll peter out half way through the project.

Perhaps if we were talking about high effort endevors we should reorient the discussion to:

Hey, what's staff excited about doing? Do you want help? Ideas on how to do it?
Title: Re: Player retention and you: brainstorming
Post by: Narf on October 28, 2015, 11:08:38 AM
Double Post
Title: Re: Player retention and you: brainstorming
Post by: Nyr on October 28, 2015, 11:22:39 AM
Quote from: Fergie on October 28, 2015, 10:42:32 AM
A lot of stuff that I don't really feel the need to respond to line by line, even though I disagree with nearly all of it

The thing that most of your post makes clear is that you have a perception about the game and its staff and what we've done that doesn't match up with what has actually occurred.  You've missed where I've pointed out some high-effort things we could focus on...in lieu of your tunnel-vision on me pointing out some of the low-effort ideas we could also focus on.  We've even apologized for screwups we've had, both individually and collectively.  It's not as easy to find because there's not a post or thread detailing all public apologies from staff, but it's there, we've done it.  I won't even get into the comment about how anything done in the past 5 years could've been done over a weekend--that's hyperbolic to the point of silliness.  :)

Maybe you haven't seen these things, or maybe you do want to discuss these things more seriously.  If you want to discuss these things individually, I'd be more than happy to do so.

Are you one of these alienated veterans to which you are referring?  If so, what can we do to retain you?
Title: Re: Player retention and you: brainstorming
Post by: Nyr on October 28, 2015, 11:31:09 AM
Quote from: nauta on October 28, 2015, 10:19:10 AM
I agree, that we shouldn't focus our energies on banned players -- what you want to go after are the players who were exciting roleplayers, got stuff started, then just... vanished, often without a word.

This is something we do...maybe once a year, once every two years.  It's probably time to do it again.  We go through player history stuff and find the ones that aren't playing anymore, and send them an update e-mail thing with "here's what's been happening, we've missed you, maybe you could swing by and say hello?"

We could do it more often but we also don't want to spam people.
Title: Re: Player retention and you: brainstorming
Post by: Nyr on October 28, 2015, 11:32:32 AM
Quote from: Inks on October 28, 2015, 10:15:07 AM
I would like if players could affect plots from a pre-determined outcome (railroading) as well. If savvy players stop x from happening deus ex shouldn't be used to make x happen. This would be a good step in putting story and engagement back in the hands of the players. Such as a tiered choice tree you could write up in 10 mins and you only need to plan the next choice in detail. But if there is a choice and if pcs with ulterior IC motives could alter that would be pretty cool.  

The Black Robe plot in Allanak this year was one such plot, or at least close enough to count it.  Players got to be involved in having their Houses or groups support different sides of the conflict.  Player actions and reactions determined the end results.

I'd like to point out that this takes a lot longer to do than suggested.  The more potential steps involved, the more work needs to be done, especially if any building is involved (most plots require that).  Otherwise, we end up pausing a lengthier amount of time in between each step, and players may lose interest in the plot altogether.  This is an area where we can find a happy medium, surely.  The Black Robe plot was easier to make open-ended because there were already existing pieces we could use (Red Robes were already in-game and built).  When the plot requires mostly "animation and destruction", we can better prepare for almost any eventuality thrown into the mix by players.  When the plot requires more building or a specific end-goal (from an OOC stand-point) in mind, there's less room for the "end result", but plenty still available for the tracks leading to the railroaded destination.

Title: Re: Player retention and you: brainstorming
Post by: Fergie on October 28, 2015, 11:42:15 AM
Quote from: Nyr on October 28, 2015, 11:22:39 AM
Quote from: Fergie on October 28, 2015, 10:42:32 AM
A lot of stuff that I don't really feel the need to respond to line by line, even though I disagree with nearly all of it

The thing that most of your post makes clear is that you have a perception about the game and its staff and what we've done that doesn't match up with what has actually occurred.  You've missed where I've pointed out some high-effort things we could focus on...in lieu of your tunnel-vision on me pointing out some of the low-effort ideas we could also focus on.  We've even apologized for screwups we've had, both individually and collectively.  It's not as easy to find because there's not a post or thread detailing all public apologies from staff, but it's there, we've done it.  I won't even get into the comment about how anything done in the past 5 years could've been done over a weekend--that's hyperbolic to the point of silliness.  :)

Maybe you haven't seen these things, or maybe you do want to discuss these things more seriously.  If you want to discuss these things individually, I'd be more than happy to do so.

Are you one of these alienated veterans to which you are referring?  If so, what can we do to retain you?

The fact that you disagree with all of it is enough to probably deter those players. I'm sure it's not news to you that you're rather often cited as the reason, and that an entire community has gathered in large part around their disputes with you personally. The fact that you completely deny it tells me that there's not likely any chance of reconciliation with that group of people. It would take a few concessions on your part that I don't reckon you'd make. I'll not go into private debate with you because you're known specifically for requesting this and then treating the person you speak privately with so badly that they never want anything to do with you again. I was willing to be civil on the public forum in the interest of perhaps encouraging change that would help a game that I used to love, but I don't think that'll happen if you maintain this "you're wrong about everything, let's talk privately where nobody can see the tone I use for you" approach.

Suffice it to say that it's not the first time (https://youtu.be/dnjAcWPY4rU?t=74) Armageddon's staff has been plagued by this, and I think it has lapsed back into this habit since Sanvean's departure. For my part, there's probably nothing you can do to retain me if you're not open to any of what I say. Why should I? I've pointed out what I think is wrong and you "disagree with nearly all of it."
Title: Re: Player retention and you: brainstorming
Post by: Desertman on October 28, 2015, 11:47:16 AM
Quote from: Fergie on October 28, 2015, 11:42:15 AM
Quote from: Nyr on October 28, 2015, 11:22:39 AM
Quote from: Fergie on October 28, 2015, 10:42:32 AM
A lot of stuff that I don't really feel the need to respond to line by line, even though I disagree with nearly all of it

The thing that most of your post makes clear is that you have a perception about the game and its staff and what we've done that doesn't match up with what has actually occurred.  You've missed where I've pointed out some high-effort things we could focus on...in lieu of your tunnel-vision on me pointing out some of the low-effort ideas we could also focus on.  We've even apologized for screwups we've had, both individually and collectively.  It's not as easy to find because there's not a post or thread detailing all public apologies from staff, but it's there, we've done it.  I won't even get into the comment about how anything done in the past 5 years could've been done over a weekend--that's hyperbolic to the point of silliness.  :)

Maybe you haven't seen these things, or maybe you do want to discuss these things more seriously.  If you want to discuss these things individually, I'd be more than happy to do so.

Are you one of these alienated veterans to which you are referring?  If so, what can we do to retain you?

The fact that you disagree with all of it is enough to probably deter those players. I'm sure it's not news to you that you're rather often cited as the reason, and that an entire community has gathered in large part around their disputes with you personally. The fact that you completely deny it tells me that there's not likely any chance of reconciling. I'll not go into private debate with you because you're known specifically for requesting this and then treating the person you speak privately with so badly that they never want anything to do with you again. I was willing to be civil on the public forum in the interest of perhaps encouraging change that would help a game that I used to love, but I don't think that'll happen if you maintain this "you're wrong about everything, let's talk privately where nobody can see the tone I use for you" approach.

See: https://www.youtube.com/watch?v=dnjAcWPY4rU

Suffice it to say that it's not the first time Armageddon's staff has been plagued by this, and I think it has lapsed back into this habit since Sanvean's departure. For my part, there's probably nothing you can do to retain me if you're not open to any of what I say. Why should I? I've pointed out what I think is wrong and you "disagree with nearly all of it."

Then play a role that doesn't involve you with Nyr in any way.

I love this game but there is no denying there are some staffers I will simply not play under. If they become the leader of my clan/group in a rotation of staff....I find a reason to get out quickly because I know I don't have any desire to be part of anything they do.

There are also staffers I will intentionally try to play under because we do get along well.

It isn't that they are wrong or that I am wrong most of the time. Most of the time it is just that I don't like them personally and they probably don't like me personally.

It is what it is. Not everyone is going to agree with each other but you have options that let you not have to be part of their world. Nyr is a Producer. Play a role that you enjoy that does not need or even want staff oversight. Those exist and can be very fun.

That is my recommendation. It works for me.
Title: Re: Player retention and you: brainstorming
Post by: Norcal on October 28, 2015, 12:16:43 PM
Quote from: Nyr on October 28, 2015, 11:31:09 AM
Quote from: nauta on October 28, 2015, 10:19:10 AM
I agree, that we shouldn't focus our energies on banned players -- what you want to go after are the players who were exciting roleplayers, got stuff started, then just... vanished, often without a word.

This is something we do...maybe once a year, once every two years.  It's probably time to do it again.  We go through player history stuff and find the ones that aren't playing anymore, and send them an update e-mail thing with "here's what's been happening, we've missed you, maybe you could swing by and say hello?"

We could do it more often but we also don't want to spam people.

Nyr, really? More than one email every two years is spamming?  This is something simple that -could- possibly produce good results.  And it sounds like it is already part of the program, yet just never gets done.  

This kind of highlights an issue; Are there current staff limitations which prevent solutions to improving player retention from being implemented (i.e. being overworked already)?

If so, how can we constructively reduce those limitations?

Title: Re: Player retention and you: brainstorming
Post by: Nyr on October 28, 2015, 12:20:57 PM
Quote from: Fergie on October 28, 2015, 11:42:15 AM

The fact that you disagree with all of it is enough to probably deter those players.

The points you've made that I disagree with:


I don't agree with you on those points, but those are your opinions and you can believe those things if you like.  I just disagree with them.  This is not the end of the world.

QuoteI was willing to be civil on the public forum in the interest of perhaps encouraging change that would help a game that I used to love, but I don't think that'll happen if you maintain this "you're wrong about everything, let's talk privately where nobody can see the tone I use for you" approach.

I didn't say you were wrong about everything.  I said I disagreed with almost everything you posted.  I also meant discussing the things you posted individually, not discussing the things you posted privately.  There's no reason to discuss them privately; you posted them here.

QuoteFor my part, there's probably nothing you can do to retain me if you're not open to any of what I say. Why should I? I've pointed out what I think is wrong and you "disagree with nearly all of it."

I have no problem with discussing those things individually, one thing at a time.  Please post one specific concrete suggestion that we should do that we aren't already doing (or something we should stop doing that we currently do), and we can address those things one area at a time.  That way, we don't get bogged down!  :)
Title: Re: Player retention and you: brainstorming
Post by: nauta on October 28, 2015, 12:28:27 PM
Quote from: Nyr on October 28, 2015, 11:31:09 AM
Quote from: nauta on October 28, 2015, 10:19:10 AM
I agree, that we shouldn't focus our energies on banned players -- what you want to go after are the players who were exciting roleplayers, got stuff started, then just... vanished, often without a word.

This is something we do...maybe once a year, once every two years.  It's probably time to do it again.  We go through player history stuff and find the ones that aren't playing anymore, and send them an update e-mail thing with "here's what's been happening, we've missed you, maybe you could swing by and say hello?"

We could do it more often but we also don't want to spam people.

That's a really good thing!

I also have had a vague idea about a feedback mechanism or an exit questionnaire (e.g., if someone stores, you could ask them why they stored, and where they think things might be improved -- maybe you do this, and that's great.  I've never stored.)  I once piggybacked some feedback on the back of a staff kudos I sent, since staff had asked me if there were ways one could improve the experience in the rinth.  I actually never heard anything back about that in about a year.  (Maybe a fluke, and trust me, it was all positives.)  What's important about a properly functioning feedback mechanism is it keeps things off the gdb and the internets in general, where something positive can turn into something negative on a dime.

It might be important to stress that not all feedback is hostile or aggressive, some feedback is positive and constructive, even if you disagree with it, and just as the IG experience isn't about winning and losing but about telling collaborative stories and killing things with bone swords, so too the out of game experience (minus the killing things with bone swords).  That's in reference to your line here:

Quote
...it was a confrontation in which staff disagreed with the player, and since staff has the final word, staff wins, the player dislikes losing, the player quits, and then the player complains about the whole ordeal.

I wouldn't consider that winning.  

I'd doubly encourage players to pursue ways of providing positive feedback.

I also have to say that sometimes what you say publicly comes off as a bit strange.  For instance, you wrote:

Quote
There's ideas here about removing systems that just clog things up but I don't really see any specifics about what it is that clogs things up (just like previous threads) so...maybe I'll skip past those!  Wink

Why did you wink?  Don't you think that the players who posted those suggestions feel a bit ignored as a result of you saying you'll just 'skip past them', without following up, privately or publicly, even with a simple: Well, that's an idea, and hopefully I'll circle back around to addressing it, but...? (I'm not even sure what you are referring to!)  
(In fact, isn't the wink sort of a salt-in-the-wound move?  I just don't get it.)  I'm not saying you have to answer each post here, but what probably would be more constructive is to not dismiss a whole swathe of suggestions with a wink.  This is one area where 'tone' is important.
Title: Re: Player retention and you: brainstorming
Post by: Nyr on October 28, 2015, 12:51:43 PM
Quote from: nauta on October 28, 2015, 12:28:27 PM
Quote from: Nyr on October 28, 2015, 11:31:09 AM
...it was a confrontation in which staff disagreed with the player, and since staff has the final word, staff wins, the player dislikes losing, the player quits, and then the player complains about the whole ordeal.

I wouldn't consider that winning. 

Put simply, if there's a disagreement over something game-related and staff disagrees with the player on the matter, at the end of the day, what staff end up doing/deciding is what occurs.  That is what I mean by "since staff has the final word, staff wins".  I was not making a statement about it in any other way than that.

Quote
Quote
There's ideas here about removing systems that just clog things up but I don't really see any specifics about what it is that clogs things up (just like previous threads) so...maybe I'll skip past those!  Wink

Why did you wink?

I wanted it to be clear that the tone of that specific line should be taken in a light-hearted manner.  It was a reference to a non-specific concern, similar to one that I saw in another thread, so I responded and added an emoticon at the end.  Perhaps I should have used a different one.  I don't like the big cheesy smiley face one though because that can be taken sarcastically. 

Maybe text is a medium in which people can read too much into something--with or without emoticons.  :-\

QuoteDon't you think that the players who posted those suggestions feel a bit ignored as a result of you saying you'll just 'skip past them', without following up, privately or publicly, even with a simple: Well, that's an idea, and hopefully I'll circle back around to addressing it, but...? (I'm not even sure what you are referring to!)

I'm not sure what they're referring to, either.  Let me clarify below.  As it turns out, it was only one suggestion, so I'll quote it and clarify with context.

Quote from: Voular on October 27, 2015, 05:24:40 PM
Make the world more mysterious by eliminating the systems rules with more staff meddling with your shit.

This idea here about removing systems rules isn't very specific, not sure what you're referring to here.  We can't improve on (or even offer an explanation for) things that aren't specified!  If you'd like to elaborate, feel free.  If not, no worries!  ;)
Title: Re: Player retention and you: brainstorming
Post by: Harmless on October 28, 2015, 12:52:49 PM
Good players probably leave quietly because they get burnt out of putting in a lot of effort to try and create change in the gameworld and/or get staff cooperation on a plot, without success or recognition. When they leave it is a feeling of relief, as all of that time and energy they spent just to be abruptly killed by a staff-animated critter really doesn't feel worth it in hindsight. You might see these players stick around if:

a.) it wasn't such a god-awful grind to become influential and or powerful
b.) There weren't arbitrary limits on the number of times per year they can roll up a decent combatant (see above suggestions on "why 4 ext subguild apps a year!?) AND OR the number of times they can roll up a noble or GMH family member (role call only)
c.) Staff allowed them the ability to modify the gameworld realistically without there being a long approval process. Build this, that, add this, that door, building, hut, fortification.

In contrast to the above, I think there are players who are dedicated to destruction and death. They may have left the game because they have gotten multiple warnings from staff about how they need to report up in advance before PKs, or they need to limit the number of PKs they do or else forced storage. I get the reasoning behind those warnings, but the core issue isn't that there was too much death but that growth and progress took too long and it was unbalanced. So, assuming a, b, and c are accomplished:

d.) Allow us to PK wantonly. Require a post-PK report and require us to wish up in the moment of the kill, and to give advance warning when possible, but stop putting OOC limitations on our murdering. If you want to animate a large-scale NPC response to a murderer go ahead, but cut the OOC warnings/threats of a ban/threats of forced storage.

These changes require major attitude and policy changes from staff, but it would draw more players back, those who wanted to build and accomplish but felt like their hands were tied, and those who wanted to play as true antagonists to the former and felt like their hands were tied also.
Title: Re: Player retention and you: brainstorming
Post by: Beethoven on October 28, 2015, 01:00:21 PM
I really, really would love it if you guys opened up extended subguilds to the karma system, as suggested. I used to never special app, but now I feel like I don't have enough spec apps anymore. There are so many new things and concepts I want to play, but I'm always carefully managing my spec apps now and calculating when my next will open up again, which is so different from what I ever used to do or ever wanted to do.

I know I can just play regular subguilds, but I'm so excited about the more complex concepts that the extended ones open up, it's hard not to want that.
Title: Re: Player retention and you: brainstorming
Post by: Nyr on October 28, 2015, 01:02:57 PM
Quote from: Beethoven on October 28, 2015, 01:00:21 PM
I really, really would love it if you guys opened up extended subguilds to the karma system, as suggested. I used to never special app, but now I feel like I don't have enough spec apps anymore. There are so many new things and concepts I want to play, but I'm always carefully managing my spec apps now and calculating when my next will open up again, which is so different from what I ever used to do or ever wanted to do.

I have no problems with that myself, saw that mentioned earlier.  Will shoot it over towards the coder peeps to see what is needed to divorce this from the rest of the proposed CGP stuff.
Title: Re: Player retention and you: brainstorming
Post by: KankWhisperer on October 28, 2015, 01:08:39 PM
Double how fast time passes. 16 years for 1 RL year.  Recruit years now 3 weeks instead of 6.
Title: Re: Player retention and you: brainstorming
Post by: Beethoven on October 28, 2015, 01:10:03 PM
Quote from: Nyr on October 28, 2015, 01:02:57 PM
I have no problems with that myself, saw that mentioned earlier.  Will shoot it over towards the coder peeps to see what is needed to divorce this from the rest of the proposed CGP stuff.

Awesome! :D
Title: Re: Player retention and you: brainstorming
Post by: Harmless on October 28, 2015, 01:15:41 PM
That's exciting. Also, if you could ask the coders how terribly difficult it'd be to finish coding the wagonmaking skill that'd be baller. Building wagons and having easier access to extended subguilds probably nets you another 10-15 players active per day at least!
Title: Re: Player retention and you: brainstorming
Post by: BadSkeelz on October 28, 2015, 01:16:03 PM
Quote from: KankWhisperer on October 28, 2015, 01:08:39 PM
Double how fast time passes. 16 years for 1 RL year.  Recruit years now 3 weeks instead of 6.

I'd rather see skills go up twice as fast than time speeding up, myself.
Title: Re: Player retention and you: brainstorming
Post by: Iiyola on October 28, 2015, 01:19:12 PM
Quote from: BadSkeelz on October 28, 2015, 01:16:03 PM
Quote from: KankWhisperer on October 28, 2015, 01:08:39 PM
Double how fast time passes. 16 years for 1 RL year.  Recruit years now 3 weeks instead of 6.

I'd rather see skills go up twice as fast than time speeding up, myself.

It can be pretty demotivating not seeing your skills increase for the longest time, yeah.
Title: Re: Player retention and you: brainstorming
Post by: LauraMars on October 28, 2015, 01:19:25 PM
Quote from: Norcal on October 28, 2015, 12:16:43 PMNyr, really? More than one email every two years is spamming?  This is something simple that -could- possibly produce good results.  And it sounds like it is already part of the program, yet just never gets done.  

This is a fine line. I wouldn't want to see more than one email from Armageddon a year, myself.  One every six months at most.  If I wasn't playing, I mean.  It doesn't take much for me to hit the "spam" button on repeated emailers that I have no interest in, and then I never see email from that sender again.

I am playing, so obviously this doesn't apply to me, but...just saying, if I'm quick to bin the spam I'm sure other people would be too.
Title: Re: Player retention and you: brainstorming
Post by: CodeMaster on October 28, 2015, 01:22:33 PM
Quote from: Old Kank on October 28, 2015, 04:13:36 AM
1.  Update the MotD regularly.  When I used to check out MUDs, the first thing I wanted to know was, "Is this game actively maintained?"  If the MotD hadn't been updated in two years, I logged off and didn't go back.

Yeah, getting someone on the motd would be great.  Mentions of RPTs, rolecalls, a weekly death tally, and recent changes in the world would be great.  Even putting a weekly trivia question in there or something would be fun.
Title: Re: Player retention and you: brainstorming
Post by: Nyr on October 28, 2015, 01:30:22 PM
Quote from: LauraMars on October 28, 2015, 01:19:25 PM
Quote from: Norcal on October 28, 2015, 12:16:43 PMNyr, really? More than one email every two years is spamming?  This is something simple that -could- possibly produce good results.  And it sounds like it is already part of the program, yet just never gets done.  

This is a fine line. I wouldn't want to see more than one email from Armageddon a year, myself.  One every six months at most.  If I wasn't playing, I mean.  It doesn't take much for me to hit the "spam" button on repeated emailers that I have no interest in, and then I never see email from that sender again.

I am playing, so obviously this doesn't apply to me, but...just saying, if I'm quick to bin the spam I'm sure other people would be too.

Yeah, those were my thoughts.  I wasn't saying "more than one per year" is too much, but "more than once per year might be too much especially if that player hasn't responded to previous attempts to engage them."
Title: Re: Player retention and you: brainstorming
Post by: Fergie on October 28, 2015, 02:04:13 PM
Quote from: NyrI have no problem with discussing those things individually, one thing at a time.  Please post one specific concrete suggestion that we should do that we aren't already doing (or something we should stop doing that we currently do), and we can address those things one area at a time.  That way, we don't get bogged down!  :)

There's so many things that it almost feels odd to post a single one, because it'll be a brick in the wall. If I had to pick one concrete suggestion, it would be for you, personally, to acknowledge that there's a divide between staff and players which needs to be mended. We can say that it has to come from you because you're the producer, if that's nicer than because most of the complaints are about you. There's too much hostility, both from staff and from that growing crowd of players (current and former) who feel wronged. It goes both ways but I do feel it starts with the staff. This issue lies at the root of most of the other problems, and needs to be addressed before the other problems.

I don't think you really like most players, and thus don't trust them enough to do things that matter. It leads to excessive snark and manipulative rhetoric on the GDB, habitually vindictive private correspondences, and a tendency to deny players any creative freedom. As a consequence, many players have come to dislike you and distrust staff in general. Change this with a serious and believable admission that things aren't as they should be, and I think it'll suddenly be much easier to improve the game as a whole. People won't be so afraid of becoming the arbitrary targets of staff disfavor, won't be afraid to post their honest views and be met with callous snark from staff, and you might recuperate enough players with a renewed appetite for Armageddon that much of the stagnation takes care of itself.

It's not just a matter of population. These issues have persisted for years, long before the numbers started to drop significantly. The playerbase has learned that they can't do anything noteworthy because they always get told no, so they lose their inspiration and love for the game. Without any lasting competition, the numbers were okay for a while but even this has now begun to falter, even though it's far from the first sign of trouble. It's just the first one that can't be staunchly denied. But before you can do much about this, you have to handle the two-way animosity that has built up over the last few years.

Improve the atmosphere around this game and you'll find that not only will it be easier to improve the game itself, it'll also need much less fixing. Armageddon isn't salvaged with RPT schedules and tinkering with the guild system. These are not the reasons people quit. It's because Armageddon has become a game where nothing happens, where people aren't allowed to matter, and where there's no connection between the game's features and how people are told it should be played. That's on staff.
Title: Re: Player retention and you: brainstorming
Post by: Beethoven on October 28, 2015, 02:18:58 PM
I'm having a hard time expressing what I want to say. This will be my third attempt; sorry if it comes out all garbled and confused. I KNOW it's going to be tl;dr.

Before I played Armageddon, I came from some RP-enforced but more H&S MUDs (which I was terrible at, by the way, because I was only there for the RP, so I was constantly PK'd into oblivion) and in those places, the game world is just where the players do their coded/emoted thing. There's no expectation that it will ever change. People always group up and head to the Forest of Blah to kill snorglefaxes and gain XP in a certan level range. People ascend to the top of the Tower of Blurgh to collect the magical artifact that all mage characters need in order to be remotely viable. And people go to the inn to chat. The same clans were always enemies of each other, the same NPCs always gave out the same generic fetching quests...that's just the way it was.

When I came to Arm 5 years ago, of course I knew I was playing in a more realistic and developed game world. I knew I was finally free of the generic fantasy quest bullshit and power-leveling painted in a thin shiny glaze of minimal RP. I wasn't one of those H&S players who asked where the weak mobs are so I could go level up my ranger (although I'm certain my other hilariously noobish mistakes were just as facepalm-worthy!) No, I was glad to be rid of all that. What stuck with me was the idea that the game world was just a static environment to play in. It didn't even occur to me that something could be built by players. And when so much was coded, I was pretty content anyway. That assumption stayed with me for YEARS, to the point where even a year or so ago when one of my PCs was approached by a templar that wanted to help him build a building, I took it as one of those virtual goals that I'd have to find an excuse for not happening. (This was before the whole MMH thing, of course.) It didn't even cross my mind that she was talking about shooting for an actual, tangible goal, difficult as it may have been. (Due to IC circumstances, that plot never got off the ground.)

Only very recently have I been able to completely shed the notion that the game world isn't supposed to be changed by players. I'd heard IC about famous historical PCs building things and making changes in the world, but it always seemed like a once in a King's Age thing, something extremely outside the norm. My question is, why was I able to maintain that assumption for so long? I think it's because something about Armageddon feels static rather than organic. It's not only accepted, but expected that the bartender in the Gaj will always be the same guy, forever. Same with every other tavern. The noble houses always seem to keep the same feel. There's no sense that people behaved differently or that culture was any way different in the past than now, except maybe in Tuluk, but that seems to have resulted from an OOC effort to "fix" it more than anything. Honestly, all these static staples don't feel so different from The Tower of Blurgh being the place where everyone knows to go to for the supercool respawning wand.

I hear a lot of disgruntled or just discouraged vets saying that you're entrenched in a bureaucratic nightmare the second you attempt to make any real changes or shake things up. The response I most often hear staffside is that the only reason people think this is because the belief is self-perpetuating; that people who think trying to change things is a waste of time won't try, so they won't ever be able to test those assumptions. Well, that sounds fair enough, but whether or not the world can be changed, it doesn't feel like a place that can be changed. Maybe if the perception is the problem, it's the perception you need to work on. Because honestly, I'm not enough of a mover or a shaker to know how possible that stuff is in actuality. I just know how the general vibe is, and it doesn't seem conducive to change.

I'm not sure how someone could go about making the game world appear more organic and malleable. Staff would probably have a better idea than I would.
Title: Re: Player retention and you: brainstorming
Post by: Dresan on October 28, 2015, 02:21:33 PM
I used to have character who started his own small company (i'll keep it vague), but since i had alot more time to play back them, they used to stumble upon new players alot. My character would take the time to show these 'lost' people around, teach them survival tricks, and how to greb. They would see what they were good at and try to lead them in a profitable path, with the excuse that they would eventually come back to buy goods/services from him. This would involve alot of ooc chat, as I taught them the basic commands and showed them around. Several of them did. And I know some of them died, made another character and came back to play  with him some more. Their RP style and mistakes were obvious but they were still learning.

What this game needs is a special secret role call, for volunteer players in the right positions to stop into the gaj 'coincidently' when a brand new player logs in, in order to strike a conversation. The system would do the following: whenever someone new to the game logs in, these volunteer players would be notified. If they can go meet the newbie and spend time with them showing them the ropes, they would type 'accept newbie', and all the other volunteers would be notified that this newbie is being taken care of.


It sounds oocly jarring, but we need a system like this so that no newbie falls in the cracks. This game can be dull and very hard to pick up when you first begin but that changes the moment someone shows up and begins to show you around, or begins to talk to you and RPs with you. If we had a system like this I believe the new player rentention would go up. Again this is from experience just from that one character running my little company which i know for a fact increased the player count by at least 1 or 2. However not every character is suited to do this job, it fits better if you are an independant hunter for example vs a gemmer or someone who players in a location where newbies don't start. Then again any volunteer player should be experienced enough to help a newbie learn the game regardless of what they are playing.

But again we need that support system to notify us when those new players log in.
Title: Re: Player retention and you: brainstorming
Post by: KankWhisperer on October 28, 2015, 02:24:35 PM
My main suggestion is get rid of the 'too big to challenge', 'monopoly' and 'culture of no' thing we have going on in the game. I think everyone would acknowledge you can't readily challenge the GMHs, city states, the Sand Lord, Sun Runners, etc. So I would suggest taking out nearly every clan that is too big to fail with perhaps the Arm of the Dragon remaining as 'the law'. 'Byn would remain.

Kadius, Kurac, Salarr, Noble Houses, Sun Runners, and Akei should all be closed. They're all too big to fail background NPC/VNPCs.

What would I replace them with? I would replace them all with player run clans. These clans would mostly have to pay a tithe to whoever they were a subset of. Sell Armor, then Salarr gets 25% for doing nothing. Salarr is too big to fail, your clan can be squashed however.

Allanak proper would have one or two warehouses available for player run clans. The 'rinth would have one. Red Storm would have one. Luir's would have one. Morin's would have one. I would also add a coded 'raider camp' that moves between various locations every week or so that players can have a semi-secure setup in.

Why? I think that if players were all competing for these minor merchant house positions, they would feel that what they did mattered. You -don't- matter to the closed organizations but to these upstart organizations, you are important. What the players do would now matter. The staff wouldn't have to say no as much because now you are just picking fights with people of generally the same social level as you. If your organization wins then after a couple RL years you get coded into the game as NPCs and begin the game of warehouses again. Personally I really think this would be a lot more fun and engaging for the playerbase.
Title: Re: Player retention and you: brainstorming
Post by: Desertman on October 28, 2015, 02:32:47 PM
I think that is an interesting idea. I don't think we are to the point yet that we can really manage that, but I do like the idea of it in theory.
Title: Re: Player retention and you: brainstorming
Post by: Rokal on October 28, 2015, 02:33:41 PM
Quote from: Old Kank on October 28, 2015, 10:19:06 AM
Quote from: Nyr on October 28, 2015, 09:45:01 AM
There's ideas here about removing systems that just clog things up but I don't really see any specifics about what it is that clogs things up (just like previous threads) so...maybe I'll skip past those!  ;)

I have no idea what ideas/posts you're referencing, but here's the one that comes to my mind:  CGP, and it's little cousin, special app requirements.

Scrap CGP.  Neat idea, but it's stuck in coding limbo.  Here's the thing:  You guys moved the bar by adding extended sub-guilds (ESGs), and now I have absolutely zero interest in playing a class/subguild character, I only want a class/ESG character with skill bumps, and I only get three of those per year.  This isn't a huge deal, but now I'm playing with the mindset that I have to be stingy with my characters because each one has to last four months.  I assume a lot of people feel this way.

Could we just add ESG's to character creation with karma restrictions?  And if so, could you make some high-karma ESG's that have all the skills people want, and not just one or two?  Give me a spy ESG that gives sneak, hide, scan, and listen, please.  Or a gladiator ESG that gives slashing weapons, parry, and shield use.

At the VERY least, look at some of the popular class/ESG combos, and make them full-fledged karma-required classes.  Warrior/outdoorsman is popular?  Make a bandit class that gets the warrior tree, plus scan, hunt, and direction sense.  Assassin/cutpurse gets a lot of love?  Make a rogue class for 3 karma.  How about a Weaponmaster class that's just the warrior tree, but with all skills bumped twice, yours for only 6 karma.

Let me save my special apps for off-the-wall zany shit that you guys have no interest in seeing in game.

ETA:  Also, ease up on the restrictions against players recruiting for roles.  One of the hardest things about leadership roles is finding your right-hand man that makes it all possible.  Let people recruit their damn friends to play at their side, and don't get upset when they plan world domination over a beer at a real bar instead of the Gaj.

I really like all of OK's ideas here. these are pretty cool!
Title: Re: Player retention and you: brainstorming
Post by: Rokal on October 28, 2015, 02:38:30 PM
Quote from: BadSkeelz on October 28, 2015, 01:16:03 PM
Quote from: KankWhisperer on October 28, 2015, 01:08:39 PM
Double how fast time passes. 16 years for 1 RL year.  Recruit years now 3 weeks instead of 6.

I'd rather see skills go up twice as fast than time speeding up, myself.

I'd agree with this as well. Sorry for double post!
modified to add:
Basically. I -understand- why it takes a while to improve someones skills in game. The thing is. It shouldnt feel like a second job to get anywhere on a character. Part of having fun on a game like this is the feeling your character is progressing.

now, that doesn't mean people should be twinking 24/7 and hoping to get INFINITE power. But I can really asure that if people can build up a character quicker that there would be less complaints about lame PC deaths, because all that hard work just went down the drain! most of the people who play armageddon are grown people with jobs and limited free time.  I feel that there would be a bigger focus on the Rp because people realize that gaining skills is more lenient. I don't think it needs to be like ..5x faster, or anything 2.5x at best - though, from what players i've seen speak of mages and THEIR ability to branch quickly. I don't think mages need to branch/gain new spells faster.
Title: Re: Player retention and you: brainstorming
Post by: Beethoven on October 28, 2015, 02:49:29 PM
Just saw OK's idea about letting you recruit your friends. I don't think this is going to do anything to encourage the vets to come back, but it might help with newer players. For example, my boyfriend. He's logged in maybe three times ever, but I could probably get him to come back and stay if I wasn't afraid of interacting with him too much or being accused of favoritism. Let him roll up somebody that has an excuse to interact with my character. It doesn't mean I'll immediately drop all pretense of fair play and start giving him extra supercool favors and OOCly warning him about stuff he shouldn't know about. It just means he might enjoy getting to know the game a bit more if somebody OOCly familiar was at his side. Right now, even if he logged in and my PC did have a perfectly good reason to want to interact with him, I'd try to avoid it because I don't want either of us being accused of seeking each other out.
Title: Re: Player retention and you: brainstorming
Post by: Nyr on October 28, 2015, 03:10:27 PM
Quote from: Fergie on October 28, 2015, 02:04:13 PM
Quote from: NyrI have no problem with discussing those things individually, one thing at a time.  Please post one specific concrete suggestion that we should do that we aren't already doing (or something we should stop doing that we currently do), and we can address those things one area at a time.  That way, we don't get bogged down!  :)

There's so many things that it almost feels odd to post a single one, because it'll be a brick in the wall. If I had to pick one concrete suggestion, it would be for you, personally, to acknowledge that there's a divide between staff and players which needs to be mended.

Sure, I'll give it a shot, but I do not think you are going to like the caveats added to the acknowledgment. 

There's a divide between some (definitely not all) players and staff (either individually or as a whole), which we can both try to mend. 

That means that players that feel there's a rift between them and staff need to want to mend that rift.  For our part as staff members, we can try to do that by talking to the ones that are willing to talk to us individually about these things; our door is always open.  We can try to reach out to more, but as strange as this may sound, we don't know everything and we may not actually know who is out there that feels there is this rift between them and their staff.  That's why we encourage players to start on their end to talk to us--it means that they, at the very least, want to address things, whatever the case may be.  If they don't want to and they feel like it should be our job to know they are discontented, what can we do?  We can try and reach out to them anyway if we know who they are; that's probably something that can be looked at for sure...but we'd have to know who they are in order to do that.  It's not insurmountable, but it is a challenge--we'd have to be pretty sure about the identity.

Next suggestion (or response to the above, if you prefer).
Title: Re: Player retention and you: brainstorming
Post by: Eurynomos on October 28, 2015, 03:13:21 PM
Also:

Quote from: Eurynomos on August 05, 2015, 04:08:26 AM
There is no Player and Staff divide beyond the illusion of one, fabricated by the history of our experiences together. We are on the Player's side, because we are also Players. We are on the Staff's side, because we are also Staff. We dance the line between both worlds, because we choose to make the game a better place to play in, and a better place to Staff over. We actively encourage each other not to dwell on GDB drama. We pick up the slack when other Staffers have duties that call to them IRL -- Family, friends, merry-making, kids, wives, husbands, and other hobbies. We achieve great goals that we set for ourselves -- And we admit when we make mistakes. After all, we're only human.

Humans love continuity. We desire to see a connection between the past, the present, and the future. We like to remember how things were, because it gives us context for who we are. I say this, because when you look at the continuity of ArmageddonMUD, you can't be anything but incredibly impressed at how far we have come. And it's easy to forget how far we have come, because we take it for granted. Just like when you are sick, all you can think about is how sick you are, how horrible you feel, how 'normal' feels like a quality you never even had...And when you get better, you can't even remember what sick felt like.

Every year that ArmageddonMUD still exists is a year it has bettered itself -- The continuity between the past and the present shows a rich tapestry of change. Perceived mistakes are addressed, sometimes poorly, and then adjusted again, and again. Documentation for clans that didn't exist is written and implemented, and then re-written when errors or inconsistencies are noticed. Code is revamped, changed, and revamped again, constantly improving on the old, and creating where there was lack.

Communication between Staff and Players has never, in the existence of the game, been as good as it is now. Checks and balances are in place to leave a paper trail of communication between Staff, and Players. Protocol has been created, and is followed, to remain as professional as possible on a free to play RPI. Gone are the days of emails to the MUD account with possibly no response, or a response months later. Context is provided through this paper trail, so that future generations of Staff can read back and through old logs, PC relationships and histories, and so forth.

I think communication is key to any successful relationship. And our communication has never been better than it is now. Following the continuity bit, we can only aspire to achieve greater goals, to engage the player base, to make a fun game that people want to play, and to provide an experience that is unlike any other experience on the Net.

Speaking as a Storyteller, I can only say that my goal is to provide intelligent suggestions to the rest of Staff on how to make the game better, and offer my opinions on their own ideas and concepts, while attempting to weave entertaining stories for the players of ArmageddonMUD, and finishing with the icing of enhancing your own trials and tribulations. I'll reiterate that there is no Player or Staff Divide beyond what illusion of one is perceived by certain Players who feel, in their tale of continuity, that they were dealt a bad hand.

I also had 'bad account notes' with Staff in my dealings with them. I had chips on my shoulder about Nessalin being a douche to me in how we interacted with one another. I felt Staff was, at one point, out to get me. I refused to speak with Nyr at one point, due to a back and forth on a few requests I had open, and then re-opened to continue arguing, and then opened again to keep re-arguing. I asked Staff to not make notes on my account that were 'feedback' oriented unless I asked for it. Despite being a prima donna and basically being a little shit, I joined Staff, and here I am today. So I suppose I am saying, even the misfits and highly opinionated can and will be on Staff. People with opinions and passion tend to care about the game they pour their time into.

We are all on the same side of the fence, and there is no Iron Curtain. Believing there are two sides of the fence, or there is an Iron Curtain, is entirely up to you.
Title: Re: Player retention and you: brainstorming
Post by: Narf on October 28, 2015, 04:13:09 PM
Quote from: KankWhisperer on October 28, 2015, 02:24:35 PM
My main suggestion is get rid of the 'too big to challenge', 'monopoly' and 'culture of no' thing we have going on in the game. I think everyone would acknowledge you can't readily challenge the GMHs, city states, the Sand Lord, Sun Runners, etc. So I would suggest taking out nearly every clan that is too big to fail with perhaps the Arm of the Dragon remaining as 'the law'. 'Byn would remain.

Kadius, Kurac, Salarr, Noble Houses, Sun Runners, and Akei should all be closed. They're all too big to fail background NPC/VNPCs.

What would I replace them with? I would replace them all with player run clans. These clans would mostly have to pay a tithe to whoever they were a subset of. Sell Armor, then Salarr gets 25% for doing nothing. Salarr is too big to fail, your clan can be squashed however.

Allanak proper would have one or two warehouses available for player run clans. The 'rinth would have one. Red Storm would have one. Luir's would have one. Morin's would have one. I would also add a coded 'raider camp' that moves between various locations every week or so that players can have a semi-secure setup in.

Why? I think that if players were all competing for these minor merchant house positions, they would feel that what they did mattered. You -don't- matter to the closed organizations but to these upstart organizations, you are important. What the players do would now matter. The staff wouldn't have to say no as much because now you are just picking fights with people of generally the same social level as you. If your organization wins then after a couple RL years you get coded into the game as NPCs and begin the game of warehouses again. Personally I really think this would be a lot more fun and engaging for the playerbase.


This would ultimately be my dream for Arm. Having players directly participate in things that are just too big for them to effect significantly is a recipe for frustration. That said, these elements of oppression add tremendously to the atmosphere of the game. Making them NPCs and giving players little ponds to be the big fish in would be my ideal solution.

However like Desertman said, I don't really see a path to get to this point.
Title: Re: Player retention and you: brainstorming
Post by: wizturbo on October 28, 2015, 04:39:28 PM
Player ability to effect the outcome of big, world changing plots is already quite high.  If you use the Black Robe plot in Allanak as a recent example, player choices directly effected a big portion of that entire plot line.  I doubt that random independent grebbers had much to do with it (from my vantage point at least, it doesn't seem that way), but if you were a noble, Templar, or a sponsored clan leader you definitely had an opportunity to sway the course of events.  Some did, in a big, big way.  Some hid under a rock (which was probably the intelligence IC decision to make, to be honest...heh).


I do want to say though, it isn't like staff rolled up and said, "Excuse me, madam, but we'd like you to choose whether or not Great Lady Sath or Great Lord Valika shall ascend to the Black Robe.  Please cast your ballot by 9PM."   Events happened, choices were made at those events, and looking back I can see how those choices affected the outcome.  No one knew what the outcome would be of the choices they made (at least I sure as hell didn't), but that's realistic.  I'll never know if staff had a certain direction in mind, and twisted the story to make sense based on the choices that were made, or if they changed the actual direction of events based on those choices...but frankly I don't really care.  The end result was the same.  It was fun, and didn't feel railroaded.


Title: Re: Player retention and you: brainstorming
Post by: Dresan on October 28, 2015, 04:41:29 PM
Combat is fine but other skills could be adjusted a bit.

Its not only that most skills should train faster, but I also feel like some skills should start a little higher. Either at apprentice or journeyman depending on the guild of the character, so that they are able to a bit more do more from chargen. However I agree the amount of time it takes for any character to become decent is way too long, resulting in people not wanting to  risking the lives of their characters and contributing to lack of plots from the player side.
Title: Re: Player retention and you: brainstorming
Post by: Inks on October 28, 2015, 04:46:44 PM
Code based player retention?

Honestly the problem with player retention has nothing to do with code tweaks.

That being said; opening extended subguilds to karma system is a superb idea.
Title: Re: Player retention and you: brainstorming
Post by: Beethoven on October 28, 2015, 04:56:05 PM
Quote from: wizturbo on October 28, 2015, 04:39:28 PM
Player ability to effect the outcome of big, world changing plots is already quite high.  If you use the Black Robe plot in Allanak as a recent example, player choices directly effected a big portion of that entire plot line.  I doubt that random independent grebbers had much to do with it (from my vantage point at least, it doesn't seem that way), but if you were a noble, Templar, or a sponsored clan leader you definitely had an opportunity to get involved.  Some did, in a big, big way.  Some hid under a rock (which was probably the intelligence IC decision to make, to be honest...heh).


  • The battle in the sky above Allanak between the two Black Robes was sparked off because of player choices (although, I suspect this part was railroaded and inevitable.  PC choices might have delayed/accelerated this outcome though.)
  • The fall of Ten Sarak was the direct result of player choices on both sides.
  • When the violence in the streets broke out was 100% decided by player choices.
  • A Red Robe being executed in the Arena was the direct result of PC actions.  
  • Who ascended to the Black Robe was, essentially, decided by players even if no single character entirely decided that outcome.  
  • Who ascended to Red Robe, to replace the elevated Black Robes, was at least partly decided by player choices.

I do want to say though, it isn't like staff rolled up and said, "Excuse me, madam, but we'd like you to choose whether or not Great Lady Sath or Great Lord Valika shall ascend to the Black Robe.  Please cast you ballot by 9PM."   Events happened, choices were made at those events, and looking back I can see how those choices affected the outcome.  No one knew what the outcome would be of the choices they made (at least I sure as hell didn't), but that's realistic.  I'll never know if staff had a certain direction in mind, and twisted the story to make sense based on the choices that were made, or if they changed the actual direction of events based on those choices...but frankly I don't really care.  The end result was the same.  It was fun.

It sure as Drov was. wizturbo is right. What I liked about that plot is that even though it was something going on in the highest echelons of society, it trickled down to affect the general populace, with the rioting and violence going on. I wasn't a big fan of the big DBZ battle but all the intrigue and ultraviolence that followed was awesome. And it didn't feel railroaded--it felt totally organic, and the NPCs involved felt very real. If I didn't send a kudos about that entire arc, I should have and will send a belated one soon.

And I agree, skills should start higher AND train faster. The slow grind of mundanes doesn't really facilitate much RP in my opinion.[/list]
Title: Re: Player retention and you: brainstorming
Post by: BadSkeelz on October 28, 2015, 05:02:56 PM
Skill bumps might shave a few hours off of the grind, but unless you're playing 40 hours a week and using a skill timer it's difficult to  get to a point where you feel your character is competent in a "reasonable" time frame. At least where combat is concerned.

I'd like to see Armageddon be more of a game and less of a part/full-time job.
Title: Re: Player retention and you: brainstorming
Post by: KankWhisperer on October 28, 2015, 05:11:17 PM
Quote from: Beethoven on October 28, 2015, 04:56:05 PM
    Quote from: wizturbo on October 28, 2015, 04:39:28 PM
    Player ability to effect the outcome of big, world changing plots is already quite high.  If you use the Black Robe plot in Allanak as a recent example, player choices directly effected a big portion of that entire plot line.  I doubt that random independent grebbers had much to do with it (from my vantage point at least, it doesn't seem that way), but if you were a noble, Templar, or a sponsored clan leader you definitely had an opportunity to get involved.  Some did, in a big, big way.  Some hid under a rock (which was probably the intelligence IC decision to make, to be honest...heh).


    • The battle in the sky above Allanak between the two Black Robes was sparked off because of player choices (although, I suspect this part was railroaded and inevitable.  PC choices might have delayed/accelerated this outcome though.)
    • The fall of Ten Sarak was the direct result of player choices on both sides.
    • When the violence in the streets broke out was 100% decided by player choices.
    • A Red Robe being executed in the Arena was the direct result of PC actions.  
    • Who ascended to the Black Robe was, essentially, decided by players even if no single character entirely decided that outcome.  
    • Who ascended to Red Robe, to replace the elevated Black Robes, was at least partly decided by player choices.

    I do want to say though, it isn't like staff rolled up and said, "Excuse me, madam, but we'd like you to choose whether or not Great Lady Sath or Great Lord Valika shall ascend to the Black Robe.  Please cast you ballot by 9PM."   Events happened, choices were made at those events, and looking back I can see how those choices affected the outcome.  No one knew what the outcome would be of the choices they made (at least I sure as hell didn't), but that's realistic.  I'll never know if staff had a certain direction in mind, and twisted the story to make sense based on the choices that were made, or if they changed the actual direction of events based on those choices...but frankly I don't really care.  The end result was the same.  It was fun.

    It sure as Drov was. wizturbo is right. What I liked about that plot is that even though it was something going on in the highest echelons of society, it trickled down to affect the general populace, with the rioting and violence going on. I wasn't a big fan of the big DBZ battle but all the intrigue and ultraviolence that followed was awesome. And it didn't feel railroaded--it felt totally organic, and the NPCs involved felt very real. If I didn't send a kudos about that entire arc, I should have and will send a belated one soon.

    And I agree, skills should start higher AND train faster. The slow grind of mundanes doesn't really facilitate much RP in my opinion.[/list]

    I felt the plot was very railroaded and was only a game for those already in power. Sure players got to see cool shit but in the end just some NPC shuffling and no significant changes that matter to Joe shmoe.
    Title: Re: Player retention and you: brainstorming
    Post by: Fergie on October 28, 2015, 05:16:17 PM
    Quote from: NyrThat's why we encourage players to start on their end to talk to us

    Quote from: Eurynomos on October 28, 2015, 03:13:21 PM
    There is no Player and Staff divide beyond the illusion of one

    Then I have no faith in your intentions. You have this way of always blaming the players, making everything the player's responsibility, and generally absolving yourselves of all wrongs. Players aren't going to individually contact you because every time they do, they're subjected to your manipulative and underhanded manner of private communication, where you can use your authority to invariably railroad the subject into "you're wrong" territory no matter how much or little that's the case. If you still can't see that the problem is a systematic abuse of power, mismanagement of the game and mistreatment of players over the course of years, not on an individual basis, then there's no point in trying to reconcile with the many players who have quit the game because of you. Best of luck. The community of people who quit Armageddon because of you grows by the month. You'll continue to hemorrhage players until you can admit that much if it is your fault and the change has to come from you, or the game dies, whichever comes first.

    Adios.
    Title: Re: Player retention and you: brainstorming
    Post by: Beethoven on October 28, 2015, 05:21:14 PM
    I like the sense of accomplishment too, but I kind of wish they'd start a leetle higher. But I'd probably be assuaged if skill bumps were karma-based instead of requiring a special app. If they only change extended subguilds, though, I'll be happy.

    (I'd like to add it's mostly combat that I'm talking about. I hate playing combat characters and whenever I try, I'm reminded of why. If the grind was eased up a bit, even if it's still extremely tough to live to become a legendary warrior, I'd be pleased as Punch.)
    Title: Re: Player retention and you: brainstorming
    Post by: Nyr on October 28, 2015, 05:36:03 PM
    Quote from: Fergie on October 28, 2015, 05:16:17 PM
    Quote from: NyrThat's why we encourage players to start on their end to talk to us

    Quote from: Eurynomos on October 28, 2015, 03:13:21 PM
    There is no Player and Staff divide beyond the illusion of one

    Then I have no faith in your intentions. You have this way of always blaming the players, making it the player's responsibility, and generally absolving yourself of all wrongs. Players aren't going to individually contact you because every time they do, they're subjected to your manipulative and underhanded manner of private communication, where you can use your authority to ultimately railroad the subject into "you're wrong" territory no matter how much or little that's the case. If you still can't see that the problem is a systematic abuse of power, mismanagement of the game and mistreatment of players over the course of years, not on an individual basis, then there's no point in trying to reconcile with the many players who have quit the game because of you. Best of luck. The community of people who quit Armageddon because of you grows by the month. You'll continue to hemorrhage players until you can admit that much if it is your fault and the change has to come from you, or the game dies, whichever comes first.

    Adios.

    Adios.  If you feel like talking to us rather than at us/about us to the GDB, our door's always open.  And just to emphasize the thing I said earlier that wasn't cherry-picked/quoted, I'm sending you an e-mail as well, as I'm at least somewhat confident on the identity front in this case.  (I'm not sure what your specific issue is--I get that your general issues are that I'm terrible and drive away tons of players, but you specifically seem to be driven away, so I'll shoot it out there to you.  I suppose we'll have to find out there and try and move past it?)
    Title: Re: Player retention and you: brainstorming
    Post by: Adhira on October 28, 2015, 05:44:10 PM
    Quote from: BadSkeelz on October 28, 2015, 04:50:24 PM
    Quote from: Inks on October 28, 2015, 04:46:44 PM
    Code based player retention?

    Honestly the problem with player retention has nothing to do with code tweaks.

    I can personally vouch that having to put 240 hours into a character's code-based levelling up before I reach a point where I can start playing as I want to IS a turn-off.

    I've raised the idea of bumping up all starting levels in the past. In fact I wanted to move them all to a point where no one bothered to train them, putting (in my mind) the focus on RP, rather than coded advancement.  An informal query amongst players resulted in multiple people expressing a desire not to shift all skills to this kind of level. I believe the reasoning was that some felt it devalued their characters progression if others could just app in at 1 hour old and be at the level of more experienced characters.

    I'd be happy to revisit the idea if thinking amongst the playerbase was different.
    Title: Re: Player retention and you: brainstorming
    Post by: wizturbo on October 28, 2015, 05:44:15 PM
    Quote from: KankWhisperer on October 28, 2015, 05:11:17 PM
    I felt the plot was very railroaded and was only a game for those already in power. Sure players got to see cool shit but in the end just some NPC shuffling and no significant changes that matter to Joe shmoe.

    That's because many of the PC choices were 'status quo' choices.

    I don't want to get into too many details, as these are still relatively fresh IC events...  Okay, I do want to get into details, but I won't because staff might hit me in the face...so I'll walk on (hopefully) the edge of the line on what I can say.  

    Here's one example of how major significant changes were in the hands of players, so you don't think I'm just hand waving here:

    There was a candidate for Black Robe of City that was very Oash in their way of thinking.  Pro magick.  If that person won, it was safe to say the city would see a rise in the use of magick.  They didn't win, and I have good reason to believe they didn't win because of player actions.  In this particular case, I saw involvement from literally every echelon of Allanaki society.  Gemmed, Independent Merchants, GMH, Nobles and Templars all got involved in some way or another.  I've no idea if they realized they were able to sway events or not, it probably felt way over their head...but they could have.  I know, because I saw people sway them.  
    Title: Re: Player retention and you: brainstorming
    Post by: Nergal on October 28, 2015, 05:50:31 PM
    I think, regardless of opinion, people who argue about what the game's direction should be and how the game can be improved are passionate and well-intentioned. At the same time, there is a need for accuracy and civility. We can't improve the game if all we have are accusations and one-sided stories. However, there are some good ideas in this thread that have been presented clearly, and I think they will be useful to staff and future plans. I know that personally, I have been inspired by one particular idea in this thread and started to draft a couple of plans related to it. Some of the ideas here are interesting and worthy of further discussion. One very interesting idea is the idea of "plot seasons" and arranging a cohesive storyline long-term.

    I think the level of bureaucracy that players or storytellers have to deal with is highly overestimated. The producers are on-hand to maintain the consistent atmosphere of the game as well as an overall direction of how the came can be improved through code or policy. Admins and Storytellers are in charge of running plots of their own and supporting players with plots or building.

    I can say for a fact that staff value player input whether we agree or not, and welcome continued discussion.
    Title: Re: Player retention and you: brainstorming
    Post by: Narf on October 28, 2015, 05:53:16 PM
    Quote from: Beethoven on October 28, 2015, 05:21:14 PM
    I like the sense of accomplishment too, but I kind of wish they'd start a leetle higher. But I'd probably be assuaged if skill bumps were karma-based instead of requiring a special app. If they only change extended subguilds, though, I'll be happy.

    (I'd like to add it's mostly combat that I'm talking about. I hate playing combat characters and whenever I try, I'm reminded of why. If the grind was eased up a bit, even if it's still extremely tough to live to become a legendary warrior, I'd be pleased as Punch.)

    Extended subguilds really should not be tied to karma. It doesn't require additional staff trust and player responsibility to play a pickpocket that's really good at pottery or whatever. Karma is meant to be a requirement for roles that have additional roleplaying requirements above and beyond the minimum in the game, and extended subguilds just don't fit the bill for this at all.

    Right now they're a little boost available to all players at an equal level. Honestly, we need more of these not fewer.
    Title: Re: Player retention and you: brainstorming
    Post by: Adhira on October 28, 2015, 05:55:47 PM
    Quote from: wizturbo on October 28, 2015, 05:44:15 PM
    Quote from: KankWhisperer on October 28, 2015, 05:11:17 PM
    I felt the plot was very railroaded and was only a game for those already in power. Sure players got to see cool shit but in the end just some NPC shuffling and no significant changes that matter to Joe shmoe.

    That's because many of the PC choices were 'status quo' choices.

     I've no idea if they realized they were able to sway events or not, it probably felt way over their head...but they could have.  I know, because I saw people sway them.  

    Some thoughts from staff on this plot - there was some idea from staff what the end result would be: that we would have 2 new black robes. The other parts of the plot that were predetermined were the NPCs that were competing for the job, their personalities, and their personal goals.  Everything else was open and dependent on where players took it.  

    We threw out multiple plot hooks, introductions and avenues for PCs to have some say/effect.  A large majority of PCs seemed to think that this was indeed a 'railroad plot' that was over their PCs head and there was nothing they could do to effect it. So they did nothing or not much at all and that meant they had no effect on the outcome. Some PCs went all in and tried some things that would/could have had a drastic effect.  I will say that there was one moment where a PC initiative was underway that we determined meant X outcome.  As the scene played out something totally unexpected happened, via intervention of another PC. It entirely changed what we had planned/thought and we had to go with things on the fly.  End result - we didn't know who was going to move to a certain position until the very final moment.  The key PC players in making that happen were a magicker, a half-elf, a commoner merchant, a servant and a couple of nobles, so not just 'one strata' of the game.
    Title: Re: Player retention and you: brainstorming
    Post by: Alesan on October 28, 2015, 06:04:10 PM
    Quote from: Narf on October 28, 2015, 05:53:16 PM
    Extended subguilds really should not be tied to karma. It doesn't require additional staff trust and player responsibility to play a pickpocket that's really good at pottery or whatever. Karma is meant to be a requirement for roles that have additional roleplaying requirements above and beyond the minimum in the game, and extended subguilds just don't fit the bill for this at all.

    Right now they're a little boost available to all players at an equal level. Honestly, we need more of these not fewer.

    I've never really understood why there's this upper tier of mundane subguilds that don't really require any more RP talent than basic subguilds. Magickal subguilds, sure. But I think there could be a bigger choice of subguilds available to all players and not just those who have done Amazing Things(tm) to gain staff attention (not to be confused with favoritism please, not what I'm saying).

    There are plenty of things that require karma, rightfully, in order to play. I think we could do with more options available to all players, not just a select few.
    Title: Re: Player retention and you: brainstorming
    Post by: Eyeball on October 28, 2015, 06:08:19 PM
    Quote from: wizturbo on October 28, 2015, 04:39:28 PM
    Player ability to effect the outcome of big, world changing plots is already quite high.  If you use the Black Robe plot in Allanak as a recent example, player choices directly effected a big portion of that entire plot line.  I doubt that random independent grebbers had much to do with it (from my vantage point at least, it doesn't seem that way), but if you were a noble, Templar, or a sponsored clan leader you definitely had an opportunity to sway the course of events.  Some did, in a big, big way.  Some hid under a rock (which was probably the intelligence IC decision to make, to be honest...heh).


    • The battle in the sky above Allanak between the two Black Robes was sparked off because of player choices (although, I suspect this part was railroaded and inevitable.  PC choices might have delayed/accelerated this outcome though.)
    • The fall of Ten Sarak was the direct result of player choices on both sides.
    • When the violence in the streets broke out was 100% decided by player choices.
    • A Red Robe being executed in the Arena was the direct result of PC actions.  
    • Who ascended to the Black Robe was, essentially, decided by players even if no single character entirely decided that outcome.  
    • Who ascended to Red Robe, to replace the elevated Black Robes, was at least partly decided by player choices.


    I do want to say though, it isn't like staff rolled up and said, "Excuse me, madam, but we'd like you to choose whether or not Great Lady Sath or Great Lord Valika shall ascend to the Black Robe.  Please cast your ballot by 9PM."   Events happened, choices were made at those events, and looking back I can see how those choices affected the outcome.  No one knew what the outcome would be of the choices they made (at least I sure as hell didn't), but that's realistic.  I'll never know if staff had a certain direction in mind, and twisted the story to make sense based on the choices that were made, or if they changed the actual direction of events based on those choices...but frankly I don't really care.  The end result was the same.  It was fun, and didn't feel railroaded.




    Did those players understand the potential effects of their choices, or was it really difficult to perceive the connections between actions and outcomes much less predict them beforehand?
    Title: Re: Player retention and you: brainstorming
    Post by: Beethoven on October 28, 2015, 06:11:43 PM
    I want to say, I only want ext. subguilds tied to karma because I don't want to spend special apps on them, and it doesn't look like the CGP thing is getting automated anytime soon. If they made extended subguilds 0 karma I'd also be happy, but then they would just make the old subguilds obsolete, which I didn't think was the intention of extended subguilds at all. I probably wouldn't mind if more people were more talented at more things, but if extended subguilds are supposed to be rarer than ordinary subguilds, there has to be some sort of deterrent.

    I just don't want to spend a spec app slot that I could be spending on that sorc/whatever I've always wanted to play on a guy that's better at cooking than the average warrior. I will if it fits a concept I want to play, but it doesn't feel right for those two things to be bought for the same exact price, if you know what I mean.
    Title: Re: Player retention and you: brainstorming
    Post by: LauraMars on October 28, 2015, 06:18:35 PM
    Quote from: Nergal on October 28, 2015, 05:50:31 PMI know that personally, I have been inspired by one particular idea in this thread and started to draft a couple of plans related to it.

    so curious
    Title: Re: Player retention and you: brainstorming
    Post by: wizturbo on October 28, 2015, 06:21:22 PM
    Quote from: Eyeball on October 28, 2015, 06:08:19 PM
    Did those players understand the potential effects of their choices, or was it really difficult to perceive the connections between actions and outcomes much less predict them beforehand?

    In my personal experiences I understood that my character's actions were going to have an affect on the outcome.  They didn't always have the outcome I predicted they would, but that was realistic.  And in some cases, small choices my character made had a larger impact than I would've thought.  

    In the example that Adhira mentioned a few posts before this one however (if it's the event I think it is), I'm pretty sure the PCs knew exactly what the immediate effect their invention would have on the situation.   But I'm guessing they had no clue what the long term effect would be...i.e.. that they were essentially making a choice that would effect who would be the next Black Robe.
    Title: Re: Player retention and you: brainstorming
    Post by: BadSkeelz on October 28, 2015, 06:25:39 PM
    I look forward to seeing those logs.

    I think it's pretty natural for most players to assume that, when events like Black Robe selections are happening, the plot is out of their hands. Most of our PCs aren't moving in that sphere and neither are our NPC bosses. It's good to remember and be reminded that sometimes we can have such an impact on the game world.

    Personally I like to think that me emote-hitting a 10-year-old in the face with an axe had a definite impact on the Black Robe selection.
    Title: Re: Player retention and you: brainstorming
    Post by: Dresan on October 28, 2015, 06:25:58 PM
    Quote from: Adhira on October 28, 2015, 05:44:10 PM
    Quote from: BadSkeelz on October 28, 2015, 04:50:24 PM
    Quote from: Inks on October 28, 2015, 04:46:44 PM
    Code based player retention?

    Honestly the problem with player retention has nothing to do with code tweaks.

    I can personally vouch that having to put 240 hours into a character's code-based levelling up before I reach a point where I can start playing as I want to IS a turn-off.

    I've raised the idea of bumping up all starting levels in the past. In fact I wanted to move them all to a point where no one bothered to train them, putting (in my mind) the focus on RP, rather than coded advancement.  An informal query amongst players resulted in multiple people expressing a desire not to shift all skills to this kind of level. I believe the reasoning was that some felt it devalued their characters progression if others could just app in at 1 hour old and be at the level of more experienced characters.

    I'd be happy to revisit the idea if thinking amongst the playerbase was different.

    For the love of everything mercilful please raise the issue again.  :'(

    In the past people have been very against any sort of change, even the smallest suggestions of change met with so much resistance. However this game needs to change in order to keep up with the times. Today is my day off, and I'm still completely wrapped up with work. With iphones, tablets and skype we just don't have the time we used to, in general.  I love this game, there is alot of stuff I want to do, but sometimes all i have to look forward to is the grind, if I don't grind my character will won't be able to do anything but sit at a tavern. So do i go and play something like league of legends for 20/40 mins and have fun, or do I log in here and mindlessly train my character for the off chance that someday they can actually get to the point they can do something fun?

    I still believe it should take some time for people to be fighting melikots, but lets face it, even back when defense was broken, the game didn't really suffer at all. At most the staff jsut ended up seeing people fighting gith on day one. I think a boost to all skills, allowing players to get into the game and just start RPing, start plotting, start trying things without having to train for 1-2 months before they can do things with a modest chance of success is not too much to ask in a game where even 100 day old characters can die instantly.


    Woo, kinda gets me excited to think of the possibilities.
    Title: Re: Player retention and you: brainstorming
    Post by: wizturbo on October 28, 2015, 06:40:28 PM
    My advice on the skill gains discussion is make small changes and observe the results, rather than swing the pendulum too quickly one way or another.  Having everyone start with journeyman combat skills for instance may have a lot of unintended consequences.  Game systems are complicated ecosystems, after all.

    Increasing skill up speed by some percentage amount is probably not a bad idea though.  I doubt anything terrible would happen if mundane combat skill gains came 50% faster.  But that's probably an over simplistic solution.

    Also, keep in mind, that at the end of the day after combat skills are capped out, whose better than who comes down to stats.  Is it preferable for your relative combat ability to be determined by the dice rolls at chargen?  I personally don't think so.  Otherwise we're just going to see more and more suicides until you get those great rolls.
    Title: Re: Player retention and you: brainstorming
    Post by: Jihelu on October 28, 2015, 06:44:53 PM
    You just gotta order all minions guard me
    Thats all you need.
    You know how.
    Title: Re: Player retention and you: brainstorming
    Post by: Lizzie on October 28, 2015, 07:03:11 PM
    Quote from: Adhira on October 28, 2015, 05:44:10 PM
    Quote from: BadSkeelz on October 28, 2015, 04:50:24 PM
    Quote from: Inks on October 28, 2015, 04:46:44 PM
    Code based player retention?

    Honestly the problem with player retention has nothing to do with code tweaks.

    I can personally vouch that having to put 240 hours into a character's code-based levelling up before I reach a point where I can start playing as I want to IS a turn-off.

    I've raised the idea of bumping up all starting levels in the past. In fact I wanted to move them all to a point where no one bothered to train them, putting (in my mind) the focus on RP, rather than coded advancement.  An informal query amongst players resulted in multiple people expressing a desire not to shift all skills to this kind of level. I believe the reasoning was that some felt it devalued their characters progression if others could just app in at 1 hour old and be at the level of more experienced characters.

    I'd be happy to revisit the idea if thinking amongst the playerbase was different.

    I'm one of the people who enjoy the "accomplishment" side of the game. I like branching, because it means I've "done something cool" between then and now to make that branch happen. I would really really hate playing if I didn't have to do something to earn those accomplishments. I'm not even all that happy that the contact skill is now at master. I would've liked it better if novice was just a little more efficient than it used to be.

    If skills had numeric values (I know they do but I don't know what the values are), I'd like to see somewhat of a curve, if there isn't one already. Here's my example (hypothetical, I'm not a numbers person):

    "Master" max is 100, minimum 85
    "Advance" 84 - 70
    "Journeyman" 69 - 50
    "Apprentice" 49 - 35
    "Novice" 34 - 25

    And if you don't have the skill on your list at all, you can still codedly attempt to do it, with a 5% catastrophic failure rate, an 85% non-catastrophic failure rate, and a 10% chance of success. Like - steal, hide, scan, sneak, backstab, sap - everyone should be capable of trying these things. Only people who have the actual skill on their skill list should have a reasonable chance of success, and "novice" should -be- an actual reasonable chance of success.
    Title: Re: Player retention and you: brainstorming
    Post by: Refugee on October 28, 2015, 07:12:23 PM
    I feel like my standard-issue (not even ext subguild!) PC has been part of some very earthmoving things, and has had a lot of influence in things that have happened.  I keep hearing the complaints about not being able to influence anything but I have to say, in my experience it's just not so.  I wonder what it is that people are talking about? 

    Another suggestion that came to mind was that perhaps commoner PCs that reached the highest levels in Noble Houses, like Advisor, might be able to learn to read and write.  This is a position that takes many, many IG years to reach.  Then books and histories would be produced that would linger in the world after they were gone, with names and stories of PCs that nobility would never have reason to write down but that the Advisor would care about and note.  That would give a sort of permanence to players' efforts, since their stories would likely find themselves in the Advisor's journals and be read for generations.
    Title: Re: Player retention and you: brainstorming
    Post by: KankWhisperer on October 28, 2015, 07:25:43 PM
    I usually disagree with Staff but I can empathize with Staff on one thing. It is very difficult to please players of this game. You do your best but people are never usually satisfied with anyone's ideas but their own. People don't want to lead but they definitely know the leader is doing a bad job, and they could do it better. Alas, they don't have the <insert excuse> to do it. But you, terrible.

    Part of the issue is that the lower on the rung you are the less you realize WTF is going on at times. So it can, in my experience, seem very arbitrary and confusing when someone/something in power turns on you. Maybe they did a lot of RP behind the scenes, but due to the strict IC information rules, it just kind of seems like you got screwed and no one is allowed to explain it. I really don't know how to resolve it btw. I'd like to not have to wait a whole year to post logs. 6 months? It's a game.
    Title: Re: Player retention and you: brainstorming
    Post by: Molten Heart on October 28, 2015, 07:32:59 PM
    A few ideas that might increase the playability for those with limited play time:

    Have skills increase more quickly after being logged out for 15-20 hours a time. Combine this with a penalty that afterwards slows skill increases for the next several hours to compensate.Basically giving these players their skills up front so they can go to sleep at night and still keep up with players. Maybe only apply this to players in clans and only to the skills in their profession to account for learning their trade virtual.

    Have skills increase more quickly when interacting with other characters more, like sparring together, etc. This would incentives players to interact more.

    Often times people stay logged in hoping to catch another player online. Allow players to leave messages with an NPC or some other mechanism to allow them to communicate even though their playtimes don't overlap.

    While the last one may be the most  may be the most unrealistic, maybe these ideas can be built upon or inspire something better.
    Title: Re: Player retention and you: brainstorming
    Post by: Rokal on October 28, 2015, 07:36:33 PM
    Quote from: Refugee on October 28, 2015, 07:12:23 PM
    I feel like my standard-issue (not even ext subguild!) PC has been part of some very earthmoving things, and has had a lot of influence in things that have happened.  I keep hearing the complaints about not being able to influence anything but I have to say, in my experience it's just not so.  I wonder what it is that people are talking about? 

    Another suggestion that came to mind was that perhaps commoner PCs that reached the highest levels in Noble Houses, like Advisor, might be able to learn to read and write.  This is a position that takes many, many IG years to reach.  Then books and histories would be produced that would linger in the world after they were gone, with names and stories of PCs that nobility would never have reason to write down but that the Advisor would care about and note.  That would give a sort of permanence to players' efforts, since their stories would likely find themselves in the Advisor's journals and be read for generations.
    This is a really neat idea, I agreee with this fully.

    Then again, I think litereacy should be a bit more free to learn then that, but i know the lack of literacy is part of the theme.
    Title: Re: Player retention and you: brainstorming
    Post by: lostinspace on October 28, 2015, 07:40:48 PM
    Quote from: Lizzie on October 28, 2015, 07:03:11 PM

    I'm one of the people who enjoy the "accomplishment" side of the game. I like branching, because it means I've "done something cool" between then and now to make that branch happen. I would really really hate playing if I didn't have to do something to earn those accomplishments. I'm not even all that happy that the contact skill is now at master. I would've liked it better if novice was just a little more efficient than it used to be.


    I am very much with Lizzie on this. I've been playing text based games for I guess over 10 years now, and I live for the grind, the skill gains. And the thing is, once I know what I'm doing it becomes like a minigame for me to play when there's no one to RP with, or for some clans, a tool for when rping.

    I have stored two characters in the  past, both of them were at points that I wouldn't be seeing any real skill gains for a long time if ever. One was in a relatively high position of authority and had a dozen or more other characters to play with. Without that grind on the side I just can't keep a real interest in Arm. For this reason the loss of sorcerer hit me the hardest, because from what I understand no other class had as many skills to learn and master.
    Title: Re: Player retention and you: brainstorming
    Post by: Kankfly on October 28, 2015, 07:59:16 PM
    Quote from: lostinspace on October 28, 2015, 07:40:48 PM
    Quote from: Lizzie on October 28, 2015, 07:03:11 PM

    I'm one of the people who enjoy the "accomplishment" side of the game. I like branching, because it means I've "done something cool" between then and now to make that branch happen. I would really really hate playing if I didn't have to do something to earn those accomplishments. I'm not even all that happy that the contact skill is now at master. I would've liked it better if novice was just a little more efficient than it used to be.


    I am very much with Lizzie on this. I've been playing text based games for I guess over 10 years now, and I live for the grind, the skill gains. And the thing is, once I know what I'm doing it becomes like a minigame for me to play when there's no one to RP with, or for some clans, a tool for when rping.

    I have stored two characters in the  past, both of them were at points that I wouldn't be seeing any real skill gains for a long time if ever. One was in a relatively high position of authority and had a dozen or more other characters to play with. Without that grind on the side I just can't keep a real interest in Arm. For this reason the loss of sorcerer hit me the hardest, because from what I understand no other class had as many skills to learn and master.

    While I don't especially love the grind, I do love playing characters that suck at skills and then eventually become good at them. Having the char become good as soon as it goes ig kind of takes away the fun for me.
    Title: Re: Player retention and you: brainstorming
    Post by: Delusion on October 28, 2015, 08:04:38 PM
    The grind makes me not bother with any PC that needs to make extensive use of coded skills any more, bar merchants, which are easy. I'd be all for having PCs begin competent. There could be an option for people who enjoy skill-grinding and have all the time to sink into that to start with novice skills across the board, but I really hate it.

    Regarding the black robe plot, I felt that only a small handful of PCs had any bearing on it, that information about it was too tightly controlled so that most people had no idea what was happening, and more significantly, it had no real repercussions for the majority of players to observe. The status quo was preserved, nothing much changed. Nobody cares about the Red Robe characters or Black Robes. They're much too high up to be relevant. Though on that note, since so many organisations and establishments in the game are basically indestructible - templarates, noble and merchant houses - without staff initiating a plot to destroy them, I'd happily see them all become completely unplayable, and have all PCs be big fish in a smaller pond instead.
    Title: Re: Player retention and you: brainstorming
    Post by: Inks on October 28, 2015, 09:13:40 PM
    I'd happily see them all become completely unplayable, and have all PCs be big fish in a smaller pond instead.

    Quote from: Delusion on October 28, 2015, 08:04:38 PM
    I'd happily see them all become completely unplayable, and have all PCs be big fish in a smaller pond instead.

    I am partial to this idea, not the start skill increases though. I could go with a 50-75% Increase to mundane skillup speed, in a pinch. Not sure if this is a player retention thing or not.

    But yeah. Feeling powerless and stagnant is the complaint I hear from a lot of players.
    Title: Re: Player retention and you: brainstorming
    Post by: Norcal on October 28, 2015, 09:19:26 PM
    Yup.  Not to bash the whole Black robe thing..it was well done.  However we need more plots which directly involve the majority of PCs, not a small minority of folks.

    That was the good thing about having Tuluk open is that it at least created the -possibility- of battles and skirmishes, raids and counter raids, that the average PC could get involved in.

    We need more of these opportunities. And it should be PvP, not P v NPC. It does not have to big mega scale either.

    An example would be from a few years back when the Soh and Kurac were having a spat.  We killed some of them, they killed some of us, and it was  a lot of fun having that tension.  Such plots should be encouraged.  

    More mayhem.

    Let PK mean player kill and not Paper worK.

    Make it FUN and they will come. And they will stay.
    Title: Re: Player retention and you: brainstorming
    Post by: BadSkeelz on October 28, 2015, 09:55:33 PM
    The Black Robe plot was 100000x better than any war plot in terms of Getting Involved AND Fun. PVP is fucking garbage and every incident of war-PVP was garbage. If the game world had more settlements that weren't defended by hundreds of (V)NPCs, maybe a war would work. But it doesn't, so there's nothing you can conceivably attack without weeks of planning and 4+ hours of playtime.

    My only complaint about the Black Robe plot is that it ended. If I could login knowing I'd get to slaughter NPCs in the streets I'd be playing every day of the week.
    Title: Re: Player retention and you: brainstorming
    Post by: Norcal on October 28, 2015, 10:15:35 PM
    Quote from: BadSkeelz on October 28, 2015, 09:55:33 PM
    The Black Robe plot was 100000x better than any war plot in terms of Getting Involved AND Fun. PVP is fucking garbage and every incident of war-PVP was garbage. If the game world had more settlements that weren't defended by hundreds of (V)NPCs, maybe a war would work. But it doesn't, so there's nothing you can conceivably attack without weeks of planning and 4+ hours of playtime.

    My only complaint about the Black Robe plot is that it ended. If I could login knowing I'd get to slaughter NPCs in the streets I'd be playing every day of the week.

    Yes, attacking a settlement would be difficult.  It would need to be an unusual circumstance to allow it to happen with any chance of success. So just create the circumstance. It is a game..and things like that are possible.

    Allanak is also defended by many VNPCs. In normal circumstances you would not be able to do what you did, and what you say you had fun doing. Yet to increase player fun, normalcy was put aside.

    More of this please. You don't need to have pitched battles with armies. As I said, it does not have to be mega scale.
    Title: Re: Player retention and you: brainstorming
    Post by: Inks on October 28, 2015, 11:12:10 PM
    Massed pvp is awful.

    Solo/ small scale PvP is exciting and never do I feel a rush in any game than when someone is trying to murder/murdering me/ getting murdered by me. It is seriously like the best coke rush for me in terms of time spent/ reward. Every part of that planning and murder is amazing, especially if delayed. Especially when it it's not certain which way it is going to go, one mistake can end it for a would-be murderer but...that rush either way.

    It fucks me up. It is why some of my pcs are non-violent.
    Title: Re: Player retention and you: brainstorming
    Post by: Jave on October 28, 2015, 11:37:35 PM
    Quote from: Inks on October 28, 2015, 11:12:10 PM
    Massed pvp is awful.

    Mass PVP is especially awful for leader PC's.
    Title: Re: Player retention and you: brainstorming
    Post by: Inks on October 29, 2015, 01:10:31 AM
    Quote from: Jave on October 28, 2015, 11:37:35 PM
    Quote from: Inks on October 28, 2015, 11:12:10 PM
    Massed pvp is awful.

    Mass PVP is especially awful for leader PC's.

    How fast can you type kill Templar?
    Title: Re: Player retention and you: brainstorming
    Post by: PurifiedDrinkingWater on October 29, 2015, 01:35:19 AM
    Quote from: KankWhisperer on October 28, 2015, 07:25:43 PM
    I usually disagree with Staff but I can empathize with Staff on one thing. It is very difficult to please players of this game. You do your best but people are never usually satisfied with anyone's ideas but their own. People don't want to lead but they definitely know the leader is doing a bad job, and they could do it better. Alas, they don't have the <insert excuse> to do it. But you, terrible.

    Part of the issue is that the lower on the rung you are the less you realize WTF is going on at times. So it can, in my experience, seem very arbitrary and confusing when someone/something in power turns on you. Maybe they did a lot of RP behind the scenes, but due to the strict IC information rules, it just kind of seems like you got screwed and no one is allowed to explain it. I really don't know how to resolve it btw. I'd like to not have to wait a whole year to post logs. 6 months? It's a game.

    This post would hold water if your estranged playerbase were complaining about IC things.  Most of the time (not always) players complaints with staff aren't related to anything going on IC but with disrespectful behavior during correspondence.  

    Quantifying the amount of players who have left is staggering to me.  Never before have I seen two separate forums for a game and you have almost the same amount of players posting on either.  And this isn't seen as a problem?  Hmm. Hand waving won't make this one go away.

    I think there comes a time for some Arm players, and this time will vary from person to person where you realize that you'd rather just be anonymous and play the game.  I know that I have taken solace in the fact that very few people know any of the characters I've played for years now.  Maybe it's the introvert in me but I think a lot of players get to this point with the game where just logging in to get in-character and have fun is all the matters. The roleplay is all that matters.  So where does the discontent come from if the IC gameworld is not the problem?  Of course it is the out-of-character correspondence itself.  I would never attempt to contact staff these days, I have no desire to even attempt any discourse.  That's a huge problem.  It would be like a player refusing to communicate with his DM.  Inconceivable.  I don't think that is sustainable and eventually these players walk off into the sunset with their heads down.  


    Title: Re: Player retention and you: brainstorming
    Post by: bracken on October 29, 2015, 01:52:47 AM
    The plot that half of me has enjoyed the most has bee the closing of Tuluk. (The other half of me sits quietly weeping in a corner) . It shook PCs lives upside down for real, (sorry honorable storees), and changed everything for some, and continues to provide plots. This isn't Atonement, is there other plots that could pick a large bunch of PCs up by the scruff of their necks and dropping them, without further destruction of our assets?
    I'm aware that most posters including me don't know most of what's going on.

    Skill progression- I have relatively few PCs and I'm happy to start as a useless bit and take what comes. There is a lot of you that aren't though, so I feel people like me may have to give up some more sacred cows to have this game hopping.
    Title: Re: Player retention and you: brainstorming
    Post by: KankWhisperer on October 29, 2015, 01:59:40 AM
    Quote from: PurifiedDrinkingWater on October 29, 2015, 01:35:19 AM
    Quote from: KankWhisperer on October 28, 2015, 07:25:43 PM
    I usually disagree with Staff but I can empathize with Staff on one thing. It is very difficult to please players of this game. You do your best but people are never usually satisfied with anyone's ideas but their own. People don't want to lead but they definitely know the leader is doing a bad job, and they could do it better. Alas, they don't have the <insert excuse> to do it. But you, terrible.

    Part of the issue is that the lower on the rung you are the less you realize WTF is going on at times. So it can, in my experience, seem very arbitrary and confusing when someone/something in power turns on you. Maybe they did a lot of RP behind the scenes, but due to the strict IC information rules, it just kind of seems like you got screwed and no one is allowed to explain it. I really don't know how to resolve it btw. I'd like to not have to wait a whole year to post logs. 6 months? It's a game.

    This post would hold water if your estranged playerbase were complaining about IC things.  Most of the time (not always) players complaints with staff aren't related to anything going on IC but with disrespectful behavior during correspondence.  

    Quantifying the amount of players who have left is staggering to me.  Never before have I seen two separate forums for a game and you have almost the same amount of players posting on either.  And this isn't seen as a problem?  Hmm. Hand waving won't make this one go away.

    I think there comes a time for some Arm players, and this time will vary from person to person where you realize that you'd rather just be anonymous and play the game.  I know that I have taken solace in the fact that very few people know any of the characters I've played for years now.  Maybe it's the introvert in me but I think a lot of players get to this point with the game where just logging in to get in-character and have fun is all the matters. The roleplay is all that matters.  So where does the discontent come from if the IC gameworld is not the problem?  Of course it is the out-of-character correspondence itself.  I would never attempt to contact staff these days, I have no desire to even attempt any discourse.  That's a huge problem.  It would be like a player refusing to communicate with his DM.  Inconceivable.  I don't think that is sustainable and eventually these players walk off into the sunset with their heads down.  



    What's your solution?
    Title: Re: Player retention and you: brainstorming
    Post by: PurifiedDrinkingWater on October 29, 2015, 02:26:10 AM
    QuoteWhat's your solution?
    I would say I have neither the time nor inclination to provide one. But this isn't true I could find the time to write out a long, profound and thought provoking post on the matter.  I dervise a fair bit of satisfaction in solving problems, as this happens to be what I do for a living.  Obviously this problem is subjective, there could be many solutions I just don't feel like any I provide would be considered objectively by the current administration.  Some posters here would also say there is no problem, evidenced by staff themselves saying so.  I'm just giving my two cents.

    Far smarter people than myself post here and have already provided good solutions, Desertman being one of them. I'm too tired and cynical I guess.
    Title: Re: Player retention and you: brainstorming
    Post by: Lizzie on October 29, 2015, 07:50:15 AM
    I grow more and more disgusted and cynical about the playerbase, personally. I've seen better and better "behavior" from staff than ever, including Nyr (I'm not afraid to mention the elephant in the room). Nyr has been laying low on the GDB - why? Who knows. But that's what people claim to have wanted, and he's done that, and what happens? Everyone continues to bitch and moan and whine and gripe about how horrible Nyr is.

    Not everyone "gets" Nyr. I know I don't. But that doesn't make him a bad staffer. People are parking complaints squarely on his shoulders, even though the decisions they're griping about weren't his. He was just the "mouthpiece" here to tell everyone about them. People are riled up about things that happened when he wasn't a Producer, and insisting that it's his fault, that he made those changes, he made those decisions, blah blah blah. In many of those cases, if players who whine would actually pay attention, those decisions would have been made by Adhira - or Nessalin - or, in a couple of those cases, were started by Sanvean and simply carried forward.

    So everyone parks their troubles on Nyr's door and Nyr gets his hackles raised and claws out. If I learned everyone in the neighborhood was moving out because of something the Senior Housing director did in the projects behind my house, and was telling all the real estate agents to warn everyone else out because of ME...you betcha I'd have my claws out and hackles raised. And fuck all of you who have a problem with it.

    You don't have to like Nyr in order to have fun in Arm. You don't even need for Nyr to like you. This isn't the 8th grade, and as we've seen in a recent poll thread, the average age of players here is in their 30's.

    You want to know what's wrong with the game that players aren't coming and staying, and vets are leaving? It's you, players who actively, aggressively, and publically put the blame for everything wrong with your miserable lives on Nyr. Some of it might actually be his fault. But it's getting lost in the ridiculous hyperbole - and no one wants to play this game, knowing that they might be playing with one of you people who are here playing on proxy.
    Title: Re: Player retention and you: brainstorming
    Post by: Inks on October 29, 2015, 08:41:00 AM
    Coming from the person who used to agree with her own posts with an alt gdb account.

    Honestly I have never had a problem with Nyr or any staff. But a substantial portion of the playerbase is clearly dissatisfied with something and they can speak. I don't think the drama is as much as is being made out but it obviously comes from somewhere and a raving response isolating dissatisfied players doesn't help.

    Imms will lock the thread when it turns too crazy. I don't feel like the amount of these derail threads help the game, that being said. My last 3 years playing were better than my first 5, personally and in that respect I agree with you. I feel like the staff have been much better in public as well but just because I have very positive experiences doesn't mean others haven't had negative.

    I would just combine this with the vis a vis old times thread myself. Anyway from my view I would say if staff keep up what they are doing and give players more chances to change the world we will be just fine.
    Title: Re: Player retention and you: brainstorming
    Post by: Nyr on October 29, 2015, 09:30:05 AM
    Quote from: PurifiedDrinkingWater on October 29, 2015, 01:35:19 AMNever before have I seen two separate forums for a game and you have almost the same amount of players posting on either.

    Probably more a sign of how easy it is to create a forum these days.  This certainly isn't the first time this or anything similar to it has happened; it's just way easier these days.  It's also way easier to find anything on the Internet than it was 10 years ago.

    QuoteAnd this isn't seen as a problem?

    Not really, at least, not it by itself.  Taylor Swift was only the most recent artist to capitalize on a phrase about players and haters.
    Title: Re: Player retention and you: brainstorming
    Post by: Delirium on October 29, 2015, 09:33:17 AM
    When this thread was made I was hoping to see constructive ideas come out of it. It started off great... hopefully we don't get bogged down in hyperbole and pointing fingers.

    As for me, Laura and Old Kank pretty much covered everything I wanted to say. I do think visible, well-thought out story arcs are very important, as is giving a measure of control back to the players and continuing to add to and improve the areas of the gameworld. The rooftop additions made me so excited, I'm looking forward to what's next when that project is complete.
    Title: Re: Player retention and you: brainstorming
    Post by: Nyr on October 29, 2015, 09:35:59 AM
    Agreed, D.  I was hoping to get some other advice on what concrete things we could do, and there's plenty of that here, but maybe too much of the not so helpful stuff.

    I've very much enjoyed the rooftop 3D-ifying as well.
    Title: Re: Player retention and you: brainstorming
    Post by: ibusoe on October 29, 2015, 12:11:38 PM
    I used to have a lot of friends who played role playing games.  I invited two or three of them to try this game, but then stopped because I ran into a problem.

    Nobody wants to play a game where you can't link up with your friends.  Right now, it's way to hard to make something like a game family where you and bunch of your buddies can easily link up to go do crazy stuff together. 

    The current rules are supposed to prevent people from effectively prevent out of game alliances from forming, however if this was seriously the intent then it would make a lot more sense to encourage people to register their alliances (for example, as a family) so that you can track these things.

    By the time someone makes their third or fourth character in a row with their real life roommate, that would be an excellent time to have a chat with them about their long term interests. 

    Being able to play with your friends should be streamlined. 
    Title: Re: Player retention and you: brainstorming
    Post by: Narf on October 29, 2015, 12:16:51 PM
    Quote from: ibusoe on October 29, 2015, 12:11:38 PM
    I used to have a lot of friends who played role playing games.  I invited two or three of them to try this game, but then stopped because I ran into a problem.

    Nobody wants to play a game where you can't link up with your friends.  Right now, it's way to hard to make something like a game family where you and bunch of your buddies can easily link up to go do crazy stuff together. 

    The current rules are supposed to prevent people from effectively prevent out of game alliances from forming, however if this was seriously the intent then it would make a lot more sense to encourage people to register their alliances (for example, as a family) so that you can track these things.

    By the time someone makes their third or fourth character in a row with their real life roommate, that would be an excellent time to have a chat with them about their long term interests. 

    Being able to play with your friends should be streamlined. 

    This change would likely require an overarching change in Armageddon's core philosophy.

    Personally it'd be one I'd support, but realize that these sorts of rules (if not their exact wording) have been in place for decades.

    I remember back when I was in college some fifteen years ago my friends and I all put together a little elf tribe that was loads of fun until we all got eaten by a wandering Mek. It was horrifically against the rules, we even all played in the same house together at the same time. But it definitely allowed us to get people playing that never would have played on their own.

    That said, I know some people have gotten really screwed over by OOC collusion and they could probably tell you the darker side of this sort of thing. Personally I've been lucky enough not to be targeted by this sort of thing.
    Title: Re: Player retention and you: brainstorming
    Post by: Dresan on October 29, 2015, 12:27:07 PM
    The fact that Adhira has been thinking of shifting the focus of this game from mindless grinding of skills to a game where you as a player can just focus on RPing your character's life, is probably the best news I've heard since extended sub-guilds/skill bumps.

    You get rid of that initial grind before a character becomes decent enought to do things with, and you'll attract so many people who current feel they don't have the time to invest in this game.  Not to mention have less threads asking for more plots from staff, because people will be feel more confident of attempting plots themselves and getting others involved.
    Title: Re: Player retention and you: brainstorming
    Post by: Inks on October 29, 2015, 12:40:58 PM
    ...I'm out.
    Title: Re: Player retention and you: brainstorming
    Post by: Old Kank on October 29, 2015, 12:41:47 PM
    Some thoughts on plots and story arcs, because I think that's tremendously important for keeping players interested:

    Title: Re: Player retention and you: brainstorming
    Post by: Adhira on October 29, 2015, 01:28:14 PM
    The idea of 'seasons' for plots is a good one, and one that we actually implemented in the game around 3 years ago.  It's hard to sustain when staff drop out though, so we need a method that makes it easy for people to pick up where others left off. This is the reason we ask staff to write up their plots on the idb and post progress reports there. This is the 'red tape' that players seem to rail again, but if staff don't do that, that is when we either lose a plotline or story arc, or we get things mixed up and wrong and the players feel like we've changed the direction on them completely and (often rightly) they rail against that.

    It's not an excuse. Story arcs and overlying plots for the game as a whole are great and Admin and STs do work on these, but I wanted to give some perspective on why there can be lulls in this area. I know from looking at our boards that the staffing team has a lot going on, or a lot in the works that they wish to do. The implementation and timing of these is entirely up to the individual staffer and generally that is directly related to their amount of free time. If you haven't seen things in game, then keep an eye out. One thing that we need to work on is how to clue in and get players involved in plots in a way that makes in game sense, but is better than we do now. Right now we hope for the trickle down (or up) to take effect and drag people in, we've erred on the side of caution when using NPCs to push people to get involved due to the large backlash we had a few years back about 'railroading' characters and only making them play out our storylines, instead of letting them do their own. As a response we moved to putting out crumbs hoping they'd get collected, and not forcing issues if players didn't seem to want to eat them.  It seems the pendulum is swinging in another direction now, so we can reassess and try and find a happy medium there.
    Title: Re: Player retention and you: brainstorming
    Post by: Delirium on October 29, 2015, 01:48:43 PM
    I think also, beyond year-long "arcs", what Armageddon needs is a malleable version of the "5 year plan".

    What direction is the game going in? Where should the stories take us? What do we want to accomplish both OOC and IC?

    What are our goals to keep the MUD sustainable and the player-base interested and active? Economy, plot, code goals?

    Stuff like that.
    Title: Re: Player retention and you: brainstorming
    Post by: Delirium on October 29, 2015, 01:57:49 PM
    Another thing that definitely needs to happen is an audit/examination of the shops & merchants in Allanak.

    If we are making that our primary playerbase area and cramming upwards of 50 PCs in the same city, we'll need more merchants and/or a faster rate of VNPC purchase.

    I recommend a lot more of the same kind of merchants, with lower buy prices across the board, and the ability to sell anything anywhere for at least 1-2 sids.

    There are also a lot of "flavor" shops that see almost 0 traffic due to the weirdness of their prices (a certain pastry/candy seller comes to mind).
    Title: Re: Player retention and you: brainstorming
    Post by: Delirium on October 29, 2015, 02:05:12 PM
    And another idea!

    You should be able to quit anywhere. Period. The only people that end up being punished by the inability to quit anywhere in the game are casual players.

    Pros:
    Groups of people can go out into the wilderness on long trips together regardless of class
    Encampments can set up and dismantle at will regardless of quit-rooms
    Casual players no longer need to fear being trapped far from a login area (you can't use quit OOC twice in a row)
    Casual players will log in more and play a wider variety of roles
    The need to flag quit rooms becomes obsolete

    Cons:
    Wilderness becomes far more accessible to non-combat or city-based classes


    Honestly, the only "con" I see, which I've listed above, is counterbalanced by the fact that the wilderness is fucking deadly.
    Title: Re: Player retention and you: brainstorming
    Post by: zanthalandreams on October 29, 2015, 02:14:26 PM
    I guess I qualify as a veteran player who has given up on being retained beyond more than just a casual log-in.   (though, hell, ask me in a year and that may change)

    There are a couple of reasons why, though probably the biggest ones are out of anyone's control.   I've played for almost two decades now, give or take a year or two off.  What drew me to the game over all the other myriad muds out there was the impression that one didn't have to be on staff to make an impact on the game world.   Granted, it took a bit of submission and a healthy relationship with your clan imm, but it was do-able.   There are, or were before the world shrunk, rooms that I could walk into that were there because I wrote them, I submitted them.   [Edit here:  Adhira & Mekeda are two clan imms that were instrumental in making that happen.  Whether I was a leader or a peon under their oversight, I never really felt micromanaged or constantly denied.  Nor did I feel like I had to stroke an ego in order to make an impact.]  Clan documentation that included my input.   Certain concepts of the game that I helped to shape - whether it was a special rank/position within a clan or a name/phrase/slang that caught on.   There's even a tribe I helped to keep alive.

    Whether or not it was really me is irrelevant.   It felt like it was.   Most of that has been, um, discontinued I guess is a good word.  Closed.  Inaccessible.  Retconned out.

    I distinctly remember when it was announced from on high that Arm2.0 was on and everything else would be abandoned.   I was sitting in a hotel room, chilling with a drink in my hand and I just suddenly realized how ephemeral was the vessel in which I was pouring my creativity.   Sandcastles below the tideline.   Even though it was a creative medium that I would return to from time to time, the forced impermanence had a strong dampening effect.

    Then when that, too, was abandoned - I let myself get sucked back in.   Gravitating to clans I once loved and doing my best to recognize the subtle nuances of favorite veteran players through their characters.   Again, whether or not it really was the same folk or not is irrelevant.  It felt like it was and they were fun to play with.

    I had some solid, strong characters and really felt like they were amazingly effective and interesting.  Not just for me, but for the players I interacted with.   Gleefully, with bright eyes and eager to end-cap the long-lived characters with reading some good account notes - I would submit to read them.

    And nothing.   Or, worse than nothing, a neutral-negative comment as the only marker.   Sandcastles, right?    I'm not a GDB Superstar, I figured, nor do I always remember to file my paperwork through background and other dear diary notes.   Fair enough.  [Edit 2:  In fairness, I did get some positive feedback from a couple of character reports, though, that was inspiring but ephemeral.  Notes are forever, it seems.]  

    So to ask what would bring this player back is hard to answer.  

    The most fun I've ever had in the game not only didn't involve the Imms, it was sometimes in spite of them.  I don't mean that in a hostile or negative way, only that when decisions made by the folks who run the game adversely affect my character or my fun . . . it has sparked me moving them in directions I never expected.  Destroy my character's entire tribal encampment?  okay.   Force me to become a licensed contractor no longer working for my lifesworn employer?   welllll....okay.    Lock my home city off of the game?  *sigh*  Alrighty then. . .  

    In all of those situations, and others like it, I found other characters in the game that were dynamic and interesting and offered at least something of a niche for me to fit into.   All of those other characters wore dazzling coats with long tails upon which to ride.  Maybe -those- players were the ones who figured out how to navigate the waters of continued imm support and attention?  Don't know, maybe they were just better roleplayers than me.  

    You can sniff out a veteran player quicker than you can sniff a guild.  

    But I meander away from answering a question, I think.

    What would bring this player back to more than just logging in every other game year or so to smack something with a bone mace, get bored, and log out for another month or three:

    *Obvious support of character-led initiatives.  I hated having to wait around for an NPC to animate just to give me marching orders.  The most fun I've ever had was being the right (or left) hand peon of some wild-eyed hungry PC leader.  Even (especially) when it got me killed.  I guess here is where the perspective of whose game it really is comes in.  I'd argue that it belongs to the players.  Mudconnect can point you to any number of player-less muds that belong to an Imm.

    * Intentional cultivation of veteran players.   Some of the changes recently point to that.  I really like, for instance, the way special apps are heading.  Would be even better if it was automated.  Maybe even after X amount of approved characters/X amount of karma - remove the approval process completely.  Really, after about ten years or so of playing this game you'd think at least some folks could have earned the ability to just FastPass generic dwarf ranger +151

    * Hand over controls of the clans to the players.  Let them make or break it.   Step in as Undying Senior Patriarch Bosszilla only if it starts getting stupid.

    * I'm not so concerned about apologies from people I couldn't pick out of a crowd, but there really isn't a vibe of open dialogue.  Even as I write this I wonder if I am going to regret writing out an answer.   Maybe is best to just keep lurking and try to make my own subtle fun within the confines of whatever whoever is running the game this year.  

    I'll think more on it and maybe edit later.   Never really thought about what would make me come back playing like I used to play.  

    There's a part of it, too, that just can't be helped.  Playing Pong isn't as fun today as it was when I was a kid.
    Title: Re: Player retention and you: brainstorming
    Post by: Dresan on October 29, 2015, 02:36:05 PM
    This is something I touched upon my post on skill grind but...Right now it feels like we are really dependent on clans, staff/ roles sponsored by staff to get things done.

    And while I want to focus on the skills grind for now because the is my greatest hump to overcome before I feel I can begin contributing in this game, I know that it isn't the only one for other people.

    Other people have mentioned there are other road blocks that prevent people from attempting stuff. The IC powers in this game are too strong. GMH need to be toned down in terms of dominance, and stuff like sorcerer kings needs to be removed completely. This has been said before but its not the player's power ceiling is too low, its just that the virtual power ceiling is way too freaking high. Its funny because removing or changing these things doesn't necessarily change the way we play. The only different is that these changes will allow people to dream big again, to plot big along side staff. 

    I am not saying that staff still don't need to have year long story plots that are fed to the players gradually, or 5 year plans on where to take the game story-wise like Delirium suggested, that would help the game so much. However staff need to make sure players have the ability from creation to begin to plot and accomplish some fun and wonderful things, that will improve the game for everyone playing. Basically players need to be encouraged to attempt more plots for themselves and not depend staff them for enjoyment.
    Title: Re: Player retention and you: brainstorming
    Post by: Rokal on October 29, 2015, 03:54:30 PM
    Honestly, one, one major thing, I want to see more.

    is the ability to -adventure-. Small plots, minor plots, let players create the idea behind a fun adventure, maybe an indie wants to go exploring out to find some ruin.. a staff decidcated to minor adventure plots works with the indie, making out some sort of rough idea of the adventure - it might be a three or four room little ruin with neat things left behind, ect. . Improvised adventure RP is some of the best there can be.

    I still have a ton of the game to explore, but things like this could open up a new avenue of fun for newbie players and veteran's alike.
    Armageddon is an RPI, but its also a game. Let people have their fun with crazy adventures. Those alone create stories and things to RP around.

    I enjoyed the adventures my first character had. If more stuff like that could happen on a smaller scale, I think people would be attracted to it.

    Not everyone is on arm to play the political plots, or the antagonistic plots. Some people just want to get out there and challenge the unknown itself. Another major thing about these adventures and the world is that yes - its low fantasy. But Magick is a part of the world. Some of these adventures involving magick in ways can add a level of depth that makes the game feel like a proper fantasy world.

    I'm sure some of you have memories of a group of six friends and adventures as characters, each with their own little niche that makes them apart of the team. in previous RPs, or D&D.  Some D&D Rps have plot, but most people don't remember it for the plot or what happened at the end. They remember it for what the characters went through, what they DID together. how that halfling rogue managed to pick the lock to the door in the nick of time before that crazy lich-wizard blasted the scariest fireball you've seen at the group. Or that lawful good paladin being at odds with the lawful evil sorcerer but understanding each other to a level that it winds up being a good cop/bad cop duo.

    Now I wana try and put in a request for some ideas like this :<
    Title: Re: Player retention and you: brainstorming
    Post by: ibusoe on October 29, 2015, 03:57:22 PM
    Quote from: Rokal on October 29, 2015, 03:54:30 PM
    Honestly, one, one major thing, I want to see more.

    is the ability to -adventure-. Small plots, minor plots, let players create the idea behind a fun adventure, maybe an indie wants to go exploring out to find some ruin.. a staff decidcated to minor adventure plots works with the indie, making out some sort of rough idea of the adventure - it might be a three or four room little ruin with neat things left behind, ect. . Improvised adventure RP is some of the best there can be.


    This.  Lots of this.
    Title: Re: Player retention and you: brainstorming
    Post by: wizturbo on October 29, 2015, 04:23:56 PM
    Quote from: Dresan on October 29, 2015, 02:36:05 PM
    The IC powers in this game are too strong. GMH need to be toned down in terms of dominance, and stuff like sorcerer kings needs to be removed completely. This has been said before but its not the player's power ceiling is too low, its just that the virtual power ceiling is way too freaking high.

    The day Armageddon doesn't have wicked sorcerer kings or their equivalent, is the day I stop playing forever.  I don't care if some of them are overthrown, and replaced with new powers...but taking sorcerer-kings out of Armageddon is like taking the Jedi/Sith out of Star Wars.  Some people might like Star Wars without the Jedi/Sith, and I won't fault them for having that opinion, but I'm not interested.
    Title: Re: Player retention and you: brainstorming
    Post by: Armaddict on October 29, 2015, 04:39:05 PM
    ZalanthanDreams:

    I call it a static sandbox, much like your sandcastles beneath the tideline.  You get to create and influence things, but in the end, the game can't change -too- far, and that's really the only logical way for it to be.  If player-desired change happens willy-nilly, it either outright changes the setting, or progresses the setting beyond a point of maintaining the setting.  Because that's the sort of thing that players like to work on.  Things that progress the game world.  Thus, I view the changes made as taking parts in the changes that still maintain that setting (and thus being notable, more than game-changing).  It's a sandbox, but it's a sandbox that we can't make bigger, put too much more sand in it, or bring in any of those digger-setups that let you pretend you're a tractor in them.  It has to be a maintainable atmosphere within the setting, or else the game loses part of the identity that was the attraction in the first place.

    Players can make impacts.  Making impacts happens all the time.  But you need to focus it on how you impact players and stories, rather than impacting the entirety of the known itself.  Don't look to make a new fortress that will last until the end of time with your name on it, to your credit.  Instead, make a camp of PC's out in the wilderness that actually survives.

    For Staff:
    -Support those sort of small scale plots, those things were players are banding together to influence their own place in things.  It does not require changes in the game world.  Sometimes it requires code innovation, but every time you code something, it's a benefit to the playerbase at large.  Everyone can now engage in a similar plot in the future.  I hear a lot of 'I can't make an impact', and I think it's a misguided statement.  I don't think anyone truly expects to leave gigantic footprints (or if they do, they might favor other methods of storytelling), but it goes a long way for there to be minor staff interactions and nudges and basically 'open' shows of support for minor plots.  Likewise, run your own small plots, consistently.  Desertman talked about this some.  It's less about sweeping world change, particularly to the new player, and more about 'Holy shit, things are happening!'.  There was once a movement among players for them to be more in control of plots, and it ended up being listened to.  Staff used to run plots constantly, players criticized it (much to my chagrin), and a newer form of 'stand back' was adopted over time.  This, I think, put staff in a position more akin to an approval board than the movers and shakers of the game that they are.  I think it may have made your job feel like everything needs to be so tightly constricted that you're less willing to let in the idea of the static sandbox.  Let small changes happen.  They can unchange later.  Make your own small changes that promote 'Holy shit, things are happening!' for at least a small group of PC's.  Salters, beware this week!  'rinthers, this this happening!  It's not RPT's.  Just make little temporary blips in the static, but consistently.

    -Stop snarking.  Armageddon has never been a democracy, ever, and I don't know where that somehow filtered in.  Players provide feedback on things, and pool together ideas, but this game has ultimately always been run by staff.  It is -their- votes and designs that count.  That is okay, that is not a gripe.  But the open discussion and push for 'Everything that players want, they should get' will subject you to constant criticism from all directions, and is why the GDB can feel like a very hostile place.  However, whether it be in the privacy of a request, a GDB post, or in email...if you are worried about retention, you cannot afford to belittle people even unintentionally.  It doesn't happen often, but whenever I do see Snark, it's one of the most disheartening things for me, coming from an era where staff used to put their foot down -real hard- to me in emails, but at the same time maintained a very cordial, polite, and real invitation to continue to enjoy the things being set up for our enjoyment. The only exceptions to this were when I raged out on things, in which case even I couldn't deny that I had some harsh words coming.

    -Be humble.  I know that sounds strange, but just read on through.  Realize that a lot of the game is far from perfect, and frustration comes with it.  A lot of your projects are not perfect.  A lot of your plots are not perfect.  A lot of your plans are not perfect.  Embrace that idea, because I have seen personally situations where there are implementations and systems you put up -for us- to enjoy, which we are very grateful for, but that doesn't mean we can't spot problems that aren't working exactly towards the purpose of that system, and yet a critique of said system pointing out why is either brushed aside without further attention or rather defensively reacted to.  This is unnecessary.  As staff, you are the bird's eye view of the game and are by far the most qualified to dictate what is and is not helpful to the game.  However, there are also players that are uniquely positioned or involved to be able to give you valuable data that you need to make adjustments.  Please accept that data.

    For Players:
    -OOC Collusion:  Someone brought this up, wanting a system in place to 'register' for.  I don't consider it a bad idea to inform them of OOC circumstances, such as roommates and such, but at the same time...I think this is more on the players.  Inevitably, you will make friends in this game.  Through clans, hangouts, whatever, it happens.  It's on the players to be responsible here.  A few years ago, there was a player who used to talk with me pretty constantly during play.  Things as specific as 'Oh, I'm here doing this.  I'm fiddling with this item to try and do this.'  This is OOC info, but not particularly damaging as long as the players are responsible about it.  With that same player, when I revealed something from my background, the response was 'Noooo, now I have to pretend not to know that which will be hard!'.  The point being:  OOC collusion is damaging when you, the player, make it that way out of some need for advantage.  Talking about the game is incredibly fun, and will help other players stick around when they can brag about their recent changes in the static sandbox.  But you have to make it your responsibility to keep it non damaging.  I realize this flies in the face of the NO OOC TALKING GUYS rule, but I'm pretty much resigned to the idea that there are friends talking to each other about this game, and that's actually a great thing for some people to be able to nerd out on the game with someone else who understands.  But staff can't regulate it.  We have to.

    -Jading each other:  Stop it.  This ties in with the above.  People tend to get jaded because over the course of time, there -are- going to be unpleasant experiences, either with staff, with other players, or with the game setting/world.  We have an amazing game that we obviously all enjoy or we wouldn't be here.  There's that rule about campsites, where you leave it better than you found it.  Consider that same rule for the game, but in the realm of social interactions.  Yes, I am guilty of toxicity and vitriol as much as anyone else, I'm not saying this in a condescending way.  But it really is damaging to the morale of the playerbase to have even other players, not just a staffer who has a different priority, talking about all the terrible things in the game that they -don't- enjoy instead of pointing out the things they're still doing for fun.  When someone new joins up and browses the board...I hope they see impassioned arguments between people who care a lot about the state of the game, and not a bunch of people quibbling about how their part of the game is more important than everyone else's, or how terrible this system is.  But I'm not optimistic.

    -Be creatively helpful to newbies:  I don't mean just true-blue newbies, this is a push to my other veterans.  We have 'figured things out' with experience.  We have noticed code quirks.  We have lost characters to stupid mistakes.  There are other people who have even played the game for a good amount of time but just haven't been exposed to this sort of knowledge.  While we can't share this sort of thing on the GDB, we -can- have our characters involved in the welfare of other PC's that we notice suffering from this.  Find creative ways to explain it in the game to someone, because sometimes the 'Ah, that's how that works!' or 'Wow, that's good to know' is a big part of enjoying the game.  Having it figured out through the game, rather than explained in a straightforward 'this is how the code works' fashion is also more satisfying and gives that accomplishment feeling that most players strive for.

    Cooperative Competition:  This is a cooperative storytelling game, but with an autonomous world constantly updated and interacted with via code.  The setting of that world is not a friendly one.  We, the players, can be friends, but our characters will often get in the way of each other in pursuit of their own goals.  Come to terms with the idea of this, because it is not an assertion that my plots and goals are more important than your plots and goals, it's a reality that my character is going to do what's best for them, even if it makes me feel like an asshole to you on a player-to-player basis.  People will kill each other.  People will fuck up your plan so that theirs can succeed.  It's going to sting, it might infuriate you, it might make you cry, if you're one of those.  Accept the fact that despite our cooperation in forming this web of stories and plots and our own desert Game of Thrones, there is very real competition that will be led in a realistic way that preserves that atmosphere.  The harder we push for the OOC understanding of 'Let's be nice about it', the further this understanding that the game wants to kill you and PC's are not a party of D&D adventurerers goes away.  The understanding on an OOC level does not need to be 'Hey, your plots are important to you and we should all foster each other's plots', because we all already understand that and know it and embrace it.  But that does not always fit into the game.  The understanding needs to be emphasized that zalanthans are not people bound by modern moral codes, and sometimes we'll get in the way of each other.  Cooperatively, we can make it fun so far as we still maintain that level of competition that brought the conflict into being.

    Take Risks:  I talk about this a lot.  There is a risk aversion among us.  This makes sense, it really does.  But it also lowers the danger experience of the game.  I won't say we're all here for it.  But I will say that Armageddon is the only game that can -inject- adrenaline into me in the blink of an eye.  That is an amazing feeling, when you manage to come out the other side of it.  It's a terrifying feeling.  The sudden chance of loss of your character makes you appreciate the character and what it has and what it does.  When we live in a safety net, that appreciation can quickly fade into a feeling of monotony and boredom.  Risks exist in the game, risks are presented, and there are often payoffs that -require- risk, but no one feels like tackling it until that safety level has been reached.  There was a leader I (relatively) recently interacted with that roped me into some incredibly risky situations.  In game, they weren't always-smart- decisions.  But on the OOC level, that makes the attachment to the character, and to the game.  So please, please...don't make your goal 'live forever', make it 'find that thing no one else knows where it is, then profit' or 'become known for this'.  Risks make the game, and is the beauty of living vicariously through the game in a very dangerous world.


    There's a whole lot more.  But I'm rambling now, and this is probably too long already.  Maybe more later, but I think it's important to note this is about retention, not an invitation to poke and prod about personal gripes with this person or that person.  The derail into another player/staff divide thread will not retain players.  I feel the divide is -just as much- the fault of players holding grudges over relatively minor ordeals in the long run.  The focus of retention is making experiences enjoyable, and the divide focuses on interactions that are not the majority of experiences within the game.
    Title: Re: Player retention and you: brainstorming
    Post by: Inks on October 29, 2015, 04:58:25 PM
    Oh good we are back to talking about a static gameworld which players have little perceived effect as being the problem. I approve. :)

    I really liked your post, ZalanthanDreams.
    Title: Re: Player retention and you: brainstorming
    Post by: zanthalandreams on October 29, 2015, 05:45:58 PM
    Quote from: Armaddict on October 29, 2015, 04:39:05 PM
    ZalanthanDreams:

    I call it a static sandbox, much like your sandcastles beneath the tideline.  You get to create and influence things, but in the end, the game can't change -too- far, and that's really the only logical way for it to be.  If player-desired change happens willy-nilly, it either outright changes the setting, or progresses the setting beyond a point of maintaining the setting.  Because that's the sort of thing that players like to work on.  Things that progress the game world.  Thus, I view the changes made as taking parts in the changes that still maintain that setting (and thus being notable, more than game-changing).  It's a sandbox, but it's a sandbox that we can't make bigger, put too much more sand in it, or bring in any of those digger-setups that let you pretend you're a tractor in them.  It has to be a maintainable atmosphere within the setting, or else the game loses part of the identity that was the attraction in the first place.


    Oh, to slip on those slopes and fall splashing into the tide.    I mean, okay, I guess.   Not complaining about it any more than I complain about the weather outside.  Not something I can control any more than any other independent volunteer character-actor in this mutually nurtured artificial reality.  (A truly thankless job, let me tell you, but not without its rewards sometimes.)  They did ask, though.  My answer really doesn't require agreement or instruction. 

    I but look on as a very, very minor player and wonder rhetorically how well that's working and toward what goal?   
    Title: Re: Player retention and you: brainstorming
    Post by: Jihelu on October 29, 2015, 05:56:07 PM
    I've read things that said people weren't allowed to install a door despite money/materials.

    It's a door.
    Come on.


    I also just want to use a sword.
    Not currently cause that'd be meta.
    But come on.

    Also I'm drugged up right now and in pain so we'll see if I don't say stupid shit soon.
    Title: Re: Player retention and you: brainstorming
    Post by: Armaddict on October 29, 2015, 05:58:15 PM
    Well.  I'd say that historically it worked very well, in tandem with Player plots and influences.

    Recently, less so, because as noted...there was a time where there was a criticism made against staff controlling plots and only their plots getting attention, and staff agreed to step back and leave it to players, which has made for an environment where...well.  Let me link it.

    Quote-Support those sort of small scale plots, those things were players are banding together to influence their own place in things.  It does not require changes in the game world.  Sometimes it requires code innovation, but every time you code something, it's a benefit to the playerbase at large.  Everyone can now engage in a similar plot in the future.  I hear a lot of 'I can't make an impact', and I think it's a misguided statement.  I don't think anyone truly expects to leave gigantic footprints (or if they do, they might favor other methods of storytelling), but it goes a long way for there to be minor staff interactions and nudges and basically 'open' shows of support for minor plots.  Likewise, run your own small plots, consistently.  Desertman talked about this some.  It's less about sweeping world change, particularly to the new player, and more about 'Holy shit, things are happening!'.  There was once a movement among players for them to be more in control of plots, and it ended up being listened to.  Staff used to run plots constantly, players criticized it (much to my chagrin), and a newer form of 'stand back' was adopted over time.  This, I think, put staff in a position more akin to an approval board than the movers and shakers of the game that they are.  I think it may have made your job feel like everything needs to be so tightly constricted that you're less willing to let in the idea of the static sandbox.  Let small changes happen.  They can unchange later.  Make your own small changes that promote 'Holy shit, things are happening!' for at least a small group of PC's.  Salters, beware this week!  'rinthers, this this happening!  It's not RPT's.  Just make little temporary blips in the static, but consistently.

    Basically, the idea of 'Yeah, PLAYER PLOTS FOREVER' was originally thought to mean that they could just do everything they could think of.  But that doesn't work in a multi-player game that has to be maintained for everyone, and over a long period of time.  So as those drastic sort of plots got put down over time, people were more and more discouraged and it turned into this 'Man, we can't do anything'.  That's the same as the original feeling, but now without people motivated to do it on the small scale, and without the enjoyment of the once-consistent larger arc activities.

    This is the main trouble of the game, I think.  Me, I survive it very well, because I know that large changes -can- be made, but it's a hard process that fits with the game and requires some luck, some good places and times, and a lot of work.  I don't think this game is about having a freeform sandbox, and I think that the idea that it was designed or 'supposed' to be one is the misconception.  This doesn't have to destroy what it is, though, if the focus is shifted to what it does allow you to do.  Have a rich, static world with very deep culture and existence coded and played in...and a bunch of other people to influence, compete with, join with, steal from, protect, and so on.  The changes are on the scale of the stories.  Those are the big impacts you make.  Not on the scale of changing where the story takes place, because other people have to be able to tell their story after yours.

    Modified to add:  I'd like you to stay, ZalanthanDreams :).  But I do think a lot of the problem isn't with the game.  I don't think 'Man, Arm has changed so much.' Things have been added or removed, but the game itself remains pretty close to how it's been, as far as function. I think the expectations of players has, though, based off of an egocentric point of view.  In other words...it's become more about how the game can accomodate each of us, rather than how can we use this coded structure in here to play a character.  That's what we came here for, was roleplaying.  We have people who talk about loving to play insignificant people.  Beggars.  Playing the surprises.  How much they enjoy it.  But we -lose- people who are under the impression this isn't about playing what you want, it's about -doing- what you want.  I'm not sure if that's a distinction that will result in good things or bad things, but that makes sense in my head.
    Title: Re: Player retention and you: brainstorming
    Post by: Jingo on October 29, 2015, 11:42:37 PM
    I feel more often than not, the snark is a lie.

    Title: Re: Player retention and you: brainstorming
    Post by: Jihelu on October 29, 2015, 11:43:15 PM
    Nah but really though I just want to paint things.
    Title: Re: Player retention and you: brainstorming
    Post by: picklehead on October 30, 2015, 12:08:21 AM
    I haven't read any of the posts in this thread, but I played this game a long time and quit several years ago due to time constraints:

    Remove the glass ceiling. Make player interactions matter. Make player efforts matter and support them! Let them change the world!

    People play games like this to get an escape from reality and ROLEPLAY something else. Let that happen. Encourage it. If you put up roadblocks at every turn players are going to get frustrated and give up. Time is a limited resource. Things shouldn't be easy, I get that. But change shouldn't be impossible. If you structure a world where no amount (or too great of an amount) of time and effort will ever be enough to change said world, players will walk away. This is the sort of game where players want to write a story for their characters. They want to write a chapter that might end up in the (imagined) book. If you remove that possibility or make it so hard that it will almost never be a reality, people are going to spend their time elsewhere.
    Title: Re: Player retention and you: brainstorming
    Post by: Centurion on October 30, 2015, 03:08:12 AM
    More rambling! Sorry in advance.

    Remove the limit on ALL clan caps and such (if it hasn't been done already). If Noble A wants to hire on an army of followers to serve under him who are all dedicated soldiers, let them. As long as they can pay them from their own wage and not a npc paymaster, it should be fine. If noble A then wants to go and take on a tribe in the distant west because suddenly some valuable plant has been found, let them. Then maybe the other nobles will hire on armies, and they might fight for this special plant, and then alliances might be formed with noble A and noble C to fight against noble B. The Byn might get involved as well. Sure, they can be hired by noble B to help, but then the Byn sergeant might face the wrath of noble A and C and end up dead, and a replacement might come in who is loyal to noble D... and so on and so forth. While having a main story arc in the background is great, it's the little things which admins can just CREATE that players can't, and have placed in the game world are the key to getting many players involved and having daily fun. These plots shouldn't need to have RPT's, they should just be happening all the time to keep people wanting to log in so they don't miss out.

    Examples

    *Rare beasts loaded in appropriate areas which might contain a magnificent hide when skinned, instead of just the standard one. Or stronger, sharper claws for better weapons. You get the picture. Maybe a small rumour finds its way to a PC who spotted the rare sighting, maybe not. It could be as simple as creating the mob, loading it, and dropping into the world, and let the players find it, fight over it all they want. Don't do this just once a RL year either, keep it frequent, but random. I know I'd be keen to go hunting daily if this sort of thing was happening.

    *Gold, Silver, Bronze... small amounts can be uncovered and maybe set in place, and then it's up to PC's only to go and fight for it. It is mostly a desert world, storms could unveil just about anything long ago buried. I know this sort of stuff is meant to be rare, but from the past few years it's been practically just non existent. You add a little more to the game world, and people will go crazy over it and fight for it. If Amos the grebber finds it by some fluke, and manages to safely keep it but ends up dying somewhere remote and no one knows, then who cares. Maybe at least for that one guy he felt really special for a little while as he had it.

    *Artifacts. Famous people in history, and their weapons, armour, tokens and such surfacing in the world for people to claw over, learn off, and so on.

    *Magical cursed items. Maybe they can't be dropped, and give stat decreases or something similar. Then these people finding them would need to seek out mages for help.

    *More lone wolf bandits or those in groups loaded in places around the Known to try and raid PC's as they travel. Even give them distinct colours if they are a bandit group, and they become more of a constant thing and target for militia and other military clans hired to track down to kill them and keep the roads safe. There should be bandit groups popping up all the time, which is easy to do with NPCs, but for PC's it is so difficult due to the time it takes to invest to get good, against how quickly it is to just get wiped out by having EVERYONE suddenly gunning for you. Make more cave rooms, hidey holes for such things so it's not just "Oh, they left Tuluk heading east to hide out?" We all know a certain cave which is more than likely the spot they went too, instead of having to consider 4 or 5 caves, which should be more reasonable.

    As for skills, I don't want to see them go up any faster. I like the idea of certain characters after a great amount of work standing out from those who don't put in that work. While it might give an advantage to those that play more, it's just something to accept, as they will be the people who benefit more from many other things. If you want to become a death machine warrior, then play more. However, I think raising the starting levels might help a little for new PC's to survive the struggles. It will keep players on par, but give that little edge against NPC's/Mobs.

    I touched on this before, but having something like the 'Elite Warrior' Guild, which might cost 3 Karma, and will set all combat skills at like apprentice, and maybe a couple at journeyman, might allow staff to spend less time reviewing special applications for extended sub guilds, as this process doesn't require anything more than standard approval, unless you had 6 karma and wanted to be an Elite Warrior/Outdoorsman extended sub guild for example. I feel adding new guilds might actually take a bit of work, but it would definitely be worth the extra time you would save in the long run. The same principle could be applied to all the other guilds, but with an elite version. This wouldn't be necessary though if the GCP system was finished and coded into chargen. It could be a quicker fix though?

    Making wealth actually mean something. The player created clans is a great feature added. Grebber Amos who might be wealthy, can't really spend his coin on much because he's just a shitty grebber. No Kadian wants to sell him a fancy emerald necklace because they'd rather sell it to noble A, who will earn them the coin and the favour. So if Amos wants to show off bling and look important and become powerful, becoming his own merchant house will allow him to do that. That is a long way down the track, but it's a long term goal. He can still probably buy great weapons, armour, and jewellery, but he just generally can't have the best, at least not showing it off in public without the proper status to back it up. What about a GMH merchant though, what can they dream for? Why should they be working so hard to earn 20k sid, or 40k, or 60k? What can they buy with it that makes them feel special? What players can actually do is probably not so limiting, but generally they might feel it is, and don't bother to try for it because they don't think it will succeed. Maybe it's time to come up with a more public list of what they can buy or achieve for x amount of coins. Maybe becoming a GMH Agent simply requires 5 years of service, and spending 10k to buy your way into the family. Then you need another 15k to buy your own place within the estate. Then if you want another room it costs another 5k, and then you need to furnish it. Adding on a few rooms to an estate is easy work as a builder, and something so easy can mean the world to this one PC. Some people really love to play 'House'. I know I do. Just imagine if Nobles could even buy their own estates. Not just have one family estate where 20, or 50, or 100 of nobles of the ONE House live in all together. Then they are the noble player created clans. Maybe even these nobles can pay 100k to form their own blooded family name, and become separate from the Houses already in game. Then it really can become Noble Houses vs Noble Houses. If a noble wants to buy a slave for 20k (as an example), just let them. Maybe 300 coins gets taken off their monthly pay or something to explain the living costs to keep it. Next, if the noble wants the slave to be a PC, let them put out a role call in player announcements. If the person gets bored of the role or stores or whatever, that's the risk the noble took and the player of the slave, and they should wear it, but they should have the option. More options please.



    Title: Re: Player retention and you: brainstorming
    Post by: Inks on October 30, 2015, 07:40:11 AM
    I would say I strongly disagree with Armaddict. A wall of text only counts as one opinion and I feel like the majority of players want much more ability to change the world.

    That being said I could be wrong. I don't think saying suck it up to everyone who disagrees with you is helpful or an actual discussion. Which is what this board is for.
    Title: Re: Player retention and you: brainstorming
    Post by: Nergal on October 30, 2015, 07:41:08 AM
    For what it's worth, I've made an effort to consolidate all of the ideas in this thread - even conflicting ones - and just posted a list up on the staff discussion board, which I will update if new ideas come in. That way it's a defined resource for all staff, since we want to improve the game in ways that ideally, the players will approve of. Thank you to those who have contributed to a reasoned discussion so far!
    Title: Re: Player retention and you: brainstorming
    Post by: Lizzie on October 30, 2015, 08:26:49 AM
    Quote from: Inks on October 30, 2015, 07:40:11 AM
    I would say I strongly disagree with Armaddict. A wall of text only counts as one opinion and I feel like the majority of players want much more ability to change the world.

    That being said I could be wrong. I don't think saying suck it up to everyone who disagrees with you is helpful or an actual discussion. Which is what this board is for.


    I'd agree with you that most players would love to change the world. I'd argue though that if "the majority of players" had more of an ability to change the world, then the world would be changed such that the majority of players would no longer want to play it. You can't change the world to please the majority of players, because each player wants something different. Everyone has their own individual goals, independent of everyone else's goals. MY character wants to be the first rinthi to be declared templar. But so does that other guy's, and that other girl wants HER character to be the first gemmer to be declated templar. We can't all have what we want. Someone has to be disappointed.

    My idea of fun isn't the same as yours, my idea of a "changed world" that is enjoyable to play isn't the same as yours. The more people who have a hand in the change, the more muddy that change becomes. Someone has to run things, and someone has to take a step back and let others get the changes done.

    I rarely have anything to do with game-changing events. I am still in the majority who would love more of an ability to get things done. But I'm also pragmatic and accept that extending that ability could be game-killing, not game-expanding. And so I'm happy to play on the sidelines, be part of someone -else's- game changing experiences when they become available for me to participate in them. I frankly don't give a shit whether that's another player or a staff member, as long as I can be involved.
    Title: Re: Player retention and you: brainstorming
    Post by: Inks on October 30, 2015, 08:29:45 AM
    Quote from: Nergal on October 30, 2015, 07:41:08 AM
    For what it's worth, I've made an effort to consolidate all of the ideas in this thread - even conflicting ones - and just posted a list up on the staff discussion board, which I will update if new ideas come in. That way it's a defined resource for all staff, since we want to improve the game in ways that ideally, the players will approve of. Thank you to those who have contributed to a reasoned discussion so far!

    I was very gladdened by your response. Thanks.

    Title: Re: Player retention and you: brainstorming
    Post by: Harmless on October 30, 2015, 09:11:38 AM
    Liz, your examples of world changes are a straw man. Nobody is going to support a rinthi in becoming a templar. I think what people more realistically would seek are to expand the holdings of their merchant house, build an additional door here and there, design a cloak the way they want to, put up statues or other works of art, or attempt to make a small outpost or wagon. I have never heard players say they didn't like how staff kept their elf from ascending to noble status. It is the little changes that bring the world alive and make it feel dynamic. Additionally, players should be empowered to knock down other players' sandcastles and drink their milkshake. Nobody is asking for the changes they make to last forever. They are asking for realism and competition.

    The idea of adding new minor houses and subsidiary groups for PCs to have more power and control in sounds better to me every day.
    Title: Re: Player retention and you: brainstorming
    Post by: nauta on October 30, 2015, 09:30:26 AM
    I actually agree with Armaddict's points, one of which is that the change that at least some people want to bring about in the world isn't so much a matter of permanent marks but a matter of temporary marks that drive a story they want to tell forward.

    One simple solution (depends on code, I guess) would be to add a more Save rooms.  Players can then use the arrange command to reflect the story they are telling.  Here are some examples:

    Suppose I want to make a small brothel or a gambling den or a tiny little cooking business as flavour.  I actually did all three via a very tedious process of logging in after each reboot and using the arrange command on a coin to reflect this.

    This isn't perfect and it might cause some abuse (hoarding), but I don't see why staff couldn't pop in now and then and virtually rob the place (not all of it, just little reminders), or send little warnings to the player that hoarding silver rings in a hovel probably isn't a wise idea, and of course griefer PCs can wreck that shit, but at least it isn't wrecked every week at reboot.
    Title: Re: Player retention and you: brainstorming
    Post by: seidhr on October 30, 2015, 09:41:56 AM
    Save rooms are a finite resource, so we can't just flip a flag on any given room and turn it into a save room, sadly.  We have an ongoing project to reclaim save rooms from areas of the game that have been rewritten or changed by history's events:  e.g. Tan Muark holdings, old Tuluk, parts of Allanak that have been rewritten, etc.

    There's also some code ramifications that happen that may not be readily apparent to many players, that are nonetheless meaningful, for save rooms.
    Title: Re: Player retention and you: brainstorming
    Post by: Delirium on October 30, 2015, 09:42:05 AM
    Having more "dungeon crawls" and outside threats that are more than "spider attack #999" (spider attacks are fun, but they do get old eventually) would probably go a long way into making the world feel dynamic. Raiders... Tuluki patriots... an upstart tribe of elves... a sorcerer hell-bent on carving a swathe of territory out for himself far to the oh wait that's been done.

    Well, I guess we could go the "shambling undead" route too, that one's always a hoot. A nest of scorpions swarms the city during a particularly bad storm.

    Gith are fleeing a terrifying sorcerer and decide to try and carve out a chunk of the southern deserts for themselves and start plauging the southlands until they're driven back by the trusty Byn. Then you find out about the sorcerer... but it's in elf territory, so what do you do? Let them deal with it? Ally with them to put it down before it gets stronger? Accuse the elves of harboring the sorcerer and attack them instead? Choices, choices!

    It doesn't have to be elaborate. It just has to provide some hooks and some actions and be fun!

    Let people change and improve the rooms they want to change and improve, as long as they put in the effort to do so. Let them fix up a stanky old tower... and if it gets attacked and destroyed, well, destroy it again. You really only have to update room descriptions in that case, and maybe adjust a few other variables. It's not a ton of effort, especially if the player does the writing for you.

    Support player initiatives and work with them to find a way to help the world change and grow a little instead of being so stuck on "this is how it is and forever will be".
    Title: Re: Player retention and you: brainstorming
    Post by: zanthalandreams on October 30, 2015, 09:57:46 AM
    I'm with Inks and Harmless on this one.  Came here to post basically what they said.   I can come up with countless scenarios where trusting players to make changes could be a horrible idea.   Nobody is mad or disenfranchised because their idea for a flying elf furry unicorn-rider was shot down.    

    I'm encouraged by some of the staff responses to the thread, even if only because it doesn't feel right now as if folks are making excuses for or arguing against the answers given (even if not everyone is seeing the same need.)   Again, looking at veteran players, you're dealing with a different demographic now than when we started.  I'd say many of us began as teenagers, either in late HS or early college, back when the internet and multi-user gaming was in its infancy.   Arm required a different level of policing, I'd argue, than it does today.  

    To make assumptions about the typical veteran player demographic, I'd say you're looking at:
    * Gen X, probably mid to late 30's.  Believe what you will about generational stereotypes. . .
    * Likely finished with any post-secondary education, many with graduate level degrees or equivalent in certifications/training
    * Spent at least 10 years in a professional environment, likely at this point to be well beyond entry level and into management/administration
    * Likely a few years out from having kids old enough to play, likely with a spouse that plays
    * Has spent decades now consuming literature and media related to fantasy/sci-fi fiction
    * Knows intimately the mechanics of the game world and how to hurdle even a fresh new PC into a viable role
    * Has made it past the worst mistakes of brand new players and survived through some very interesting times when Imms acted/reacted in very arbitrary ways

    If you're still thinking of this player the same way you thought of them when they were a 19yr old college student, then you're making a critical mistake in how you deal with your clientele.  


    Edited to add:

    As much as I hate to suggest removing anything else (while still being raw about what has already been taken away), please kill the ever-full bags of free food-holding that are clan cooks.  Also paymasters.   GMH vending machines too.   Automating those things kills the need for characters to be recruited and cultivated into providers.  It took an entire base layer out of the food chain of fun. 

    I ain't sorry for saying it.
    Title: Re: Player retention and you: brainstorming
    Post by: nauta on October 30, 2015, 10:36:00 AM
    I think this comment will dovetail nicely with zalanthasdreams' comment above:

    I remember reading in a thread a while ago about the history of Armageddon, and one thing struck me.  I wish I could find it (edited: I found it here -- thanks google (http://gdb.armageddon.org/index.php?topic=17820.0;wap2)), but it was something about what made Armageddon a success: encouragement and enforcement.  One thing that staff has to do is enforcement -- they have to police things so that it is fair (eliminate twinks and griefers), they have to control quality, and they have to make people notice things about the virtual world that they might not have noticed.  But one thing that staff also has to do -- according to this old document -- is encouragement -- encourage good roleplay, collaborate with players on their stories, etc. -- I talk about this a lot, but I haven't seen very much of the latter, and a lot of the former. 

    We're an older audience.  Perhaps, we might consider putting the emphasis on being proactive with encouragement and retroactive with enforcement -- in the last case, at least with people who have karma.  (Everyone should be encouraged.)  What's retroactive mean?  It means that they take a 'wait-and-see' stance on bad behaviour, assume innocence before guilt, give the benefit of the doubt, that sort of thing, perhaps even wait for a player complaint to come in, and also that they engage the player about the worry, and so on.  I've seen things on my account notes, and I've had things brought up to me after the fact, and used as evidence, things I was just surprised were even there -- nobody had discussed them with me, and they were pretty dubious.

    An off-the-cuff idea would be to greatly simplify the karma system.  Have two, maybe three, levels of 'player trust': [tier one] new players, [tier two] longevity and a recognized commitment to roleplaying, [tier three] a recognized commitment to encouraging others to roleplay well and an acknowledge respect for the virtual world.  (Or something like that.  The karma system strikes me as something that a younger generation would get excited about -- oh, if I work hard I can achieve that and unlock that -- but something that I at least could care very little about, other than that it prevents new players from coming in out of chargen and ruining quality.)

    At level two a lot of options would open up and at level three some others would open up (muls, sorcs).  Staff could cap the number of rarer options (sorcs, muls, etc.) allowed in the game at a given point.



     
    Title: Re: Player retention and you: brainstorming
    Post by: Norcal on October 30, 2015, 10:52:00 AM
    Quote from: Harmless on October 30, 2015, 09:11:38 AM
    Liz, your examples of world changes are a straw man. Nobody is going to support a rinthi in becoming a templar. I think what people more realistically would seek are to expand the holdings of their merchant house, build an additional door here and there, design a cloak the way they want to, put up statues or other works of art, or attempt to make a small outpost or wagon. I have never heard players say they didn't like how staff kept their elf from ascending to noble status. It is the little changes that bring the world alive and make it feel dynamic. Additionally, players should be empowered to knock down other players' sandcastles and drink their milkshake. Nobody is asking for the changes they make to last forever. They are asking for realism and competition.

    The idea of adding new minor houses and subsidiary groups for PCs to have more power and control in sounds better to me every day.

    This is the ticket.

    Edited to add that much of the stuff mentioned (besides the wagon) is possible right now.  Even the outpost is doable, just not an easy sell. I think we need more of this and more conflict between groups. So I really like the last part of your post, as it opens the door for increased conflict.

    In my experience, even what conflict might exist between GMH at lower levels, cannot get far, because such conflict does not exist at levels above the glass ceiling.  So in order to create more conflict, we need more groups which can be pushed about possibly to the point of being eliminated. Or we need staff to forget the docs for a while and push the chaos button for a resource war between the GMH. Much better than spiders IMO.
    Title: Re: Player retention and you: brainstorming
    Post by: Eyeball on October 30, 2015, 10:53:10 AM
    Quote from: seidhr on October 30, 2015, 09:41:56 AM
    Save rooms are a finite resource, so we can't just flip a flag on any given room and turn it into a save room, sadly.  We have an ongoing project to reclaim save rooms from areas of the game that have been rewritten or changed by history's events:  e.g. Tan Muark holdings, old Tuluk, parts of Allanak that have been rewritten, etc.

    There's also some code ramifications that happen that may not be readily apparent to many players, that are nonetheless meaningful, for save rooms.

    Why are they a finite resource? They worked well enough in 1996 and computers nowadays are about 100 times more powerful and spacious.

    EDIT: Is it the sheer amount of junk that people store in them?
    Title: Re: Player retention and you: brainstorming
    Post by: TheWanderer on October 30, 2015, 11:33:02 AM
    I made an account long ago (couple years before my current - I don't even remember the passwords, username, character name, or email I used) due to the urging of a friend and his great stories, had, like, eight hours played, and then left.

    Some of my reasons were:
    - I started in Tuluk (heh)
    - There was a distinct lack of anything going on as I wandered aimlessly, searching the streets for another soul. That was primarily due to my inexperience with the game (I wasn't even aware there was a GDB).
    - I was playing at -another- friend's house (who had also started to play) and then a staff member was quite brusque when he or she popped in and announced the decision to flag the account due to suspicion of multi-boxing or something. I was on my laptop, he was on his computer. The way the interaction was done felt needlessly hostile, but I was an angsty youth and unaware of the IP notification you had to submit, so...
    - Trying to get my bearings and locate meeting spots was a little overwhelming.
    - I struggled horribly with syntax and there are a few inputs you have to learn IG instead of on the website.
    - I eventually joined the Legion and came to find that sparring everyday was not as enjoyable as I thought.

    To sum up, it was an overwhelming experience and I could have really used a sense of direction. I also didn't have any inclination to deal with the seemingly uptight nature of staff when I had far more enjoyable things to do during my spare time.

    They're all easily solved by:
    - Consolidating the playerbase (check).
    - Maintaining cordial and professional interactions with -all- players. If he or she had just said, "Hey, we've noticed there are two accounts tagged to this IP, and we do have a strict policy against playing on multiple. Are you sharing an IP with somebody? If so, please request--" blah, blah. You get it.
    - Introduce clans that newbies and even veteran players can pop into immediately (I wanted to join the Byn, but couldn't find a sergeant in Tuluk ). This isn't a new idea, and has been expressed multiple times by others. Mentors get boots on the ground and helpfully guide players on an OOC level via syntax issues and errors with the documentation and customs.
    - I find sparring is somewhat enjoyable with more PCs, so... that may have solved itself. Taking a look at the soul-tearing grind is something to indeed put on the burner, though.

    Those are a couple of things that could have been done to retain me on my first go of things as a newbie. I eventually decided to give the game another go when my Xbox broke and my laptop was far too shitty to handle anything more. Thanks, Xbox and horrible laptop!

    Far as retaining veterans? I'd go ahead and vote for the suggestions to have the game in motion at all times with a progressing story; staff-run plots and/or assistance with player-created should always be in the spotlight. The Black Robe plot, for example, was excellent and I'll always wish I didn't jump in at the end of things. 2013 seems to have had the highest number of players in the last six or so years, and that was undoubtedly because of the HRPT.

    Title: Re: Player retention and you: brainstorming
    Post by: Delirium on October 30, 2015, 11:42:27 AM
    Quote from: TheWanderer on October 30, 2015, 11:33:02 AM2013 seems to have had the highest number of players in the last six or so years, and that was undoubtedly because of the HRPT.

    I will be (tactfully, I hope) blunt and qualify this. People were excited about the HRPT because it seemed to be leading toward a period of open warfare between Tuluk and Allanak, with Luir's and Tan Muark in the middle. They were excited for bloodshed, for battle, for raiding parties and sorties and espionage. They were excited for a shakeup beyond the norm, for ongoing conflict, a culmination of those days spent scheming and sparring.

    Instead, they got what has been infamously termed the "laser light show" - a lot of "stop, wait, and watch" rather than "go forth and do!" I've already touched on my thoughts in more detail in another post (see here (http://gdb.armageddon.org/index.php/topic,49671.msg902300.html#msg902300)), so I won't repeat myself, other than to say that this is a prime example of a failure to comprehend what players really find enjoyable, and what they want - we want to DO things, EXPERIENCE the hostile creepy craziness of the world, create glorious insane memories so we can chew over them during the quiet lull times, or maybe die gloriously, but it's okay, because we died doing something epic, not because Amos's girlfriend got jealous.


    edited because I forgot a link.
    Title: Re: Player retention and you: brainstorming
    Post by: TheWanderer on October 30, 2015, 11:52:34 AM
    Yes. The reasons above are precisely why I thought the Black Robe plot was excellent and a great leap in the right direction. If players can't influence the outcome of things, like that HRPT, there's an empty feeling to the experience.

    I'm certainly hoping the decisions made in the Black Robe plot come to play a role in whatever staff has been planning during the months since. It makes the game feel organic and alive.
    Title: Re: Player retention and you: brainstorming
    Post by: Nyr on October 30, 2015, 12:10:28 PM
    Quote from: Delirium on October 30, 2015, 11:42:27 AM
    Quote from: TheWanderer on October 30, 2015, 11:33:02 AM2013 seems to have had the highest number of players in the last six or so years, and that was undoubtedly because of the HRPT.

    I will be (tactfully, I hope) blunt and qualify this. People were excited about the HRPT because

    I think the above is a reasonable assessment to make for its own reasons, for sure.  It should be discussed for its own reasons, as well.

    However, I'd still bang the drum that a better case can be made that a more direct cause was voting.  We started looking at this and promoting it in FEBRUARY of 2013.  There was no word of a new website, there was no word of an HRPT, there was just "the game as it is."  The data points far more to voting (not to mention a snazzy website) than it does to an HRPT.  Here's the first thread (http://gdb.armageddon.org/index.php/topic,44983.0.html) discussing measures to improve.  To quote something I noticed then:

    QuoteWe currently have 288 "in" votes for the month of February.  February has had 7 days so far.  Fewer than 40 people voting once per day could have gotten us to where we are now.  Let's assume that's about the case, then.  If those 40 people voted twice per day, we'd be at 560 by now.  That's #2 on TMS, at least by this month's current numbers.  40 people might sound like a lot, but we have 36 people online right now and it's off-peak.

    Things start ramping up, per our stats (original thread here (http://gdb.armageddon.org/index.php/topic,46890.0.html)).  I'll quote some things and start in January so you can see the progression.

    QuoteJanuary total:  83 new accounts
    TMS -- 8 (9.6%)
    TMC -- 12 (14.4%)
    friend/family/word of mouth/etc. -- 8 (9.6%)

    February total: 123 new accounts
    TMS -- 15 (12.2%)
    TMC -- 31 (25.2%)

    We started pushing voting HEAVILY in February to prep for March.  This paid off:

    QuoteMarch total:  227 new accounts
    TMS -- 69 (30.4%)
    TMC -- 37 (16.3%)

    Then it explodes for a few months, presumably at least in part because of a new website.  (The HRPT wasn't announced until a few weeks before it started.)  We held #1 on TMC after a month or two and kept it from then until recently.  We held #2 on TMS for the next several months.

    QuoteApril total:  452 new accounts
    TMS -- 87 (19.2%)
    TMC -- 148 (32.7%)

    May total: 488 new accounts
    TMS -- 87 (17.8%)
    TMC -- 166 (34%)

    June total:  464 new accounts
    TMS -- 55 (11.9%)
    TMC -- 162 (35%)

    July total:  406 new accounts
    TMS -- 75 (18.5%)
    TMC -- 133 (32.8%)

    August total:  425 new accounts
    TMS -- 50 (11.8%)
    TMC -- 174 (41%)


    September total:  434 new accounts
    TMS -- 49 (11.3%)
    TMC -- 154 (35.5%)

    We stopped being dominant on TMS after this point and were trending downwards, but still stayed near the top.

    Quote
    October total:  365 new accounts
    TMS -- 27 (7.4%)
    TMC -- 102 (28%)

    November total:  305 new accounts
    TMS -- 26 (8.5%)
    TMC -- 125 (41%)

    December total:  250 new accounts
    TMS -- 28 (11.2%)
    TMC -- 84 (33.6%)

    The conclusion drawn at the time:

    QuoteWe get a lot of new players in the door due to TMC and TMS voting now.  In fact, we get so much that it increases staff workload just to process the applications.  This isn't without rewards, either--we've seen about 20-25 players stick to the game solely due to our work on TMS and TMC this year, which is (by one method) as much as we retained total in 2010.  Voting is one of the major drivers of our player retention year over year by any method it is reviewed.

    I still think that holds true.  To prove it wrong or right, vote a lot next month and see what that does to overall numbers of new players, which affects numbers of players that log in, which affects numbers of players that get and remain hooked.  Yes, other stuff should be done in conjunction with this, and I am not discounting that at all.  No, we can't hold #2 on TMS indefinitely (because when we did that in 2013, we eventually created enough of a stir that other MUDs began to compete with us solidly on TMS voting), but we've proven that we can take it and hold it for a while at least.

    So, btw, vote.

    (http://www.topmudsites.com/images/vote_mud.gif) (http://www.topmudsites.com/cgi-bin/topmuds/rankem.cgi?id=sanvean) (http://www.mudconnect.com/images/tmcvote1.gif) (http://www.mudconnect.com/cgi-bin/vote_rank.cgi?mud=Armageddon)
    Title: Re: Player retention and you: brainstorming
    Post by: whitt on October 30, 2015, 12:25:17 PM
    Quote from: Nyr on October 30, 2015, 12:10:28 PM
    Quote from: Delirium on October 30, 2015, 11:42:27 AM
    Quote from: TheWanderer on October 30, 2015, 11:33:02 AM2013 seems to have had the highest number of players in the last six or so years, and that was undoubtedly because of the HRPT.

    I will be (tactfully, I hope) blunt and qualify this. People were excited about the HRPT because

    I think the above is a reasonable assessment to make for its own reasons, for sure.  It should be discussed for its own reasons, as well.

    However, I'd still bang the drum that a better case can be made that a more direct cause was voting.  

    I'd bet it's sort of a chicken and egg thing. 

    You need something going on that engages the players that do come, but staff are more excited about producing for a growing playerbase.  There's certainly no guarantee that if you build it, they will come, but I can pretty much guarantee if they come and it seems (perception is reality for someone new to the game) like there isn't much going on to get involved in, folks are less likely to come back.  Those that are hooked and stay are retained by careful timing of the "next awesome (not necessarily big) thing" to coincide with when those players are approaching a low point in their own personal stories.   By that, I mean, most players do seem to drive their own stories based off what they've encountered.  Every now and then they need another jolt to inspire fresh stories based on how the world has changed around them.
    Title: Re: Player retention and you: brainstorming
    Post by: Eurynomos on October 30, 2015, 12:32:40 PM
    Save rooms are a finite resource because there are ~3-4 'zones' that are save rooms, and these have X amount of rooms in them. And IIRC one or maybe two of those zones are completely full (in use). When we find a save room that is out of circulation or not being actively used, we tag it UNUSED and put it back into circulation. But it isn't as easy (as Seidhr said) to flip a toggle on a room. Some of those things are easy. Making a room 'populated', or changing its sector and city. But we would have to copy the room from one zone to the save zone. It's not hard, per se, but it isn't easy, either, or rather it isn't easy to do it as a 'blanket' command.

    Um, what else. Oh! There's a lot of great ideas here, they've obviously sparked good discussions amongst Staff. I've found (so far) that EXTREME suggestions (close all the top heavy clans), even if they might have merit, will have less chance of being implemented, as they're not only daunting, but would be classified as an 'incredible change'. They'd change the game irreversibly in one direction or another -- I think more moderate examples can gain more traction, especially if they aren't heavy on code changes, because those take quite some time. Some of our current coding direction is modifying existing code, making it more efficient, so that future generations of coders can easier add on to existing code or modify it. Adding new code isn't beyond the realm of possibility, but it puts the onus on one or two Staffers, who have a very full plate as it is.

    Just something to keep in mind! There are some great ideas here, and we (on Staff) are at the very least reading and discussing them, so you aren't shouting into a vacuum.
    Title: Re: Player retention and you: brainstorming
    Post by: WithSprinkles on October 30, 2015, 12:33:14 PM
    I lurk more than I post, but my significant other has expressed a desire again to try and play again.
    It got me thinking. In some other games, that would be easy because, well. I could just have him roll up a character and our little characters could interact a bit and I could show him the ropes as I knew them, walk him around, role play with him a bit.. that sort of thing. I get that a request has to be submitted for the same IP, and that's fine, that's not the subject I'm on.

    What if there were a separate instance of the game or area just for this sort of interaction? A newbie instance? I know it's not a new idea, but think of the possibilities.

    -New players could get a limited feel for the game with pre-genned characters and helpers, players and GMs could walk around in this instance when they felt like it and be available for assistance. (which could be stressful, but might give a welcoming feel that some games DO have)

    -EXISTING players could log in with PRE-GENNED characters and explain syntax or an OOC question could be answered at length with a confused friend who lives in a distant place and the solution could be demonstrated in game (How do I craft this? - Have limited crafting items available for small crafting demonstrations)

    -Maybe there could be rooms with training dummies or a scrab where someone new could get a "feel" for combat.

    -Instead of having those big player/GM meetings over Teamspeak, they could be held in game in this instance with the actual GM characters. No Teamspeak limits and maybe more people could attend? With their pre-genned characters, of course.

    -Leader characters could have meeting spaces and could either use pre-genned characters or their real characters (since it would be an OOC forum to collaborate and get times and events down) A GM could even HELP them set up RPTs in this way.


    I'm sure perhaps people could think of other ways this might be beneficial? Or maybe reasons why it wouldn't be. I just know that it might help to have a place that I could help someone learn to play.

    Title: Re: Player retention and you: brainstorming
    Post by: Jihelu on October 30, 2015, 12:34:12 PM
    Nah but really though I want to use a sword.

    The 'let people buy more shit' idea sounds good.
    Title: Re: Player retention and you: brainstorming
    Post by: Narf on October 30, 2015, 12:34:18 PM
    Quote from: Nyr on October 30, 2015, 12:10:28 PM


    However, I'd still bang the drum that a better case can be made that a more direct cause was voting.  We started looking at this and promoting it in FEBRUARY of 2013.  There was no word of a new website, there was no word of an HRPT, there was just "the game as it is."  The data points far more to voting (not to mention a snazzy website) than it does to an HRPT.  Here's the first thread (http://gdb.armageddon.org/index.php/topic,44983.0.html) discussing measures to improve.  To quote something I noticed then:



    Voting seems like a good source of new players logging in to check the game out, but based on what people have been saying about their first experiences with the game having the HRPT running while these new players were checking the game out for the first time probably made all the difference.

    I imagine we'll see soon if that's the case. People started really getting votes in this last half of the month. We'll probably have some new players from it, but I don't think we'll keep them for more than a session or two if there's nothing visible going on.

    That aside, I haven't actually paid attention to the MOTD for a while but is there a chance we could put up a link to the existing maps of Allanak in preparation for an influx of new, horrifically lost players?
    Title: Re: Player retention and you: brainstorming
    Post by: Eurynomos on October 30, 2015, 12:35:55 PM
    I've noticed a marked increase in logins -- Oddly enough, from players who haven't been here for a while and have logged back in again. COINCIDENCE? Or is this very visible thread having some sort of effect?!
    Title: Re: Player retention and you: brainstorming
    Post by: Delirium on October 30, 2015, 12:46:05 PM
    Fix the whole "point Tuluk" thing in character generation. Too many lost newbies get stuck in Morin's which is a very newbie unfriendly place.
    Title: Re: Player retention and you: brainstorming
    Post by: BadSkeelz on October 30, 2015, 12:51:33 PM
    Quote from: WithSprinkles on October 30, 2015, 12:33:14 PM
    I'm sure perhaps people could think of other ways this might be beneficial? Or maybe reasons why it wouldn't be. I just know that it might help to have a place that I could help someone learn to play.

    Honestly, I think the best course of action would be to guide him towards joining the same clan as you, at least for the first character. Arranging a situation where you can both play together is not the same as colluding. The letter of the rules might say not to do this, but unless you two are in a room pick-pocketing each other or something, I question that it would be that big a deal. RL Couples have played more closely together before.

    Maximize IC interaction and activities and provide the helping hand OOC. Do clan stuff, hit the world running, get him exposed to Armageddon. This can have the added benefit of making your clan look more active, which draws other players. What was once an ad hoc tutorial can then became just good ol' Armageddon with a new player or two following along learning the ropes.

    It's not all that different a situation as new players being encouraged to join the Byn because it's a newbie-friendly environment that gives a lot of introduction to skill, code, and RP.
    Title: Re: Player retention and you: brainstorming
    Post by: Molten Heart on October 30, 2015, 12:56:15 PM
    Quote from: Delirium on October 30, 2015, 12:46:05 PM
    Fix the whole "point Tuluk" thing in character generation. Too many lost newbies get stuck in Morin's which is a very newbie unfriendly place.

    I like having the Northlands as a starting location (more options are better). The Northlands could be disabled for new characters (like other areas) or even a note in parentheses by the name in the hall of kings that says "(very low player density/population)" or something to that effect.
    Title: Re: Player retention and you: brainstorming
    Post by: ibusoe on October 30, 2015, 12:57:00 PM
    Quote from: Eurynomos on October 30, 2015, 12:35:55 PM
    I've noticed a marked increase in logins -- Oddly enough, from players who haven't been here for a while and have logged back in again. COINCIDENCE? Or is this very visible thread having some sort of effect?!

    That, and the staff are being nicer to people.  When you guys started admitting when you're wrong it's had a huge effect on our ability to deal you.  Or admitting fallibility, etc.  My staff experience has improved by like 90% over the course of the past year.
    Title: Re: Player retention and you: brainstorming
    Post by: LauraMars on October 30, 2015, 12:58:40 PM
    Quote from: BadSkeelz on October 30, 2015, 12:51:33 PM
    unless you two are in a room pick-pocketing each other or something

    Slightly off topic, but I thought I'd mention that there's nothing wrong with training thief skills with a friend.
    Title: Re: Player retention and you: brainstorming
    Post by: Eurynomos on October 30, 2015, 01:00:23 PM
    Quote from: Delirium on October 30, 2015, 12:46:05 PM
    Fix the whole "point Tuluk" thing in character generation. Too many lost newbies get stuck in Morin's which is a very newbie unfriendly place.

    AFAIK, Tuluk is not a starting location option for New Players. We've noticed a couple bugs where a few people are slipping through the cracks, but in general, this is the case (or should be the case). If Helpers are noticing questions about new players starting in Tuluk (Morin's Village), please let us know via the request tool.
    Title: Re: Player retention and you: brainstorming
    Post by: Ender on October 30, 2015, 01:05:59 PM
    Quote from: Eurynomos on October 30, 2015, 12:35:55 PM
    I've noticed a marked increase in logins -- Oddly enough, from players who haven't been here for a while and have logged back in again. COINCIDENCE? Or is this very visible thread having some sort of effect?!

    Do you mean this week?  Last week was legit the worst week we've had in the last five years for player logins.  Looking at this week's numbers so far we'll probably beat last week, but we're still trending under 200.

    We have 181 unique logins so far this week.  Last week we had a total of 186.  I really want to hit home just how low that is for Arm:

    Lowest weekly players by year:

    2014: 225
    2013: 246
    2012: 237
    2011: 224
    2010: 252

    Weeks 2015 had the five year low (out of 43 total weeks): 29

    (http://i.imgur.com/6NpgHEZ.jpg)

    My point of this is we need, to Nyr's point, to start VOTING and voting seriously if we want this trend to change.

    Another thing I tried to do in this data is mark points of big changes in comments (you can see them as red arrows).  I'm curious to see how the playerbase reacts to various types of changes to the game.  I don't really have enough data so far to undeniably link trends between changes that are viewed as beneficial or punitive to the player, and really pinning down what's widely viewed as beneficial or punitive is equally hard.

    Mar 2010 - Skill levels became visible
    Jul 2010 - Allanak RPT large enough to be announced on the news page
    Aug 2012 - Karma change, Whirans bumped to 6, Drovians dropped to 4
    Jul 2013 - HRPT
    Apr 2015 - Tuluk Closes
    Aug 2015 - Banking updates
    Title: Re: Player retention and you: brainstorming
    Post by: Adhira on October 30, 2015, 01:07:18 PM
    Quote from: Eurynomos on October 30, 2015, 01:00:23 PM
    Quote from: Delirium on October 30, 2015, 12:46:05 PM
    Fix the whole "point Tuluk" thing in character generation. Too many lost newbies get stuck in Morin's which is a very newbie unfriendly place.

    AFAIK, Tuluk is not a starting location option for New Players. We've noticed a couple bugs where a few people are slipping through the cracks, but in general, this is the case (or should be the case). If Helpers are noticing questions about new players starting in Tuluk (Morin's Village), please let us know via the request tool.

    This is correct. New players do not have Tuluk as a starting option.
    Title: Re: Player retention and you: brainstorming
    Post by: nauta on October 30, 2015, 01:10:16 PM
    Quote from: Eurynomos on October 30, 2015, 01:00:23 PM
    Quote from: Delirium on October 30, 2015, 12:46:05 PM
    Fix the whole "point Tuluk" thing in character generation. Too many lost newbies get stuck in Morin's which is a very newbie unfriendly place.

    AFAIK, Tuluk is not a starting location option for New Players. We've noticed a couple bugs where a few people are slipping through the cracks, but in general, this is the case (or should be the case). If Helpers are noticing questions about new players starting in Tuluk (Morin's Village), please let us know via the request tool.

    I kinda think that new players should not even be able to be Tulukis -- it's a hard role to pull off nowadays -- being an expat Tuluki in Nak -- and it might strike a lot of people as hugely discouraging to come into the game and have everyone treat you like poo.  (Just my view though: I also think new players should be heavily dissuaded from being breeds or city elves for just that reason as well.  But I can understand the balance that needs to be struck between 'options' and making sure the new player has an OKish experience.)
    Title: Re: Player retention and you: brainstorming
    Post by: Delirium on October 30, 2015, 01:20:56 PM
    Quote from: Adhira on October 30, 2015, 01:07:18 PM
    Quote from: Eurynomos on October 30, 2015, 01:00:23 PM
    Quote from: Delirium on October 30, 2015, 12:46:05 PM
    Fix the whole "point Tuluk" thing in character generation. Too many lost newbies get stuck in Morin's which is a very newbie unfriendly place.

    AFAIK, Tuluk is not a starting location option for New Players. We've noticed a couple bugs where a few people are slipping through the cracks, but in general, this is the case (or should be the case). If Helpers are noticing questions about new players starting in Tuluk (Morin's Village), please let us know via the request tool.

    This is correct. New players do not have Tuluk as a starting option.

    Okay well, I do see a lot of questions from confused Tuluki newbies coming through my helper inbox.

    Maybe that is players who have had 2-3 characters already?

    They just seem so incredibly confused. Maybe the documentation hasn't been updated yet? Is it crystal clear that Tuluk is no longer "Tuluk" but Morin's, a small logging village?
    Title: Re: Player retention and you: brainstorming
    Post by: BadSkeelz on October 30, 2015, 01:23:05 PM
    Quote from: Ender on October 30, 2015, 01:05:59 PM

    Aug 2011 - Karma change, Whirans bumped to 6, Drovians dropped to 4


    Pretty sure this was in 2012 as I recall it happening.
    Title: Re: Player retention and you: brainstorming
    Post by: whitt on October 30, 2015, 01:40:58 PM
    Quote from: Delirium on October 30, 2015, 01:20:56 PM
    Okay well, I do see a lot of questions from confused Tuluki newbies coming through my helper inbox.

    Betting it's because they don't understand the possibly severe reaction they'll get for starting in Allanak as a Tuluki ex-pat.

    First character should probably auto-pop as an Allanki human.  Period.  Then open up the full list of options.  Most folks aren't going to get Dwarfs or Elves or what it means to be a Tribal or a Tuluki until they've actually seen it.  It's bad enough that they grew up in Allanak and don't know where to buy the clothing they're wearing.
    Title: Re: Player retention and you: brainstorming
    Post by: Narf on October 30, 2015, 01:45:07 PM
    Quote from: whitt on October 30, 2015, 01:40:58 PM
    Quote from: Delirium on October 30, 2015, 01:20:56 PM
    Okay well, I do see a lot of questions from confused Tuluki newbies coming through my helper inbox.

    Betting it's because they don't understand the possibly severe reaction they'll get for starting in Allanak as a Tuluki ex-pat.

    First character should probably auto-pop as an Allanki human.  Period.  Then open up the full list of options.  Most folks aren't going to get Dwarfs or Elves or what it means to be a Tribal or a Tuluki until they've actually seen it.  It's bad enough that they grew up in Allanak and don't know where to buy the clothing they're wearing.

    Having a game where you have exactly one option for race and culture for a first time player is probably going to cost you more than it gains you.
    Title: Re: Player retention and you: brainstorming
    Post by: LauraMars on October 30, 2015, 01:51:35 PM
    Quote from: Narf on October 30, 2015, 01:45:07 PMHaving a game where you have exactly one option for race and culture for a first time player is probably going to cost you more than it gains you.

    Gonna have to agree with that one, much as it pains me.  When investigating a potential game, most people like to see options, not be told "there's many options, but they're all too hard for you - so you only get one option."  While I may think that the right choice for becoming acclimated to Armageddon is to put everyone in a human suit and start them up in the Gaj - I realize it might not make an appealing first impression.
    Title: Re: Player retention and you: brainstorming
    Post by: Delirium on October 30, 2015, 01:51:59 PM
    Quote from: Narf on October 30, 2015, 01:45:07 PM
    Quote from: whitt on October 30, 2015, 01:40:58 PM
    Quote from: Delirium on October 30, 2015, 01:20:56 PM
    Okay well, I do see a lot of questions from confused Tuluki newbies coming through my helper inbox.

    Betting it's because they don't understand the possibly severe reaction they'll get for starting in Allanak as a Tuluki ex-pat.

    First character should probably auto-pop as an Allanki human.  Period.  Then open up the full list of options.  Most folks aren't going to get Dwarfs or Elves or what it means to be a Tribal or a Tuluki until they've actually seen it.  It's bad enough that they grew up in Allanak and don't know where to buy the clothing they're wearing.

    Having a game where you have exactly one option for race and culture for a first time player is probably going to cost you more than it gains you.

    Yeah... my first PC was a halfbreed. I remember obsessively studying the docs and trying to act appropriately. I got a kudos even.

    Let's not limit, but let's make it as easy as possible for them to know what they're getting into.
    Title: Re: Player retention and you: brainstorming
    Post by: In Dreams on October 30, 2015, 01:54:51 PM
    Having an option to just be able to get into the game quickly and see the world and the roleplay is very appealing, though. When I first arrived here the sheer amount of documentation and culture to absorb very nearly scared me off from ever even seeing the gameworld because of all the barriers to entry.

    Maybe an option to just be able to hop right in with an Allanaki human and a basic background would help?
    Title: Re: Player retention and you: brainstorming
    Post by: Delirium on October 30, 2015, 01:58:27 PM
    Welcome to Armageddon! For your very first character, you may choose:

    a) Quick-Start Option
    b) Customized Option

    If they choose a) they would choose a gender and be plopped into Allanak as a human, with an appropriately randomized background, sdesc, and description.

    After their first character, they have to write their own.
    Title: Re: Player retention and you: brainstorming
    Post by: LauraMars on October 30, 2015, 02:03:00 PM
    That's a good idea.  Best of both worlds.

    Title: Re: Player retention and you: brainstorming
    Post by: Jihelu on October 30, 2015, 02:06:08 PM
    So we've got a way to get people 'into' the game easily...how do you get them to stay?
    Title: Re: Player retention and you: brainstorming
    Post by: LauraMars on October 30, 2015, 02:09:51 PM
    ropes
    Title: Re: Player retention and you: brainstorming
    Post by: Ender on October 30, 2015, 02:10:36 PM
    Quote from: BadSkeelz on October 30, 2015, 01:23:05 PM
    Quote from: Ender on October 30, 2015, 01:05:59 PM

    Aug 2011 - Karma change, Whirans bumped to 6, Drovians dropped to 4


    Pretty sure this was in 2012 as I recall it happening.

    You're correct, it's marked 2012 in the chart I posted.  Changed it in my post
    Title: Re: Player retention and you: brainstorming
    Post by: Molten Heart on October 30, 2015, 02:12:33 PM
    Quote from: Jihelu on October 30, 2015, 02:06:08 PM
    So we've got a way to get people 'into' the game easily...how do you get them to stay?

    Replicate the atmosphere of the game in 2013.
    Title: Re: Player retention and you: brainstorming
    Post by: Lizzie on October 30, 2015, 02:28:04 PM
    Quote from: Molten Heart on October 30, 2015, 02:12:33 PM
    Quote from: Jihelu on October 30, 2015, 02:06:08 PM
    So we've got a way to get people 'into' the game easily...how do you get them to stay?

    Replicate the atmosphere of the game in 2013.

    You can't. It's not possible. Many of the staffers that contributed to 2013 being as popular as it was, are no longer on staff. There is a whole other set of staffers that are here now, that weren't staff then. Several veterans that contributed to it - are no longer playing. There is a whole new set of players who are playing, who weren't then.

    The volcano was in a different place. Tuluk was not only still open, but so were Hlum nobles, and a couple of houses that have since been "absorbed" into other houses.

    You'd basically have to completely retcon the game, re-create the same staff and playerbase, make them all the same relative age with the same relative state of employment/marriage/children (so that they can't say "sorry - got twins/a job/family obligations now, didn't 2 years ago, can't play like I used to"), and everyone involved would have to be 100% perfectly okay with the idea that their characters, which were alive then and aren't even in the database anymore, have to be recreated and they have to continue playing them.
    Title: Re: Player retention and you: brainstorming
    Post by: Beethoven on October 30, 2015, 02:29:32 PM
    I believe he's talking about recreating the general atmosphere that made 2013 such a popular time for Arm, not recreating absolutely every single detail.
    Title: Re: Player retention and you: brainstorming
    Post by: BadSkeelz on October 30, 2015, 02:33:24 PM
    I would have to return to being unemployed to recapture that atmosphere tho.
    Title: Re: Player retention and you: brainstorming
    Post by: Taijan on October 30, 2015, 04:55:37 PM
    Phew, this thread moves fast.  Something caught my eye that I wanted to address:

    Quote from: zanthalandreams on October 30, 2015, 09:57:46 AM
    [Take out] GMH vending machines too.   Automating those things kills the need for characters to be recruited and cultivated into providers.
    Since this has been one of the projects I've helped with, I just wanted to clear up a possible misconception - these vending machines only provide items that previously needed staff to load, which doesn't include things that can be crafted.  So the only thing it should kill is the need to place an order and then wait x number of days for it to be ready.
    Title: Re: Player retention and you: brainstorming
    Post by: zanthalandreams on October 30, 2015, 06:06:56 PM
    Oh, well in that case, I retract that part.   I have a vaguely different memory of one such having items that could be crafted by a GMH merchant who was provided with the correct materials. . . which negated the need to hire and cultivate up an actual PC who could make those very same things.  Convenience trumps relying on actual player interactions to provide resources.

    That has been a while ago, though, and may have changed.   Sorry if I got it wrong.
    Title: Re: Player retention and you: brainstorming
    Post by: Dresan on October 30, 2015, 09:19:33 PM
    One thing that those numbers tell us is that the only thing staff need to do to make the population go up over 300, is throw an HRPT and lower the karma requirement of whirans to 3 (lets not though).

    However we always bleed players as soon as people begin dying and there is nothing big going on. I remember how horrible things were when Arm 2.0 had fizzled and staff were on their 'only player generated plots' policy for months. Now those were some real sad times. Suprised we didn't dip below 150 back then.  


    The point is that things aren't as bad as those numbers dictate (mostly because Tuluk is closed and the player-base consolidated) , but besides voting the game should make the changes necessary to tackle the factors that make the game bleed players after big changes or events. Otherwise in the future, we'll be back here again with even lower pitiful numbers.
    Title: Re: Player retention and you: brainstorming
    Post by: picklehead on October 31, 2015, 12:24:35 AM
    Quote from: Lizzie on October 30, 2015, 02:28:04 PM
    Quote from: Molten Heart on October 30, 2015, 02:12:33 PM
    Quote from: Jihelu on October 30, 2015, 02:06:08 PM
    So we've got a way to get people 'into' the game easily...how do you get them to stay?

    Replicate the atmosphere of the game in 2013.

    You can't. It's not possible. Many of the staffers that contributed to 2013 being as popular as it was, are no longer on staff. There is a whole other set of staffers that are here now, that weren't staff then. Several veterans that contributed to it - are no longer playing. There is a whole new set of players who are playing, who weren't then.

    The volcano was in a different place. Tuluk was not only still open, but so were Hlum nobles, and a couple of houses that have since been "absorbed" into other houses.

    You'd basically have to completely retcon the game, re-create the same staff and playerbase, make them all the same relative age with the same relative state of employment/marriage/children (so that they can't say "sorry - got twins/a job/family obligations now, didn't 2 years ago, can't play like I used to"), and everyone involved would have to be 100% perfectly okay with the idea that their characters, which were alive then and aren't even in the database anymore, have to be recreated and they have to continue playing them.


    Are you for real?
    Title: Re: Player retention and you: brainstorming
    Post by: Inks on October 31, 2015, 01:42:34 AM
    ^
    Title: Re: Player retention and you: brainstorming
    Post by: Jihelu on October 31, 2015, 03:42:06 AM
    Coded limitations and blockages make me want to physically maim a small child and the only reason I even get on anymore seems to be to interact with people.

    What are skills.
    Title: Re: Player retention and you: brainstorming
    Post by: Patuk on October 31, 2015, 09:23:43 AM
    I think retaining people might be a lot easier if it weren't so important to be an insomniac from America's pacific regions.
    Title: Re: Player retention and you: brainstorming
    Post by: The Silence of the Erdlus on October 31, 2015, 09:53:29 AM
    More games that can be played by oneself.

    Only game I know of this type is Giant's Fist.

    More games, period.

    I would love to see a plethora of coded games added in, or just a few, to help kill time.

    Sure you can gamble in Storm, but by the time you figure it out you're waiting on that whiran special app.
    Title: Re: Player retention and you: brainstorming
    Post by: Dresan on October 31, 2015, 02:24:39 PM
    I really wish this game would stop giving out account notes. There is this other mud game I used to play, once upon a time it had up to 100 people logging in. One of the main factors for its downfall to about 10-20 people at peak time, is that it has something akin to account notes.

    Account notes are often full of short comments that can easily be taken out of context. Not to mention they are often very negative if not outright snarky.

    I'm not saying staff shouldn't have these for their own records but they should stop showing them to players. If a person wants to improve their RP, they can ask to speak to a staff member who would gather information and have a honest, friendly conversation with them about how they can improve but please no more account notes.  

    This game also needs to have a discussion on karma again. There has got to be a better system we can use to measure faith in players then this clearly biased system. It breeds toxicity and elitism because it rarely seems fair.

    Frankly I would almost rather everyone have to special app for non-mundane roles if it meant we could move away from karma.  
    Title: Re: Player retention and you: brainstorming
    Post by: Jihelu on October 31, 2015, 02:31:51 PM
    Trusting players and making a very competent application process would encourage good roleplay and reward good players.

    Or people would just lie then max fireball people.
    Then again you could just monitor people who aren't trustworthy but ech.
    Title: Re: Player retention and you: brainstorming
    Post by: whitt on October 31, 2015, 02:35:44 PM
    Quote from: Dresan on October 31, 2015, 02:24:39 PM
    I really wish this game would stop giving out account notes.

    This is probably not a bad idea.  Though some sort of feedback loop is helpful.
    Title: Re: Player retention and you: brainstorming
    Post by: Nergal on October 31, 2015, 02:46:56 PM
    With regards to account notes, the intent is to have it open as an option for people who want to see them. Those who don't want to see them never have to, since the notes and karma review are separated from each other. Submitting either type of request comes with the assumption that you can accept the constructive feedback you're likely to receive if staff feel you can improve. We don't set out to hurt anyone's feelings with notes, just to record what we see. They are short because they are limited in length - setting a note requires putting in a command while we're logged into the game, and the command length is limited to a certain length.
    Title: Re: Player retention and you: brainstorming
    Post by: Dresan on October 31, 2015, 02:48:50 PM
    The road to hell is paved with good intentions.

    The other game gave them out because they thought people enjoyed reading them and would use them to improve. They always ignored how much bitterness and resentment grew out of those comments.

    Its a bad idea.

    There are better ways to deliver 'constructive' criticism.
    Title: Re: Player retention and you: brainstorming
    Post by: zanthalandreams on October 31, 2015, 03:27:21 PM
    Quote from: Nergal on October 31, 2015, 02:46:56 PM
    Submitting either type of request comes with the assumption that you can accept the constructive feedback you're likely to receive if staff feel you can improve.

    I never knew that was the assumption.  There really isn't anything formed in the way of feedback in either the account notes I've read (going back fifteen or so years) or the karma reviews I've received.   I could infer from some of the comments what was seen (at that time, by whatever individual placed the note) as being positive or negative enough to note.   

    So if there isn't any constructive feed back, does that mean nobody felt I could improve? 

    Title: Re: Player retention and you: brainstorming
    Post by: Nergal on October 31, 2015, 03:40:18 PM
    If there's no constructive feedback, that means there's nothing specific that we feel needs improvement. Our goal is to help a player improve and have fun, whether we provide constructive feedback or not. If you specifically don't want constructive feedback, then I suppose you could write in your karma review request you don't want any. I don't think I've ever seen anyone do that, though, because they either want karma or advice on how to improve. And account notes requests are purely a request for a dump of the account notes, without additional comment. That's for the sake of transparency.
    Title: Re: Player retention and you: brainstorming
    Post by: nauta on October 31, 2015, 04:37:30 PM
    Here are my thoughts on Account Notes/Staff Feedback Device:

    I think a few things could change with regard to the 'account notes' system.  Some of these might be implemented already, but at least with me weren't done.

    If a note gets entered into the pinfo (or whatever the technical name for that file is, where there's that coded limitation):

    1.staff also enters that note (probably expanded) somewhere in the 'report tool', say 'Player Account Notes', so you can do: was twinking the dummy again 11/12/2012 (see #2345) in the pinfo and then expand on it in the report tool

    2. if the prior note is neutral or negative in tone, this note must be positive (the goal being a one-for-one of negative/disciplinary to positive/encouraging)

    3. staff inform the player via an e-mail that 'A note has been added to the file.  Would you like to enter into a discussion about it?'  (This could be automated.)

    (You could combine [1] and [3] by having the note be entered into the Question/Request feature, perhaps with a special [Account Notes] in the 'subject' field.)

    Basically, if you are going to say something about us in the hopes of us improving or by way of encouragement -- if you are going to provide us with feedback -- (1) it should be more than a one-sentence aphorism, (2) it should both be positive and negative (the goal is to encourage and enforce), and (3) we should know about it at the time, and not after the fact.
    Title: Re: Player retention and you: brainstorming
    Post by: Nergal on October 31, 2015, 04:40:01 PM
    For what it's worth, we already do #3 as a matter of policy. Staff need to inform the player after leaving a negative note in their account notes.
    Title: Re: Player retention and you: brainstorming
    Post by: nauta on October 31, 2015, 04:45:15 PM
    Quote from: Nergal on October 31, 2015, 04:40:01 PM
    For what it's worth, we already do #3 as a matter of policy. Staff need to inform the player after leaving a negative note in their account notes.

    That's a good policy.  Mine must have slipped through the cracks.
    Title: Re: Player retention and you: brainstorming
    Post by: Riev on October 31, 2015, 04:57:42 PM
    Quote from: nauta on October 31, 2015, 04:45:15 PM
    Quote from: Nergal on October 31, 2015, 04:40:01 PM
    For what it's worth, we already do #3 as a matter of policy. Staff need to inform the player after leaving a negative note in their account notes.

    That's a good policy.  Mine must have slipped through the cracks.

    I've had a few that have slipped through the cracks. So far as Account Notes, I just wish there was a process to... I don't know. Appeal? I had a PC once who had subguild tailor, and after a long time he finally decided to buy himself a length of silk and make some nice sleeves. Just to feel special (this was in Tuluk). He was also a pickpocket, but this didn't matter. One day he saw a Legionnaire weapon on the ground (likely from a criminal arrest) so he picked it up, and returned it to a Legionnaire. There's now a "neutral" account note that ends with "I guess this is okay in post-flood Tuluk".

    Is it negative? No. Has it kept me from sponsored roles? No, my own actions do that. But this note really doesn't serve much purpose, and when I look at it, it looks like "I stepped in for a moment, had no sense of what was going on, decided to leave a note instead of investigate".
    Title: Re: Player retention and you: brainstorming
    Post by: Old Kank on October 31, 2015, 05:37:00 PM
    I hate talking with the staff.  Absolutely hate it.  I've been hesitant to post about this because I don't have some constructive idea or criticism to follow with, but most of my breaks from the game have come as a direct consequence of dealing with staff, so it's very apropos.

    I don't hate the staff.  I don't have a grudge against the staff.  I think they do a pretty good job, overall.  I don't think I have a bad relationship with staff.  But I hate talking to the staff.

    Why?  Staff hold all the power in interactions.  Interactions with staff are far more likely to spiral down into negativity than turn into something positive.  Same old story we've heard a dozen other times. 

    But in my opinion this problem is compounded by the bureaucratic system we now have.  All of this account notes, player notes bullshit.  It reminds me of that inescapable, mythical permanent record they used to scare grade school kids with.  Now your every action and communication is reviewed by committee, and saved for later review by a bunch of strangers I couldn't pick out of a crowd.  There are no appeals, and even if there were - in my experience - explaining your side to the staff is about as effective as hitting a brick wall.  The whole system is heartless, and it's getting harder and harder to avoid.

    I don't even know how to try and build bridges with the staff any more.  I've offered to volunteer my time for the game and been turned down for stupid bureaucratic stuff.  Submit more reports to the scrutiny of the all-knowing committee judgement?  No thanks.  I'll just try and play and keep my head down.

    I don't know of a solution.  Better public relations?  Expiration of old records?  Better volunteer management that isn't tied to specific staff projects?  Require clear-cut constructive objectives for every rejection or negative response?  Maybe the staff could have a bigger out-of-game presence, like a steam group or something?
    Title: Re: Player retention and you: brainstorming
    Post by: In Dreams on October 31, 2015, 06:30:20 PM
    Old Kank's post is a lot of how I feel.

    Personally, I don't know if the staff likes me. I don't know if they dislike me. I've never looked at my account notes and probably never will, because it scares me that their opinion of me will in some way affect my roleplay. I'm just here to play. I don't need many peoples' opinions of it if I'm having fun, but I feel like if the staff didn't like me I think I'd be crushed and paranoid and I'd run away to hide from it.

    I don't like the whole idea of a permanent record there and I'm pretty afraid of how it would affect my experience on Armageddon.
    Title: Re: Player retention and you: brainstorming
    Post by: Nergal on October 31, 2015, 07:05:29 PM
    I'm not sure what we can do if you hate talking to the staff so much that you stop trying. If you are willing to give it a try, now would be the best time to do it. Things have changed over the years and so have staff members. Maybe you'll have better luck trying again?

    Also, no one on staff cares about old negative notes if they don't reflect who you are as a player now. If anything, such notes show the extent to which you've improved as a player - which is a good thing, IMO.
    Title: Re: Player retention and you: brainstorming
    Post by: Armaddict on October 31, 2015, 07:14:33 PM
    QuoteAlso, no one on staff cares about old negative notes if they don't reflect who you are as a player now. If anything, such notes show the extent to which you've improved as a player - which is a good thing, IMO.

    This is true, in my experience.

    However, it is also true that a lot of negative notes seem terribly out of context.

    I have a note on one of my characters about how my weapon skill was high for how far along into the character I was, and so I was penalized by having blood_loss code added.  However...the reason my piercing weapon skill was high was because I sat in a staff-run lesson on that weapon skill through a buff npc to his minions.  He used teach on me as well, since I was there.  (This was a long time ago, so don't start jumping in on this like 'THIS HAPPENS?!' because it doesn't anymore.  Heh.)  So basically, I was given a boon, then penalized for it, and slapped with a long lasting note about it.
    Title: Re: Player retention and you: brainstorming
    Post by: Centurion on October 31, 2015, 10:47:25 PM
    Man... how cool would it be for some Captain NPC or even higher type rank in the Byn, Legion, or Arm to have come along and done that these days... so much communication has been taken out of the game, and taken to an OOC level. I get why, because it's much easier to track and easier to respond to and deal with, but still... it's fun to have the face to face with your bosses, and communication can then actually have a chance to be intercepted by outsiders.
    Title: Re: Player retention and you: brainstorming
    Post by: Fergie on November 01, 2015, 01:31:21 AM
    I just thought I'd mention to any "disgruntled" ex-players that Nyr's invitation to contact him is not sincere. You'll get a dismissive one-line response.
    Title: Re: Player retention and you: brainstorming
    Post by: Jave on November 01, 2015, 01:45:57 AM
    Quote from: Nergal on October 31, 2015, 07:05:29 PM
    Also, no one on staff cares about old negative notes if they don't reflect who you are as a player now. If anything, such notes show the extent to which you've improved as a player - which is a good thing, IMO.

    This is very, very true. A lot of us on staff have negative account notes somewhere in the history of our player accounts. I know it can be annoying to look at and see in the record, and I know you can feel like it's not fair, or was out of context.

    But as Nergal pointed out, these notes actually help more than players seem to believe they hurt. If anything, it provides a point of reference against which to justify improvement when it comes time to consider sponsored roles, karma, staff applications, etc.
    Title: Re: Player retention and you: brainstorming
    Post by: KankWhisperer on November 01, 2015, 02:53:13 AM
    Quote from: Nergal on October 31, 2015, 07:05:29 PM
    I'm not sure what we can do if you hate talking to the staff so much that you stop trying. If you are willing to give it a try, now would be the best time to do it. Things have changed over the years and so have staff members. Maybe you'll have better luck trying again?

    Also, no one on staff cares about old negative notes if they don't reflect who you are as a player now. If anything, such notes show the extent to which you've improved as a player - which is a good thing, IMO.

    Nergal is pretty chill. I'm like hey this makes sense for these reasons. He's like 'word'. Done.
    Title: Re: Player retention and you: brainstorming
    Post by: BadSkeelz on November 01, 2015, 03:43:16 AM
    Staff are generally pretty cool if you act like an adult and not have this weird persecution-martyrdom complex.
    Title: Re: Player retention and you: brainstorming
    Post by: Rokal on November 01, 2015, 03:56:32 AM
    Quote from: BadSkeelz on November 01, 2015, 03:43:16 AM
    Staff are generally pretty cool if you act like an adult and not have this weird persecution-martyrdom complex.
    Title: Re: Player retention and you: brainstorming
    Post by: Trillmendous on November 01, 2015, 04:50:54 AM
    Hey guys, I use to play this game a few months ago and just stopped so I believe my personal opinion on why I stopped playing would interest you guys.


    One big reason is that the documentation isn't really that well written out (no offense). For Example, As a new Player I barely knew anything about the world of Armageddon including things my character should have know already and I felt the reason why is because the documentation on that matter wasn't really that informative(Again I apologize if I offend anyone with this comment)

    The second thing I really didn't like.. I always kept getting pushed towards the T'zai Byn and it really didn't fit my characters background...  the clan that I did want to join because it fit my background pretty much kind of shrugged me off and just told me to join the Byn(they realized I was a true noob and to me that seems like they're letting ooc feelings get in the way of that decision).Bottom line, I feel like every clan should be open to true noobs and should just try their best to help that true noob get use to the game the same way the T'zai Byn does.

    I hope to try the game out again because even though it was frustrating as a true noob, I did see the beauty in this game and would love to get pass the true noob stage. Also I realize the 2nd thing that frustrated me has nothing to do with the staff but more with the players.

    edit: Here's an idea that might seem stupid to you guys but I'd like to say it anyways. I am not entirely sure how many staff are employed by Armageddon or how busy they are but I think if staff checked up on new players every now and then... and if they see that they're alone and are struggling to do anything productive maybe they should intervene somehow and guide that player towards becoming more productive. They could do this in the form of an npc... and they should probably warn the new player that they're a staff member oocily first so he/she doesn't think that he was interacting with another player.
    Title: Re: Player retention and you: brainstorming
    Post by: BadSkeelz on November 01, 2015, 05:18:31 AM
    Good post, Trillmendous.

    "What you know" is a definite pitfall that can be tricky to address. You want to strike a balance of "informative docs" but not "too much documentation." I read the docs extensively before submitting my first PC, and yet I didn't know you're supposed to bow to templars in Allanak. Nor is "m'lady" an appropriate form of address. And I was playing in Allanak in the first place because the Tuluki docs of those days appeared overwritten and complicated for my tastes.

    I recommend the forums or Helper Chat whenever you find yourself confronted with a gap in your knowledge of the game world, but that might not be a practical solution (like if you're in mid conversation).

    What kind of information did you find yourself missing, Trillmendous?



    As clans go, recruiting newbies largely comes down to what kind of players are currently running the clan. For combat clans, you might still get pushed towards the Byn first for in-game (And possibly OOC) training, which can happen to PCs played by vets or newbs. An elite military clan does not want to be taking in raw recruits when the Byn can do the job of training for them (and often more effectively), after all.  And even then, some clans are just not a good newbie fit. The militias are particularly not advised for newbies because at a relatively low rank you get a lot of coded power and roleplay responsibilities. As a clan leader, you can decline to promote the newbie of course, but then you run the risk of the newbie getting frustrated with his lack of progress. Generally speaking however, I think a newbie who can demonstrate good command of speech and emote code has a decent shot of getting in to any clan. Promotion will come if you can prove yourself a (relatively) mature player who's respectful of the docs and the gameworld.

    I do think Staff are keeping an eye on newbies, as much as their time permits. As a militia officer, I vaguely recall being vectored in on a newbie who was 1) playing an elf 2) in a "fancy" tavern 3) who had a weapon drawn and 4) had two noble PCs getting panicked at him. After about a minute I figured the newbie was having trouble with inputting commands, so I just subdued him, dragged him to the nearest alley, and gave what OOC help I could.
    Title: Re: Player retention and you: brainstorming
    Post by: Trillmendous on November 01, 2015, 05:33:30 AM
    Quote from: BadSkeelz on November 01, 2015, 05:18:31 AM
    Good post, Trillmendous.

    "What you know" is a definite pitfall that can be tricky to address. You want to strike a balance of "informative docs" but not "too much documentation." I read the docs extensively before submitting my first PC, and yet I didn't know you're supposed to bow to templars in Allanak. Nor is "m'lady" an appropriate form of address. And I was playing in Allanak in the first place because the Tuluki docs of those days appeared overwritten and complicated for my tastes.

    I recommend the forums or Helper Chat whenever you find yourself confronted with a gap in your knowledge of the game world, but that might not be a practical solution (like if you're in mid conversation).

    What kind of information did you find yourself missing, Trillmendous?



    As clans go, recruiting newbies largely comes down to what kind of players are currently running the clan. For combat clans, you might still get pushed towards the Byn first for in-game (And possibly OOC) training, which can happen to PCs played by vets or newbs. An elite military clan does not want to be taking in raw recruits when the Byn can do the job of training for them (and often more effectively), after all.  And even then, some clans are just not a good newbie fit. The militias are particularly not advised for newbies because at a relatively low rank you get a lot of coded power and roleplay responsibilities. As a clan leader, you can decline to promote the newbie of course, but then you run the risk of the newbie getting frustrated with his lack of progress. Generally speaking however, I think a newbie who can demonstrate good command of speech and emote code has a decent shot of getting in to any clan. Promotion will come if you can prove yourself a (relatively) mature player who's respectful of the docs and the gameworld.

    I do think Staff are keeping an eye on newbies, as much as their time permits. As a militia officer, I vaguely recall being vectored in on a newbie who was 1) playing an elf 2) in a "fancy" tavern 3) who had a weapon drawn and 4) had two noble PCs getting panicked at him. After about a minute I figured the newbie was having trouble with inputting commands, so I just subdued him, dragged him to the nearest alley, and gave what OOC help I could.

    Pretty much the same things you didn't know about like how to interact with a noble or templar or even how to recognize them. I didn't know much about how the city of Tuluki was ran or it's history even after reading it's documentation.  I also didn't really know much about the creatures that existed in the world of armageddon. I'm also sure that theirs still alot of stuff I don't know even now that my future character probably should know. I also understand that this stuff is in the documentation but it's not as clear about most the stuff as it should be.

    Thanks for you input on clan.s It was like you said a militia that rejected me.  I personally wouldn't have mind if I happened to be stuck at the basic role because of my experience. It would have been better than joining the T'zai Byn because like I said it didn't really fit my characters background. He was a zealot and a patriot and wanted to do nothing but serve Tuluk and it's nobles. I just think maybe making most clans a bit more friendly to true noobs wouldn't be a bad idea.


    Just wondering but are  newbie friendly role calls a thing? I personally think my life would have been so much easier if I did a relatively simple role call instead of building a character from scratch.
    Title: Re: Player retention and you: brainstorming
    Post by: Lizzie on November 01, 2015, 07:41:53 AM
    This is probably a trivial thing but I think it'd contribute to the "cause" of player retention in its own very small way.

    When you send a typo/idea/bug in-game, it obviously gets logged, and when the staff resolves it, it gets listed on the website: Lizzie (3).

    But I don't know which three were resolved. I've sent hundreds of those over the years and remember one time they had resolved something like 18 of them in a single week. So I know a whole lot of them are probably years old, maybe duplicated from someone else who bugreped it before I got to it, etc.

    What I'd like, is a simple note sent to my e-mail:

    Lizzie: Your in-game idea report of September 22, 2010, was resolved.
    >[Account: Lizzie sent] Give this Kadian NPC some clothes - he always reboots naked!

    It's a sense of closure when I know a specific thing was addressed - even if I don't know what was done about it.
    Title: Re: Player retention and you: brainstorming
    Post by: Taven on November 01, 2015, 09:51:09 AM
    Quote from: Lizzie on November 01, 2015, 07:41:53 AMWhat I'd like, is a simple note sent to my e-mail:

    Lizzie: Your in-game idea report of September 22, 2010, was resolved.
    >[Account: Lizzie sent] Give this Kadian NPC some clothes - he always reboots naked!

    It's a sense of closure when I know a specific thing was addressed - even if I don't know what was done about it.

    This is an awesome idea. I would love to see something like this happen!
    Title: Re: Player retention and you: brainstorming
    Post by: The Silence of the Erdlus on November 01, 2015, 09:55:24 AM
    That would be nice, but it sounds like a lot of work. Would it be a lot of work, staff?
    Title: Re: Player retention and you: brainstorming
    Post by: Lizzie on November 01, 2015, 09:57:49 AM
    Quote from: The Silence of the Erdlus on November 01, 2015, 09:55:24 AM
    That would be nice, but it sounds like a lot of work. Would it be a lot of work, staff?

    I don't know -how- it would work, even if it could work.

    But if the code allowed it to work similarly to the request tool, it'd be "just" a matter of closing the report. The system would auto-generate the e-mail, just like when the staff closes out request tool requests now. No comment from the staff necessary but they could if they wanted to.

    The trick (in my mind) would be to get the in-game report linked to the account/account e-mail/request system.
    Title: Re: Player retention and you: brainstorming
    Post by: WithSprinkles on November 01, 2015, 11:07:55 AM
    Does that NPC still do that sometimes? Not to derail hardcore here, but if he does at THIS point, screw it. Just make him, once in a while, streak through the bazaar going, "Iiiiiiii'm NAKED!"" or something. Or if you see him naked, load him up again with something like a trenchcoat, boots, a stuffed animal and a smile.

    It's probably fixed, but heh, I'm being a goof.
    Title: Re: Player retention and you: brainstorming
    Post by: Dar on November 01, 2015, 11:43:51 AM
    Trillmendous actually gives an interesting idea. It is indeed a step away from RPI, but with some proper thinking, might still be okey, or perhaps even better then lack of that feature.


    I am speaking of pre-made characters. Send out a call to playerbase to write up a shitton of basic chara apps and imbed them into chargen. So if you're karma 0 and are still eligible for 1st hour rez, you get the option of using one of these pre-made characters. You're explained carefully that they're premade and are given an extra option of 'adding/editing' biography/anything about the character. With clear explanation that the basic profiles were designed to be able to fit to as many possible clans, with widest possible options for gameplay, specifically to ease a new player integration.  This will allow the new player to get into the game 'immediately'. Yes, it'll be a pretty one-dimensional character, but let's be honest 90% of all new player characters are one-dimensional. And those who arent, became more interesting 'as they played and learned' not at chargen.

    Potentially, it's possible to even use that website that did mismatch of sdesc/mdescs of chara description. I recall seeing it like 4-7 years ago? Dont know what happened to it. But I think it'd be less jarring if playerbase just wrote up dozens of their own and sent them in.

    Another possible idea.

    Allow players to register their location.  So say I'm playing in the labyrinth. I have the option of going "register labyrinth". Then at chargen (or any time, I guess, it's debatable), prior to chara creation, an account can see Labyrinth:1 player registered. Allanak: 20 players registered, etc.  If my character dies, code could unregister me. If my character moves (and if I care enough), I can 'reregister' myself to whatever new locale I am currently calling my stable place of habitation. If I'm a rogue and I'm concerned enough about how hidden I am, I simply do not register and that's that.

    It'll help people who 'prefer' not to play in areas that are devoid of people. And it wont stop people who are experienced in starting in empty areas and then making them awesome enough to entice other recently deaded accounts from chargenning into that area.
    Title: Re: Player retention and you: brainstorming
    Post by: whitt on November 01, 2015, 01:16:09 PM
    So a few ideas from the only other RPI I ever played at (SoI) that I think helped retain players.

    1) A mentor flag.  If you set your mentor flag, you would get a system notification that (new player) A tall, dark, handsome fella has entered the world at the Battered Shield.  This would let folks who had their mentor flag set and weren't busy with something else know that they might want to head to the Battered Shield to help this new PC figure out the game world.  The caveat was always there that you should be playing a character the has a reason to help new players and you shouldn't abuse it or your flag would be set to off permanently.  The new player likely has no idea why a short time after commencing a couple folks showed up where they were, they just didn't commence in an empty inn with no idea where to go or what to do.

    2) Player modified room edits.  These came pretty late in SoI's lifetime, but players could ask for and be approved to make on the fly edits to a room's description.  Are you and three of your friends out on the Flats digging for salt for a few days / weeks.  Enter a quick room desc change that shows someone was here via tweaking the existing description to show several holes dug in the sand, the smoldering remains of a campfire, and some beetle droppings.  Killed a Mek?  Leave the bones and blood.  If it was something that might have a permanent change effect, submit your new room desc via the request tool and it will either be approved or disapproved, but it was a neat add that let trusted folks occasionally leave a footprint on the world.  Again, abuse would result in the loss of this coded ability and it was generally reserved for PC leaders of groups to further limit the potential for abuse.  Seldom did these changes last past the next boot cycle.

    3) Let folks app in Apprentice "x" and Journeyman "x" as a guild choice.  Rather than process skill bumps adding to staff workload, makes this karma based guilds that automatically set your starting guild skill at the appropriate skill level.  Have 1 karma?  You can app in as an Apprentice Merchant.  No staff work needed.  At 3 karma, you can app in as a Journeyman Assassin.  Might eliminate the whole workload around skill bumps, in fact.  Not sure if there is a coded limiter to how many guild choices that would prevent this.

    Anyway, the things above definitely kept me playing SoI to the point that I only came over here when the game died.
    Title: Re: Player retention and you: brainstorming
    Post by: solera on November 01, 2015, 04:06:57 PM
    They all sound good. If there are no elves around, there is arrange for no.2
    Title: Re: Player retention and you: brainstorming
    Post by: Majikal on November 01, 2015, 04:25:41 PM
    Quote from: Rokal on November 01, 2015, 03:56:32 AM
    Quote from: BadSkeelz on November 01, 2015, 03:43:16 AM
    Staff are generally pretty cool if you act like an adult and not have this weird persecution-martyrdom complex.
    Quote from: Rokal on November 01, 2015, 03:56:32 AM
    Quote from: BadSkeelz on November 01, 2015, 03:43:16 AM
    Staff are generally pretty cool if you act like an adult and not have this weird persecution-martyrdom complex.
    Quote from: Rokal on November 01, 2015, 03:56:32 AM
    Quote from: BadSkeelz on November 01, 2015, 03:43:16 AM
    Staff are generally pretty cool if you act like an adult and not have this weird persecution-martyrdom complex.
    Quote from: Rokal on November 01, 2015, 03:56:32 AM
    Quote from: BadSkeelz on November 01, 2015, 03:43:16 AM
    Staff are generally pretty cool if you act like an adult and not have this weird persecution-martyrdom complex.
    Quote from: Rokal on November 01, 2015, 03:56:32 AM
    Quote from: BadSkeelz on November 01, 2015, 03:43:16 AM
    Staff are generally pretty cool if you act like an adult and not have this weird persecution-martyrdom complex.
    Quote from: Rokal on November 01, 2015, 03:56:32 AM
    Quote from: BadSkeelz on November 01, 2015, 03:43:16 AM
    Staff are generally pretty cool if you act like an adult and not have this weird persecution-martyrdom complex.
    Quote from: Rokal on November 01, 2015, 03:56:32 AM
    Quote from: BadSkeelz on November 01, 2015, 03:43:16 AM
    Staff are generally pretty cool if you act like an adult and not have this weird persecution-martyrdom complex.
    Quote from: Rokal on November 01, 2015, 03:56:32 AM
    Quote from: BadSkeelz on November 01, 2015, 03:43:16 AM
    Staff are generally pretty cool if you act like an adult and not have this weird persecution-martyrdom complex.
    Quote from: Rokal on November 01, 2015, 03:56:32 AM
    Quote from: BadSkeelz on November 01, 2015, 03:43:16 AM
    Staff are generally pretty cool if you act like an adult and not have this weird persecution-martyrdom complex.
    Quote from: Rokal on November 01, 2015, 03:56:32 AM
    Quote from: BadSkeelz on November 01, 2015, 03:43:16 AM
    Staff are generally pretty cool if you act like an adult and not have this weird persecution-martyrdom complex.
    Title: Re: Player retention and you: brainstorming
    Post by: seidhr on November 01, 2015, 09:05:53 PM
    Quote from: Trillmendous on November 01, 2015, 05:33:30 AM
    Just wondering but are  newbie friendly role calls a thing? I personally think my life would have been so much easier if I did a relatively simple role call instead of building a character from scratch.

    I'm not sure if you're asking what I think you're asking, but I do think the idea of spelling out that a given rolecall is suitable for newer players has merit.  (But I don't think you're asking about role calls in the terms that we refer to them as role calls?)  Maybe you could expand a bit on what you mean?

    Quote from: Lizzie on November 01, 2015, 07:41:53 AM
    (stuff about getting an email when idea/bug/typos get resolved)

    The entire system for that is pretty basic, there's so much other stuff with more "oomph" out there waiting for upgrades.  Plus, the signal to noise ratio on bug/idea/typo submissions is pretty bad - a lot of duplicates, things that aren't really bugs, really poorly thought out ideas, truncated submissions (again all commands to the game have a character limit), etc.

    Quote from: whitt on November 01, 2015, 01:16:09 PM
    2) Player modified room edits.  These came pretty late in SoI's lifetime, but players could ask for and be approved to make on the fly edits to a room's description.  Are you and three of your friends out on the Flats digging for salt for a few days / weeks.  Enter a quick room desc change that shows someone was here via tweaking the existing description to show several holes dug in the sand, the smoldering remains of a campfire, and some beetle droppings.  Killed a Mek?  Leave the bones and blood.  If it was something that might have a permanent change effect, submit your new room desc via the request tool and it will either be approved or disapproved, but it was a neat add that let trusted folks occasionally leave a footprint on the world.  Again, abuse would result in the loss of this coded ability and it was generally reserved for PC leaders of groups to further limit the potential for abuse.  Seldom did these changes last past the next boot cycle.

    Tdescs for rooms would be cool.  You can already do this to some extent with the arrange command, just drop a rock and include it in the desc somehow.  Most people do this responsibly.  A few people don't.

    Quote from: various people
    (stuff about hating to communicate with staff it's like a kick in the gut, I tell ya...and those account notes suck!)
    Hey look - I'm on staff, an Admin even, and I have some of those old account notes that are... shall we say, less than pristine.  If you need further evidence that "we" (staff) are capable of looking past old account notes to give someone another shot, I don't know what to tell you.

    With regard to other comments about account notes - I think like any system, this one has its pros and cons.  You've pointed out some of the cons, but an in-game method of tracking what is going on with players and PCs is a big pro, too.  If we set a note on someone's ACCOUNT that is negative, they should get an e-mail about it.  If we set a note on someone's PC that is negative, we don't typically send an e-mail.

    Quote from: other various people
    (stuff about simplifying the application process and starting out for newbies)
    This is just a really tough one for a number of reasons.  I'd say that a good 75% of the newbie apps we get require HEAVY revisions to even get them into the game.  We see a lot of Legolas-wannabes, bearded dwarves who forge mithril, seafaring pirates, and the occasional:

    sdesc:  the demonic ninja
    mdesc:  This man is a demon who has come from other worlds to devour the souls of his enemies.  He will crush and oppress all those who stand in his way....(all on one line, repeated about eleven times because they can't figure out how to use the text editor, heh)

    As a matter of course, we do help newbies with edits during the application process a lot - we do a lot of fixing and editing to get them to a "ready to ship" status so they will be viable in the game world.  Sometimes we simply HAVE to reject people because they do something like:
    a) Pick a totally inappropriate name - this isn't something we can change, sadly.
    b) Show that they completely do not understand what they are getting into and should probably read some documentation before jumping in - a bearded dwarven fisherman with a pet dragon, demonic warriors, etc.
    c) It's not clear that this person can speak or write English, at all.
    Title: Re: Player retention and you: brainstorming
    Post by: Dresan on November 01, 2015, 09:18:31 PM
    I could have missed it but no one is really saying you shouldn't have account notes.

    Yes, you should have them, staff needs them to help them monitor players and behavior. I am just saying you should stop showing them to people. Instead if and when people ask for constructive criticism on their RP  (mostly during karma review I reckon) then these notes can be reviewed privately by staff, along with other feedback and then a more helpful conversation with the player can take place. Something that is lost by just showing these account notes to people as is basically.

    Emails on negative account notes can remain as is since its most likely done to stop unwanted behavior in the game.

    As an added benefit, it will reduce the work since you don't have to take the time to gather and clean up those notes anymore.  
    Title: Re: Player retention and you: brainstorming
    Post by: Lizzie on November 01, 2015, 09:44:12 PM
    Quote from: seidhr on November 01, 2015, 09:05:53 PM
    Quote from: Lizzie on November 01, 2015, 07:41:53 AM
    (stuff about getting an email when idea/bug/typos get resolved)

    The entire system for that is pretty basic, there's so much other stuff with more "oomph" out there waiting for upgrades.  Plus, the signal to noise ratio on bug/idea/typo submissions is pretty bad - a lot of duplicates, things that aren't really bugs, really poorly thought out ideas, truncated submissions (again all commands to the game have a character limit), etc.

    [snip]

    With regard to other comments about account notes - I think like any system, this one has its pros and cons.  You've pointed out some of the cons, but an in-game method of tracking what is going on with players and PCs is a big pro, too.  If we set a note on someone's ACCOUNT that is negative, they should get an e-mail about it.  If we set a note on someone's PC that is negative, we don't typically send an e-mail.


    1. Thanks for your input. I guess it would be a lot more spam if every idea/bug/typo closed out with an e-mail to the person who sent it. It's still on my "want" list even though I accept it probably won't ever get implemented.

    2. This part about the negative notes on accounts vs. characters explains a lot. I've only received one notification about a bad -account- comment, and yet my overall requested account notes showed a number of less-than-pleasant comments from staff.  Looking back, I'm pretty sure all the other ones were just comments about specific characters. This would be pretty useful information to be included in the account notes helpfile. I don't know if anyone else ever knew that one type got an e-mail and the other did not, intentionally.
    Title: Re: Player retention and you: brainstorming
    Post by: Adhira on November 01, 2015, 09:48:07 PM
    Re: Account notes.

    We have moved to a system where you only get account notes if you SPECIFICALLY ask to see them. That means everyone can easily go their entire playing career and never see those notes.

    The reason we did not move to a system where we didn't share them at all (and it was considered) is that players have said that want transparency. The feeling is that if we have account notes and tell you - no sorry, we are not showing you these administrative notes - then players are going to feel that we're writing things about them unfairly. That we're keeping secrets and so on.

    I feel like we're doomed whatever way we go, here.
    Title: Re: Player retention and you: brainstorming
    Post by: Lizzie on November 01, 2015, 10:05:10 PM
    Quote from: Adhira on November 01, 2015, 09:48:07 PM
    Re: Account notes.

    We have moved to a system where you only get account notes if you SPECIFICALLY ask to see them. That means everyone can easily go their entire playing career and never see those notes.

    The reason we did not move to a system where we didn't share them at all (and it was considered) is that players have said that want transparency. The feeling is that if we have account notes and tell you - no sorry, we are not showing you these administrative notes - then players are going to feel that we're writing things about them unfairly. That we're keeping secrets and so on.

    I feel like we're doomed whatever way we go, here.

    I wouldn't feel doomed, it's really not that big a deal (at least I don't think it is).  If it goes into my pfile but no one thinks it's important enough to address with me directly, then I'll just assume exactly that: that it wasn't important enough to address with me directly.  I've only asked for account notes twice, I believe, and the second time was actually just hoping for a karma review, before you made it a separate request type. Now that we can do karma reviews, I probably won't have any burning need to request my account notes again.

    I'm not one who really gives a damn about transparency anyway. Sometimes - it's better not to know :)
    Title: Re: Player retention and you: brainstorming
    Post by: Norcal on November 01, 2015, 10:08:51 PM
    I don't think you are doomed at all. :)

    I had no idea about the different types of notes or how they are handled.

    A simple way to handle both would be to simply delete them -all- after a period of time, if the player has not shown repeat behavior.  If  the player has shown the same behavior, keep the notes.  I reckon it's easier for everyone, and it would possibly please those who see no need for notes at all.
    Title: Re: Player retention and you: brainstorming
    Post by: Dresan on November 01, 2015, 10:10:35 PM
    Quote from: Adhira on November 01, 2015, 09:48:07 PM
    Re: Account notes.

    We have moved to a system where you only get account notes if you SPECIFICALLY ask to see them. That means everyone can easily go their entire playing career and never see those notes.

    The reason we did not move to a system where we didn't share them at all (and it was considered) is that players have said that want transparency. The feeling is that if we have account notes and tell you - no sorry, we are not showing you these administrative notes - then players are going to feel that we're writing things about them unfairly. That we're keeping secrets and so on.

    I feel like we're doomed whatever way we go, here.

    I won't lie to you. Your reasoning is sound and you are right, this is a possibility. However, I think its a bit moot because regardless of whether you show those account notes or not there are people out there who believe that members of the staff are out there to get them and only them, and plot to ruin their fun anyways. :-\ I feel account notes just makes it worse regardless, because its not even about the negative notes. People have also complained about not getting enough comments on their character. Again this is something that has been common across this game and another game. If you make a lot of notes, some positive, some negative, the negative ones will still stand out. If don't make any notes, some players will think you are ignoring them.

    This is why I suggested, that instead of showing those account notes, which can be taken out of context, they are instead reviewed by a staff member upon request. That staff member can then also get feedback from the other staff, and then have an honest conversation with that player on aspects they found that they might want to improve on. This way, you remain transparent, because anything on those account notes that stands out will still be discuss in a more positive environment, but you never risk whatever is in those notes to be taken out of context.  In short, you should just stick to a more in-depth karma review for those that request it.

    Again, more serious negative account notes should continue to be discussed immediately through email as you have been doing. And as an added benefit you do less work by not having to prepare those notes, but hopefully build a better and more positive relationship with players by getting a chance to communicate with them more positively about ways they can improve (again only if they ask).
    Title: Re: Player retention and you: brainstorming
    Post by: whitt on November 01, 2015, 10:13:02 PM
    Quote from: Adhira on November 01, 2015, 09:48:07 PM
    I feel like we're doomed whatever way we go, here.

    Probably, but this Arm, so... appropriate?   ;D

    That said, I think what players really crave and that generates karma reviews and account notes request is feedback.  A lot of the time, playing any RPI is like acting to an empty theatre.  You don't know if you're doing well, where you need to improve, or if something has completely jumped off the tracks.  So they request that feedback via the above, not knowing how else to gauge the producers' reaction to the role(s) they've played over the last six months.  Like an actor reading the stage notes on a performance, that feedback is usually terse, primarily because it's not meant to be the yardstick by which performance in a role is judged.  It's spur of the moment note taking.

    The problem arises in that there is no audience to read the applause from.  So I'd suggest that short of staff and/or players sending their fellow players more kudos when they see something they like?  You're right.  Folks will continue to try to get that feedback anyway they can and in this case use the wrong measuring stick.
    Title: Re: Player retention and you: brainstorming
    Post by: Armaddict on November 01, 2015, 10:20:20 PM
    ...I see no merit behind keeping them hidden altogether.  I've been able to request them as long as I've been here, even back when they had had to manually 'redact' the names involved.  I'm not sure what is gained by that.

    However...I'm also in agreement that this is not a big deal.  I already know how they're used, and even in my 'prime' of negative account notes, I still had no troubles getting things aside from once when it was through a particular staffer.  Another staffer vouched for my recent performance, I got the role anyway.  Sooo...my only reason for talking about it was just to gripe about how some of the negative notes shouldn't have been there in the first place, really.  Out of context.

    Really, a lot of this is based around veteran retention more than newbie retention.  A lot of these ideas, a newbie won't even start to wrap their head around in the beginning, I think.  I think the easiest part to focus on is getting newbies in game and knowing things as quickly as possible so they can get comfortable and sink in.  After that, you can try to tackle some of these deep-seated things that seem to have people in a dither.  Those are things where some players are essentially asking for things that either change the game dynamic a great deal, or give the power to alter the game in more-permanent-than-not-permanent ways.
    Title: Re: Player retention and you: brainstorming
    Post by: Inks on November 01, 2015, 11:07:34 PM
    EDIT: Eh, what I posted doesn't really matter.
    Title: Re: Player retention and you: brainstorming
    Post by: Narf on November 02, 2015, 12:45:39 AM
    Quote from: Adhira on November 01, 2015, 09:48:07 PM
    Re: Account notes.

    We have moved to a system where you only get account notes if you SPECIFICALLY ask to see them. That means everyone can easily go their entire playing career and never see those notes.

    The reason we did not move to a system where we didn't share them at all (and it was considered) is that players have said that want transparency. The feeling is that if we have account notes and tell you - no sorry, we are not showing you these administrative notes - then players are going to feel that we're writing things about them unfairly. That we're keeping secrets and so on.

    I feel like we're doomed whatever way we go, here.

    I remember staff used to let people get voluntarily banned from the game during midterms or the like.

    You could always offer the same option for account notes? For people that just can't resist the urge to make account note requests but feel they're too delicate to see them...

    That sounds weird when I actually type it out. Is that really what people are asking for?
    Title: Re: Player retention and you: brainstorming
    Post by: Kankfly on November 02, 2015, 02:31:43 AM
    I like seeing my account notes 'cos I'm curious to see what staff wrote about my weirdo characters.
    Title: Re: Player retention and you: brainstorming
    Post by: Mordiggian on November 02, 2015, 03:27:17 AM
    If there's one thing I wish people would take away from a discussion on account notes, it's that sometimes people feel they're a bigger deal than they really are.

    Notes (bad or good) or a lack of notes are not the end of the world. While I'm obviously a flawless paragon of virtue, capable of only good  ;), even staff members sometimes have negative notes on their mortal accounts.
    Title: Re: Player retention and you: brainstorming
    Post by: wizturbo on November 02, 2015, 03:31:14 AM
    Easy solution, let players leave staff account notes.  Bam.

    Nothing could possibly go wrong.

    No but really, it's like grades in high school and "your permanent record" nonsense growing up.  Never really makes a difference on what you can do, but everyone makes a big deal about it anyway.  I'm basing this off some epic players who've posted their bad notes over the years.
    Title: Re: Player retention and you: brainstorming
    Post by: Centurion on November 02, 2015, 04:13:30 AM
    I don't think any change is necessary apart from maybe being able to appeal a negative note decision, or at least have a chance for players to explain their side of the story? Maybe you can already do that? I've never worried about it. If staff find your reasoning legit, than a small note could be added straight after stating a simple, 'Player explained situation and staff approve', or something obviously better written than my example.

    Otherwise, if you want to see your account notes you can, if you can't handle it, then don't look at them. It's pretty simple. I think there's a point where a line needs to be drawn when tiptoeing around people's feelings.
    Title: Re: Player retention and you: brainstorming
    Post by: Xalle on November 02, 2015, 05:39:14 AM
    Quote from: whitt on November 01, 2015, 10:13:02 PM
    That said, I think what players really crave and that generates karma reviews and account notes request is feedback.  A lot of the time, playing any RPI is like acting to an empty theatre.  You don't know if you're doing well, where you need to improve, or if something has completely jumped off the tracks.  So they request that feedback via the above, not knowing how else to gauge the producers' reaction to the role(s) they've played over the last six months.  Like an actor reading the stage notes on a performance, that feedback is usually terse, primarily because it's not meant to be the yardstick by which performance in a role is judged.  It's spur of the moment note taking.

    I suggest if you want feedback on your PC then communicate with your (un)clan ST via report and just ask. Often the producers are asking storytellers and admin how the PC is doing when they need to give feedback anyway, as we're the ones most involved with or monitoring PCs. They don't just go off account notes.

    Title: Re: Player retention and you: brainstorming
    Post by: zanthalandreams on November 02, 2015, 05:41:22 AM
    "If you can't handle it, then don't look at them" is a nice sentiment, but misses the point.  I'm not picking up that anyone is sitting with their chin quivering because of mean nasty ugly words that really just don't mean all that much, really, and just don't matter in the big picture. . . or because they misconstrued what was genuinely meant to be constructive feedback.  

    I think the disappointment and demotivating aspect of account notes is when you've played a character for, sheesh, years.  RL years.   In a game that supposedly rewards things like longevity and consistency and enriching the game world.   And you nailed it.  I mean, you know you done good.  Kudos have sifted through, you have imm replies to your reports that are encouraging and uplifiting.

    But your account notes come in and it is a middle-school slam book entry.  And you're stuck with the realization that, whelp. . . that's their take-away.   Now you can spout T-shirt slogans at folk all day to just toughen up about this.  Another tactic would be to consider it as contributing to the hemorrhage.

    "Hwat we've got here is. . . failure to communicate. . ."

    (Edit - this is the last I'll say 'bout account notes here, because I think the thread took a derail and I liked how it was going before.  Having said that, if the topic is important enough to generate this much discussion by itself, it probably is a good indicator that it shouldn't be dismissed outright as not being a significant impact - whichever side of the issue you land.)
    Title: Re: Player retention and you: brainstorming
    Post by: nauta on November 02, 2015, 07:59:28 AM
    What is the role of account notes?

    Here are two guesses I could come up with:

    o A mechanism for staff to track players in order to better enforce the rules.  We now have the report tool.  A one-sentence aphorism, often negative or neutral, viewed from a limited perspective, having gone unchallenged, is probably not the most reliable guide to player behaviour.  If you see something (negative or positive) and you want to take the time to 'note' it, why not just open some communication in the report tool?

    o A mechanism for players to receive 'feedback' from staff.  Here, I'm dubious that many people actually wants 'feedback' on their 'roleplay' from staff -- a lot of time people just say that because they want karma.  But even if people do want feedback, the better way to receive it is to ask your clan staff if there are things that you are doing right and things that you are doing wrong.  Notice: feedback isn't just the negatives or areas of improvement -- feedback also includes the positives.  Your clan staff, who is familiar or will familiarize themselves with you, can, as Xalle suggests, actually enter into a dialogue with you about your roleplay, and that strikes me as far better than the karma review process based on crumbs and done by someone who may have never even observed you.

    My suggestion would be to just get rid of them -- they don't seem to execute the roles they were designed to execute very well (I could be wrong on the roles).

    My alternative suggestion: change the policy so that players get e-mailed / a report is opened in the report tool when an account note gets added, positive or negative or neutral, IG or OOG.
    Title: Re: Player retention and you: brainstorming
    Post by: Riev on November 02, 2015, 09:40:25 AM
    To be a little more on track, I definitely think part of retaining people would be more things they can get involved in. Players have tried weekly card games, betting, coded and uncoded games, anything to keep people coming back but it always fizzles out. Whether the in game rewards aren't good, or people feel its a "waste" when they could be getting dem skillz, I can't say.

    But if there were things happening slightly more often? Vennant throwing a yearly party at the Gaj, or a parade down Caravan road. Sometimes I think players get sick of each other and want to experience the world, which we can only do through staff.
    Title: Re: Player retention and you: brainstorming
    Post by: Case on November 02, 2015, 05:02:48 PM
    Quote from: zanthalandreams on November 02, 2015, 05:41:22 AM
    "If you can't handle it, then don't look at them" is a nice sentiment, but misses the point.  I'm not picking up that anyone is sitting with their chin quivering because of mean nasty ugly words that really just don't mean all that much, really, and just don't matter in the big picture. . . or because they misconstrued what was genuinely meant to be constructive feedback.  

    I think the disappointment and demotivating aspect of account notes is when you've played a character for, sheesh, years.  RL years.   In a game that supposedly rewards things like longevity and consistency and enriching the game world.   And you nailed it.  I mean, you know you done good.  Kudos have sifted through, you have imm replies to your reports that are encouraging and uplifiting.

    But your account notes come in and it is a middle-school slam book entry.  And you're stuck with the realization that, whelp. . . that's their take-away.   Now you can spout T-shirt slogans at folk all day to just toughen up about this.  Another tactic would be to consider it as contributing to the hemorrhage.

    "Hwat we've got here is. . . failure to communicate. . ."

    (Edit - this is the last I'll say 'bout account notes here, because I think the thread took a derail and I liked how it was going before.  Having said that, if the topic is important enough to generate this much discussion by itself, it probably is a good indicator that it shouldn't be dismissed outright as not being a significant impact - whichever side of the issue you land.)
    If staff are communicating to you when they apply negative notes, wouldn't you know in advance? Not to mention that people appreciate different kinds of RP, and most people think they're good roleplayers or on point with a character when they're not necessarily. Why base your sole enjoyment in the game in what random staff think of you (or more correctly, what you think they think of you)?
    Title: Re: Player retention and you: brainstorming
    Post by: seidhr on November 02, 2015, 05:09:26 PM
    Some of you guys are really making a mountain out of a molehill about the account notes here.

    I would also say that when notes do get added... they are in-general, positive more often than not.  Secondly would be purely neutral in tone, and finally negative in last place.

    If you are the kind of player who enters a dark gortok den with no light, then cycles all your weapon types to train blindfighting and all your weapon skills as efficiently as possible, or you go up to a linkdead PC, throw knives at him from the adjacent room, go back into the room with the PC, pick up the knives again, and go back a room away to throw them at them again (and yes, these things really do happen!  and no, we don't encourage it!) then you'll probably get a pinfo about it.  If you do this a lot, your account might be full of notes like this - but it probably won't impact you a whole lot until you try to app for that mul.   ::)

    On the other hand, if you're playing a lovable oaf who just can't get anything right and really bring a scene to life, you might get a pinfo that is essentially a staff kudos for doing a great job.

    If you're seeking to establish a new criminal element in Red Storm, you might get a pinfo saying as much.

    These are all valid uses for account notes.  If you feel that one of your account notes is bogus or misguided, you can always send in a request and ask us to discuss it.  We might even change it if there was a misunderstanding.

    If you don't want to engage the staff in communication, you are also free to do that.  I personally feel that's counterproductive, but it's up to you!
    Title: Re: Player retention and you: brainstorming
    Post by: nauta on November 02, 2015, 05:56:25 PM
    Quote from: seidhr on November 02, 2015, 05:09:26 PM
    If you don't want to engage the staff in communication, you are also free to do that.  I personally feel that's counterproductive, but it's up to you!

    I appreciate you stepping up and trying to clarify some things.  My contribution at least is in the interest of 'brainstorming'.  I haven't asked for an account notes since the new system that separated karma from account notes, but I do find some aspects of account notes discouraging, and one thing that might help retain players, new, middling, and old, is to avoid things that are discouraging.

    I guess my worry was that players don't know the pinfo note is there, apparently because policy is to only alert the player if the pinfo note concerns something negative ooc-wise.  As far as I can tell (do correct me if I'm wrong) but the only way to know if there is an account note (positive, negative ic-wise, or neutral) is by asking for your account notes, which I think you are only allowed to do once every six months (again, I could be wrong).  In any case, a player won't be able to engage the staff in communication about the account note at the time because they don't know it's there!

    To discover that staff thought you were doing something questionable (and no, we aren't talking about the examples you listed) without opening a line of communication about it is discouraging.  As well, you are missing a golden opportunity to do something encouraging: when you see someone do something neat, open that line of communication, send out that positive note to them.
    Title: Re: Player retention and you: brainstorming
    Post by: Riev on November 02, 2015, 06:07:23 PM
    Quote from: seidhr on November 02, 2015, 05:09:26 PM

    If you are the kind of player who enters a dark gortok den with no light, then cycles all your weapon types to train blindfighting and all your weapon skills as efficiently as possible.


    ....... :(
    Title: Re: Player retention and you: brainstorming
    Post by: Dresan on November 02, 2015, 06:42:50 PM
    Seidhr. Much of what you said is common sense and something that unfortunately didn't need to be said in the first place. Most of us understand that, and thats why I'm sure that many of aren't too concerned about what the staff's feeling are on our time in the gortok cave, or what your thoughts are on us bashing that raptor, forgetting to wield our weapon for the hundred time. We are sure if there is a big enough problem we'd hear about it, but otherwise we are happy just playing for our enjoyment. In an ideal world, common sense would reign supreme, but unfortunately it doesn't always. This is one such occasion, where despite whatever you have to say, you will still have people quoting those remarks as the reason they are bitter staff or the game.

    There is no right or wrong way to go about this, if staff decide to keep it, I'm sure they do it for good reason, or if they change it, its also for good reason. There are pros and cons with both solutions. However, no matter what you say it won't change the fact that some people will continue to  take those comments way too personally and continue hold grudges over them since we don't live in an ideal world where common sense reigns supreme. :)


    Moving away from account notes, I really hope staff do take a look at the grind across the board. The amount of time we spend grinding our skills in this game could have been time better spent RPing or working on plots. The game needs more plots/storylines and a better newbie system but the grind to mediocrity is what drives me away from the game.
    Title: Re: Player retention and you: brainstorming
    Post by: seidhr on November 02, 2015, 07:06:35 PM
    If you get a negative ACCOUNT note, you will get an e-mail about it.  If you get a 'questionable' or even 'negative' note on a character, you won't get a note of it until you request your account notes, but it might be brought up if you ask for feedback during regular back and forth with staff via character reporting.  There's times when I've brought stuff up with people that's on their pinfo and I want more information on it or sought clarification and it ended up being totally fine.  Other times players have taken that critique and changed how they do things.

    As Adhira mentioned earlier in the thread we're like... damned if we do, damned if we don't.  If we don't divulge the account notes (whose purpose is to be notes to ourselves) we're being secretive.  If we do divulge them we aren't being sensitive enough and whatever else.

    Anyway I've got to run, gonna be late to the gym, whoops!
    Title: Re: Player retention and you: brainstorming
    Post by: Dresan on November 02, 2015, 07:12:29 PM
    You also have a staff only forum, don't you?  :-* 
    Title: Re: Player retention and you: brainstorming
    Post by: TheWanderer on November 02, 2015, 07:14:38 PM
    sometimes some of you people can be overly sensitive, and by that, I mean you're so overly sensitive that I feel like you're going to take an overly sensitive approach to me telling you that.
    Title: Re: Player retention and you: brainstorming
    Post by: The Silence of the Erdlus on November 02, 2015, 07:17:15 PM
    I've had the idea in mind for a long time which would essentially be a one-page long sheet including the most bare of basic info and the necessary ten or so commands.

    I don't think we have one and if we do, its not immediately visible and glaring in red letters from the main page. The quickstart is something different to me, its how to create a character app mostly.
    Title: Re: Player retention and you: brainstorming
    Post by: Riev on November 02, 2015, 07:22:14 PM
    Quote from: The Silence of the Erdlus on November 02, 2015, 07:17:15 PM
    I've had the idea in mind for a long time which would essentially be a one-page long sheet including the most bare of basic info and the necessary ten or so commands.

    I don't think we have one and if we do, its not immediately visible and glaring in red letters from the main page. The quickstart is something different to me, its how to create a character app mostly.

    I think this could be good, as well as maybe re-writing the intro page (if it hasn't been done before) by adding it in. Maybe even just having a link to the Code Discussions thread about all the neat little things we can do with the code.
    Title: Re: Player retention and you: brainstorming
    Post by: Clearsighted on November 02, 2015, 11:20:08 PM
    Quote from: Nyr on October 27, 2015, 02:29:51 PM
    What suggestions do you have for player retention?

    1) Poor experiences interacting with staff is why most people I know have quit. If staff, or a specific staffer, comes off as repeatedly arbitrary, dismissive or abrasive...over time, that can wear down a person's desire to have anything to do with a game. This might happen even if most staffers are fine, or even pleasant.

    Having some transparency in the staff complaint process might also help. Because it seems that the staff complaint request tool doesn't serve so much to enable conflict resolution, as to pinpoint potential troublemakers and treat them accordingly. No staff complaint request should ever be pre-emptively closed, without even an investigation, while belittling the player who made it, for example. Posts on the GDB shouldn't be deleted simply because a staffer finds them disagreeable. That only encourages people to go elsewhere to have an honest conversation. There's too much of a 'circle the wagons' mentality.

    2) The whole staff-player divide is extremely opaque at the moment, and it does not feel like a collaboration at all. The game's grown too bureaucratic. Armageddon has gotten by as long as it has, owing to a mix of lack of competition and nostalgia. That can't go on forever (and it evidently, isn't going to). Maybe the best course at this point, would be just to release the codebase, and let others promulgate it, and do what they will with it, and see which incarnation/management philosophy proves the most attractive.

    3) At some point, staff needs to learn that players are more important, than say NPCs, or their own preferred narrative of events. Plenty of people have gotten jaded and fed up with Armageddon, because they were bored of being treated like sex offenders that might molest some meticulous, pre-configured narrative regarding plot or NPCs. Staying vague here for obvious reasons, but when 9 out of 10 of every conflict resolution between NPCs and PCs, ends up being in the NPC/status quo favor, and left with annoyed, confused or upset players...Well. That's just poor STing.

    You know, when I was a 12 year old dungeon master, and every time my friends tried to do something, I had some badass NPC appear to show them up, they eventually got tired of playing with me too. Fortunately, I learned that lesson at a young age.
    Title: Re: Player retention and you: brainstorming
    Post by: Clearsighted on November 02, 2015, 11:26:57 PM
    Quote from: seidhr on November 02, 2015, 07:06:35 PM
    If you get a negative ACCOUNT note, you will get an e-mail about it.  If you get a 'questionable' or even 'negative' note on a character, you won't get a note of it until you request your account notes, but it might be brought up if you ask for feedback during regular back and forth with staff via character reporting.  There's times when I've brought stuff up with people that's on their pinfo and I want more information on it or sought clarification and it ended up being totally fine.  Other times players have taken that critique and changed how they do things.

    As Adhira mentioned earlier in the thread we're like... damned if we do, damned if we don't.  If we don't divulge the account notes (whose purpose is to be notes to ourselves) we're being secretive.  If we do divulge them we aren't being sensitive enough and whatever else.

    Anyway I've got to run, gonna be late to the gym, whoops!

    For the record, this isn't true. I'm not calling you a liar, but you might be misinformed or viewing events through the rose-colored lenses of your own experiences. I've had horrific things written on my account notes (undeserved, IMO), but which I was given no clue about it, and not even a heads up, and only learned about when I got sent my unedited account notes by accident, once upon a time.

    Also. Staff often set account notes without having the whole picture of events. Some 10 years ago, when I was RPing with X-D's fire mage, we had several scenes where my Bynner was in abject terror of him. Finally, after seeing him throw up a fire wall for the 20th time, I was less fazed about it. But that's the one encounter a staffer saw, and that's where I got my first bad account note. And I didn't even find out about it for years. I never got a helpful line dropped telling me to be more afraid of magic. Just a snarky one liner that sat there for years.

    There are other examples, but I'm sticking to one a decade old.
    Title: Re: Player retention and you: brainstorming
    Post by: seidhr on November 03, 2015, 12:10:27 AM
    Quote from: Clearsighted on November 02, 2015, 11:26:57 PM
    For the record, this isn't true. I'm not calling you a liar, but you might be misinformed or viewing events through the rose-colored lenses of your own experiences. I've had horrific things written on my account notes (undeserved, IMO), but which I was given no clue about it, and not even a heads up, and only learned about when I got sent my unedited account notes by accident, once upon a time.

    Also. Staff often set account notes without having the whole picture of events. Some 10 years ago, when I was RPing with X-D's fire mage, we had several scenes where my Bynner was in abject terror of him. Finally, after seeing him throw up a fire wall for the 20th time, I was less fazed about it. But that's the one encounter a staffer saw, and that's where I got my first bad account note. And I didn't even find out about it for years. I never got a helpful line dropped telling me to be more afraid of magic. Just a snarky one liner that sat there for years.

    There are other examples, but I'm sticking to one a decade old.
    I'm not saying how things were ten years ago, as I wasn't on staff then.  I'm saying how they are now, and they are as I've described them.  I know this because I'm on staff.

    I'm looking at your account notes right now, and there's nothing "horrific" in them whatsoever, so I'm not sure what you're talking about - I do see the one about the fire walls.  That was in 2008 and was written by one staffer who is long gone.

    But those were the good old days, back when things were grand and the game was better and not ran by a bunch of sadomasochists - am I right?  Please.  Your facts are wrong and your logic is flawed.
    Title: Re: Player retention and you: brainstorming
    Post by: Alesan on November 03, 2015, 12:14:40 AM
    Quote from: seidhr on November 03, 2015, 12:10:27 AM
    But those were the good old days, back when things were grand and the game was better and not ran by a bunch of sadomasochists - am I right?  Please.  Your facts are wrong and your logic is flawed.

    Ouch. This is... really biting.
    Title: Re: Player retention and you: brainstorming
    Post by: Clearsighted on November 03, 2015, 01:25:02 AM
    Quote from: seidhr on November 03, 2015, 12:10:27 AM
    Quote from: Clearsighted on November 02, 2015, 11:26:57 PM
    For the record, this isn't true. I'm not calling you a liar, but you might be misinformed or viewing events through the rose-colored lenses of your own experiences. I've had horrific things written on my account notes (undeserved, IMO), but which I was given no clue about it, and not even a heads up, and only learned about when I got sent my unedited account notes by accident, once upon a time.

    Also. Staff often set account notes without having the whole picture of events. Some 10 years ago, when I was RPing with X-D's fire mage, we had several scenes where my Bynner was in abject terror of him. Finally, after seeing him throw up a fire wall for the 20th time, I was less fazed about it. But that's the one encounter a staffer saw, and that's where I got my first bad account note. And I didn't even find out about it for years. I never got a helpful line dropped telling me to be more afraid of magic. Just a snarky one liner that sat there for years.

    There are other examples, but I'm sticking to one a decade old.
    I'm not saying how things were ten years ago, as I wasn't on staff then.  I'm saying how they are now, and they are as I've described them.  I know this because I'm on staff.

    I'm looking at your account notes right now, and there's nothing "horrific" in them whatsoever, so I'm not sure what you're talking about - I do see the one about the fire walls.  That was in 2008 and was written by one staffer who is long gone.

    But those were the good old days, back when things were grand and the game was better and not ran by a bunch of sadomasochists - am I right?  Please.  Your facts are wrong and your logic is flawed.

    I was referring to the one set by Olgaris. If it's gone now, that's news to me, because I brought it up in the past and was basically just told 'Sorry, you shouldn't have seen that'. Hell, X-D backed me up on the fire mage thing, and that's still there, so I can only assume the Olgaris one is too. Or more likely, staff just didn't care enough to get it right to even make a query to X-D. It was easier for them to just leave it there as a black mark, rather than get it right.

    Point being. Until people can check their account notes at will, and they don't need to be edited and made 'safe' to see, then that distrust or apprehension will linger. Nothing should be written about a player in their notes, that staff isn't comfortable with that player seeing. Because staff can get things wrong too, and it's quite possible to make someone feel blacklisted when they haven't deserved it. If everything is there for all to see, there is a much greater urgency for it to be accountable and 100% legit, and not just on a whim.

    I haven't even requested to see my account notes in five+ years because the incident with Olgaris proved to me, that the things I should probably really worry about, would be concealed. Is that right or wrong? I don't know. But it allowed me to move forward.

    Not everything can be handwaved as 'that was the bad old days'.

    Well, in the bad old days, staff was rude to people, and mistreated them. And that happens these days too. So from what I've seen, although various staffers come and go, and some are nicer and more considerate than others, there are plenty of remnants from the past who seem to act the same as they always have. This isn't the place to raise up old and specific cases, but I've seen instances of abuse quite recently that could've happened in 2008 too. There were good staff back then, and there's good staff now. But it only takes one or two bad apples to turn someone off from logging in anymore.
    Title: Re: Player retention and you: brainstorming
    Post by: seidhr on November 03, 2015, 01:38:56 AM
    Hmm, no the thing about the krathi is from another staffer.  Olgaris is gone too, incidentally - since 2010.

    If you'd like more specifics you can certainly send in a request about it.  :)  You may not like the request system, but it's how we do business and the offer is there.
    Title: Re: Player retention and you: brainstorming
    Post by: Clearsighted on November 03, 2015, 01:42:47 AM
    Quote from: seidhr on November 03, 2015, 01:38:56 AM
    Hmm, no the thing about the krathi is from another staffer.  Olgaris is gone too, incidentally - since 2010.

    If you'd like more specifics you can certainly send in a request about it.  :)  You may not like the request system, but it's how we do business and the offer is there.

    I wasn't suggesting that Olgaris made the krathi note. He made another note about what he thought of my clan leadership. And I've brought that to Adhira's attention long ago (and was brushed off). I'm past it. I've also contacted staff several times over the years about the demonstrably false krathi note still being there, and if it's still there, after all this time...really, what is the point? It's why I don't request account notes anymore. I'm not alone in this mentality.

    But this isn't about me. It's about my contention that the current account notes system makes relations between staff and players less transparent and less trusting than they could be. If people can check what's being written about them, then there will be an impetus to making sure what goes down there is directly relevant and truthful.

    If you think relations are transparent and trusting enough as they stand, and that it's not causing anyone to stop playing, then obviously, you will disagree with me.

    Armageddon is all about player accountability. But staff accountability is almost always behind an opaque veil of 'just trust us guys'. When you get burned enough times that stops being sufficient.
    Title: Re: Player retention and you: brainstorming
    Post by: BadSkeelz on November 03, 2015, 01:46:47 AM
    Some people are going to be completely paranoid and feel persecuted no matter what you do.

    I wish staff would spend less time trying to help those people unfuck themselves and spent more time animating. That's what people want, right? Animation and things in game and not therapy?
    Title: Re: Player retention and you: brainstorming
    Post by: Mordiggian on November 03, 2015, 01:53:27 AM
    I think some people are of the mindset that everything and everyone is awful and will twist almost any scenario to reinforce their own bias.

    I don't think there's a lot we can do to change the minds of people who think like that and while I can't speak for other staff, I personally don't care all that much to try. Easily the biggest 'negative' of staffing is reading the staggering amounts of mind-blowingly toxic vitriol some people direct at us.

    I would rather spend my time adding neat things to the game, helping the players in my clans do fun stuff, animating for/helping newbies, or just playing the game than subject myself to reasoning with people who are so determined to lay on the soul-crushing hatred, often without all the facts and often in spite of the reality of a situation.
    Title: Re: Player retention and you: brainstorming
    Post by: Clearsighted on November 03, 2015, 01:54:53 AM
    Quote from: BadSkeelz on November 03, 2015, 01:46:47 AM
    Some people are going to be completely paranoid and feel persecuted no matter what you do.

    I wish staff would spend less time trying to help those people unfuck themselves and spent more time animating. That's what people want, right? Animation and things in game and not therapy?

    You know what makes someone feel paranoid? Getting a shitty account note that is either 1) Clearly and provably false, or 2) Extremely hostile, and being told you shouldn't have seen it.

    You know an easy way to stop those kind of toxic, distrust-inducing events? Having a transparent account notes system that doesn't require so much editing and preparation for your consumption, that it's only requestable once every six months.

    You'll forgive me, if by virtue of your past posting behavior, I assumed the 'paranoid' remark was aimed at me. Since it usually is with you, Skeelz.

    Quote from: Mordiggian on November 03, 2015, 01:53:27 AM
    I think some people are of the mindset that everything and everyone is awful and will twist almost any scenario to reinforce their own bias.

    I don't think there's a lot we can do to change the minds of people who think like that and while I can't speak for other staff, I personally don't care all that much to try. Easily the biggest 'negative' of staffing is reading the staggering amounts of mind-blowingly toxic vitriol some people direct at us.

    I would rather spend my time adding neat things to the game, helping the players in my clans do fun stuff, animating for/helping newbies, or just playing the game than subject myself to reasoning with people who are so determined to lay on the soul-crushing hatred, often without all the facts and often in spite of the reality of a situation.

    You say this as if no one like that has EVER staffed for Armageddon in the past, and all of the negativity comes from the playerbase, who are all completely unreasonable in being jaded. Armageddon staff basically have to choose between either more transparency and less opacity in their processes, or just continue the same 'circle the wagons' mentality that everyone is out to get them.
    Title: Re: Player retention and you: brainstorming
    Post by: Armaddict on November 03, 2015, 01:56:16 AM
    Quoteanimating for/helping newbies

    Just so you know...the thing that got me grabbed by this game was when some staffer decided to animate a bartender and chat with me, then vouch for me from a templar who was harassing me because the first thing I did when I entered the game was 'backstab slave' (I came from a hack and slash).

    I promptly went to all my OOC contacts screaming 'EVEN THE BARTENDERS IN THIS GAME ARE PLAYED BY PEOPLE THIS IS AWESOME.'

    So good on you.
    Title: Re: Player retention and you: brainstorming
    Post by: Armaddict on November 03, 2015, 01:57:01 AM
    And Clearsighted...I'd like to post my notes to you.  But they're pretty bad.  And they discuss it in the notes.  I've still never been turned down for a role, and they talk about that in them too.  It's...less restrictive than you think, I think.

    Edited to add:  And while it can be irritating that things are placed there without context...at the same time, when they are not serving as much of a barrier when you are, earnestly, just trying to enjoy yourself in the game...it's not a 'meh' that is submissive or cowing to staff as some like to assert.  It's actually learning to not care because...no one really does, except some people who took it way too personally.  That's staff included.  I think it's a guideline, not something where they suddenly stiffen up when they see a bad note and go 'Ohhhhhh, THIS GUY IS A TWINK FUCK THIS GUY'.  I dunno.  I feel like you have to openly put yourself on the other side of the line from staff, a line that doesn't really have to exist, to start being regarded as 'I'm not sure I trust this guy.'
    Title: Re: Player retention and you: brainstorming
    Post by: Clearsighted on November 03, 2015, 02:01:58 AM
    Quote from: Armaddict on November 03, 2015, 01:57:01 AM
    And Clearsighted...I'd like to post my notes to you.  But they're pretty bad.  And they discuss it in the notes.  I've still never been turned down for a role, and they talk about that in them too.  It's...less restrictive than you think, I think.

    I don't care about the content of the notes. If I fucked up, fine. Tell me. I'll try to not fuck up again.

    What I care about is that often times account notes are incorrectly made. And they're just left there. They're left there even when the issue of their falseness is raised multiple times with corroborating evidence. I'm far from the only person that has received a negative note because a staffer only saw a fraction of the overall situation.

    I am also against the fact that some account notes are edited out, so that players aren't allowed to read them.

    That's it. Making the account note process more transparent would increase my trust in staff and decrease my suspicions. I think my past (and recent) experiences make that mindset quite reasonable. But apparently, I can go fuck myself as a paranoid freak out of touch with reality, twisting everything that staff says and seething with vitriol and hatred.
    Title: Re: Player retention and you: brainstorming
    Post by: Armaddict on November 03, 2015, 02:08:58 AM
    ...I wasn't telling you to go fuck yourself.

    I was trying to say I don't think it's as big a deal as I think it seems to a lot of people.  That's all.  Honestly, I've never tried to appeal to have notes removed, because...again, they weren't standing in the way of anything.  Sorry to try and reassure you.
    Title: Re: Player retention and you: brainstorming
    Post by: Mordiggian on November 03, 2015, 02:11:47 AM
    Quote from: Clearsighted on November 03, 2015, 02:01:58 AM
    That's it. Making the account note process more transparent would increase my trust in staff and decrease my suspicions. I think my past (and recent) experiences make that mindset quite reasonable. But apparently, I can go fuck myself as a paranoid freak out of touch with reality, twisting everything that staff says and seething with vitriol and hatred.

    That's not really what I said and I wasn't really referring to you but it is a good example of the attitude I'm talking about.

    Title: Re: Player retention and you: brainstorming
    Post by: Clearsighted on November 03, 2015, 02:21:48 AM
    Quote from: Armaddict on November 03, 2015, 02:08:58 AM
    ...I wasn't telling you to go fuck yourself.

    I was trying to say I don't think it's as big a deal as I think it seems to a lot of people.  That's all.  Honestly, I've never tried to appeal to have notes removed, because...again, they weren't standing in the way of anything.  Sorry to try and reassure you.

    It was tongue in cheek, and not directed at you.

    Quote from: Mordiggian on November 03, 2015, 02:11:47 AM
    Quote from: Clearsighted on November 03, 2015, 02:01:58 AM
    That's it. Making the account note process more transparent would increase my trust in staff and decrease my suspicions. I think my past (and recent) experiences make that mindset quite reasonable. But apparently, I can go fuck myself as a paranoid freak out of touch with reality, twisting everything that staff says and seething with vitriol and hatred.

    That's not really what I said and I wasn't really referring to you but it is a good example of the attitude I'm talking about.


    It is really what you said. And you were referring to me. But if you claim otherwise, then I'll just agree to pretend your posting right then (as you have in the past) was a coincidence.
    Title: Re: Player retention and you: brainstorming
    Post by: Eurynomos on November 03, 2015, 02:22:17 AM
    We don't really have time or the energy to hate anyone playing the game or pass on vitriol. We have disagreements sure, but we typically just pass it along to someone else if it's becoming an issue. It's a game where we pretend to be elves and chop mothafuckas up with bone swoodz. I think there was a different time in the game where Staff was a little bit less...Controlled, polite, tactful, etc. But we do try our best to be as positive as possible with people.

    Account notes (when bad) need to be sent to a player, now. So there's no more shocking surprises when you ask for account notes. If there's discrepancies, let us know, and we will get in touch with the people who made the notes and remind them of this procedure.

    We are also trying to figure out a good way of getting in touch when we make good notes too. There's some discussion about this Staffside, currently.
    Title: Re: Player retention and you: brainstorming
    Post by: Clearsighted on November 03, 2015, 02:27:06 AM
    Quote from: Eurynomos on November 03, 2015, 02:22:17 AM
    We don't really have time or the energy to hate anyone playing the game or pass on vitriol. We have disagreements sure, but we typically just pass it along to someone else if it's becoming an issue. It's a game where we pretend to be elves and chop mothafuckas up with bone swoodz. I think there was a different time in the game where Staff was a little bit less...Controlled, polite, tactful, etc. But we do try our best to be as positive as possible with people.

    There are some staff that are still around from that time when they were less 'controlled, polite and tactful', and they still behave the exact same way now as they did then, and which serves to reopen old wounds from time to time.

    For what it's worth, the new staffers, and especially at the storyteller level, are a higher quality bunch. My personal opinion is that it's because most of them were players in that previous era, and having stuck with Armageddon this long, they're just naturally more sensitive to certain facets of the staff-player interplay.

    But then, that's the nature of threads like these. Almost without exception, the staffers reading it and responding to it (or caring about what's being posted in there) are almost always the ones that it doesn't really apply to.
    Title: Re: Player retention and you: brainstorming
    Post by: nauta on November 03, 2015, 05:44:14 AM
    Quote from: Eurynomos on November 03, 2015, 02:22:17 AM
    Account notes (when bad) need to be sent to a player, now. So there's no more shocking surprises when you ask for account notes. If there's discrepancies, let us know, and we will get in touch with the people who made the notes and remind them of this procedure.

    Just as a point of clarification: I think seidhr has said a few times that whereas negative ACCOUNT notes do get automatically sent to the player, negative CHARACTER notes do not.  

    It's not really a doomed or damned if you do, doomed or damned if you don't situation, it's just a kind of weird process thing: we can see them, but only after we request an account notes (which has a lag of up to six months and generates paperwork).  Wouldn't everyone prosper from having the character notes sent out when they get written?  I at least don't think staff would intentionally put down a dubious note, but granted the limitation in characters, and the distance that time brings, those notes are going to be awfully easy to misinterpret.

    And this is really promising:
    Quote
    We are also trying to figure out a good way of getting in touch when we make good notes too. There's some discussion about this Staffside, currently.
    Title: Re: Player retention and you: brainstorming
    Post by: zanthalandreams on November 03, 2015, 05:56:05 AM
    I'm going to post this as a reminder.   This here is what folk have been breaking their silent exodus to answer.  The question is a good one.  Hell, I'd even say it is a brave one.  This isn't just a random place for folks to post about why they hate the game.  These are answers to a very specific question fielded by someone I get the impression folk have been waiting to ask just that sort of question.  

    Quote from: Nyr on October 28, 2015, 09:04:08 AM
    What does that player want?


    And in answering it, folk are going to indicate a certain level of unhappiness about what they've slogged through.  This can be interpreted - and seems to be - as just complaining or whining or attacking.   At which point, most folk are going to read the replies.  Know that the status quo is being maintained, consider the original question likely to be rhetorical, and go back to not doing what they weren't doing before.  

    Another way to look at it is as customer feedback.   Think that, you know, maybe I disagree with you. . or thank goodness that isn't the way things are now . . but here's how we are doing this better.  

    But then I read a response like this:  

    Quote from: Mordiggian on November 03, 2015, 01:53:27 AM
    I think some people are of the mindset that everything and everyone is awful and will twist almost any scenario to reinforce their own bias.

    I don't think there's a lot we can do to change the minds of people who think like that and while I can't speak for other staff, I personally don't care all that much to try. Easily the biggest 'negative' of staffing is reading the staggering amounts of mind-blowingly toxic vitriol some people direct at us.

    I would rather spend my time adding neat things to the game, helping the players in my clans do fun stuff, animating for/helping newbies, or just playing the game than subject myself to reasoning with people who are so determined to lay on the soul-crushing hatred, often without all the facts and often in spite of the reality of a situation.


    And I think, well, if that's all they're hearing from this then it is a wasted effort.   I don't know Mordiggian, didn't even know M. was an Imm.   But when you post as an Imm you are, in ways, speaking for all staff.   While there's a Them perception, Them is all of Them.   Which, I guess, is another reason to be particular about which of your management staff you allow in front of the cameras in case they start saying things contrary to the message trying to be sent by the company.

    There's a whole GDB devoted to the adoration of the way things are, have always been, or just giddy praises from the folk who aren't represented in the fading number of logins or the silent veteran walk-outs.  I know you guys disagree with a lot of what you'll read here because, well, none of it applies to you yet.  Keep posting, but don't be offended if you read something here that hasn't been your experience, wasn't your fault, or that you disagree with.   The thread isn't about listing all the great reasons we're currently retaining all of our veteran players and pulling back in folks who walked away.  


    One last edit this morning before I head off to work:

    When my wife is pissed at me, the worst thing I can do is try to minimize why she is angry.  Doesn't really matter, in the moment, if I believe she is being rational or if she has all the facts or if she's just holding on to something stupid I did back in 2004.  I have two options:  escalate or deescalate.   Now sometimes, it is a hill I need to die on.  If so, then I'm prepared to face the consequences of that decision.   If reconciliation is the goal, though, I try to remember that perception is reality and nobody will win if you start arguing about the accuracy of another's perception instead of how to change that perception so that everyone is seeing closer to the same thing.   

    Okay, someone else can have the mic for a bit.

    Title: Re: Player retention and you: brainstorming
    Post by: Nergal on November 03, 2015, 06:31:55 AM
    We've been doing our best to turn things around for the players that have walked away unhappy, frustrated, or bored... but still have an eye on someday returning to the game, if only X or Y happened. But there also has to be a point where these players meet us halfway and understand that the past is in the past, and give the current team some benefit of the doubt. Things like old account notes don't matter to us. They were made by former staff members with different guidelines. As an extreme example, some older accounts have notes from the 90s and early 2000s about being banned for bad RP. We don't do that anymore - we reach out instead.

    In more recent years we've established guidelines on how to treat players fairly. In more recent times there's been a greater consensus among staff on how to communicate with players, which is something that is still developing. But most importantly, we're working on developing the game at large, and I think players will be pleased at what comes in the coming months. The ideas featured in this thread and the closely-related skill thread generated a lot of discussion staff-side, and hopefully, a means to move forward.
    Title: Re: Player retention and you: brainstorming
    Post by: zanthalandreams on November 03, 2015, 06:37:24 AM
    I don't disagree with that at all.   This thread is a concrete example of that.   If you want to make another thread asking "What have we done that is making you decide to come back and play again?" then I bet you'll read those answers and feel a lot more warm and fuzzy after.  Hopefully I'm not the only one seeing the parallel here about not liking what you asked to read in the first place.

    Here's a question - if they don't matter to the staff, and they've changed in recent years . . . but old negatives lingering like graffiti are being listed as one of the reasons for folk leaving, what could be done about that?   
    Title: Re: Player retention and you: brainstorming
    Post by: ibusoe on November 03, 2015, 06:38:13 AM
    Quote from: Mordiggian on November 03, 2015, 01:53:27 AM
    I think some people are of the mindset that everything and everyone is awful and will twist almost any scenario to reinforce their own bias.

    I don't think there's a lot we can do to change the minds of people who think like that and while I can't speak for other staff, I personally don't care all that much to try. Easily the biggest 'negative' of staffing is reading the staggering amounts of mind-blowingly toxic vitriol some people direct at us.

    I would rather spend my time adding neat things to the game, helping the players in my clans do fun stuff, animating for/helping newbies, or just playing the game than subject myself to reasoning with people who are so determined to lay on the soul-crushing hatred, often without all the facts and often in spite of the reality of a situation.

    What I'm getting from you, is that you're really creative and really supportive and really sensitive.  Which isn't a bad way to be.

    Not everyone can do customer service.  Not everyone who can do customer service can deal with every single customer.

    Maybe, if you feel this way, then find the (minority?) of players you can work well with, and be there for those players?  It's a mistake to try to be everything to everyone.  Focus on what you can do well?
    Title: Re: Player retention and you: brainstorming
    Post by: Nergal on November 03, 2015, 06:45:53 AM
    Quote from: zanthalandreams on November 03, 2015, 06:37:24 AM
    I don't disagree with that at all.   This thread is a concrete example of that.   If you want to make another thread asking "What have we done that is making you decide to come back and play again?" then I bet you'll read those answers and feel a lot more warm and fuzzy after.  Hopefully I'm not the only one seeing the parallel here about not liking what you asked to read in the first place.

    Here's a question - if they don't matter to the staff, and they've changed in recent years . . . but old negatives lingering like graffiti are being listed as one of the reasons for folk leaving, what could be done about that?   

    To be honest I don't really know. There isn't a way to delete the graffiti that are bad account notes, as far as I can tell. Only "paint over" it by adding new notes. I can tell you that I will make it a point to add a new note whenever I see someone's old notes don't really apply to them anymore, to make this fact less implicit.
    Title: Re: Player retention and you: brainstorming
    Post by: Lizzie on November 03, 2015, 07:10:25 AM
    Quote from: Nergal on November 03, 2015, 06:45:53 AM
    Quote from: zanthalandreams on November 03, 2015, 06:37:24 AM
    I don't disagree with that at all.   This thread is a concrete example of that.   If you want to make another thread asking "What have we done that is making you decide to come back and play again?" then I bet you'll read those answers and feel a lot more warm and fuzzy after.  Hopefully I'm not the only one seeing the parallel here about not liking what you asked to read in the first place.

    Here's a question - if they don't matter to the staff, and they've changed in recent years . . . but old negatives lingering like graffiti are being listed as one of the reasons for folk leaving, what could be done about that?   

    To be honest I don't really know. There isn't a way to delete the graffiti that are bad account notes, as far as I can tell. Only "paint over" it by adding new notes. I can tell you that I will make it a point to add a new note whenever I see someone's old notes don't really apply to them anymore, to make this fact less implicit.

    I think this post right here addresses the "problem" of past account notes.

    I think players think that when they receive edited notes, it's because the actual pfile was edited. It wasn't. Every single note that was appended to that file is still there. It's copied/pasted to another file and you get to see the edited version.

    There exists no way to delete notes from the pfile itself, only from the copy.

    So for those who are complaining about a note that was written in 2010 by a staffer who isn't on staff anymore, let it go, really. There's nothing anyone can do about it. The grafitti is up, it's there, and unless you want a full pfile wipe (which includes your current character, list of previous characters, the entire history of your account's existence in the game), it will remain an unimportant notch on your file that the current staff doesn't care about.

    If it offends you, ask them to add ANOTHER note right under that note, reminding them to omit the comment the next time you ask for your account notes. It'll still be there, but you won't have to see it anymore.

    Title: Re: Player retention and you: brainstorming
    Post by: zanthalandreams on November 03, 2015, 07:19:05 AM
    Quote from: Lizzie on November 03, 2015, 07:10:25 AM
    let it go, really.

    Well, they have been.  Letting go.   Just not of what we want them to let go of.  They're letting go of the game.  Maybe the process of account notes itself is flawed?  Perhaps it is not a good idea to allow a dynamic and imperfect admin staff (humans being what we are) an outlet for anonymous slam graffiti?

    Throw them out.  Can't delete them, but maybe consider them a relic of past practices and simply let them go.   Rely on other, more constructive, ways of managing feedback.  
    Title: Re: Player retention and you: brainstorming
    Post by: Lizzie on November 03, 2015, 07:27:51 AM
    Quote from: zanthalandreams on November 03, 2015, 07:19:05 AM
    Quote from: Lizzie on November 03, 2015, 07:10:25 AM
    let it go, really.

    Well, they have been.  Letting go.   Just not of what we want them to let go of.  They're letting go of the game.  Maybe the process of account notes itself is flawed?  Perhaps it is not a good idea to allow a dynamic and imperfect admin staff (humans being what we are) an outlet for anonymous slam graffiti?

    Throw them out.  Can't delete them, but maybe consider them a relic of past practices and simply let them go.   Rely on other, more constructive, ways of managing feedback.  

    That would require a pwipe. Your entire history of playing, including all your karma, proof that you CAN do a good job and deserve special character roles, your past characters' bios, stats, your current character's info (including the character itself), all gone. Everyone starts over at zero. I mean that's all well and good, but how about people who have taken years to earn the karma they have, and the trust from PAST staffers to play special roles, which were commented on positively in their no-longer-existent pfile, so that current and future staffers can know that this player is top-notch and will do justice to anything you throw at them?

    I'm not interested in a pwipe for my account, and in fact I'd be pretty pissed off as a veteran player whose taken years to earn the karma I have now, if someone said "hey - all that work you did? It's time to start from scratch again because we're deleting everyone's accounts!"
    Title: Re: Player retention and you: brainstorming
    Post by: Qzzrbl on November 03, 2015, 07:31:35 AM
    Quote from: Lizzie on November 03, 2015, 07:27:51 AM
    Quote from: zanthalandreams on November 03, 2015, 07:19:05 AM
    Quote from: Lizzie on November 03, 2015, 07:10:25 AM
    let it go, really.

    Well, they have been.  Letting go.   Just not of what we want them to let go of.  They're letting go of the game.  Maybe the process of account notes itself is flawed?  Perhaps it is not a good idea to allow a dynamic and imperfect admin staff (humans being what we are) an outlet for anonymous slam graffiti?

    Throw them out.  Can't delete them, but maybe consider them a relic of past practices and simply let them go.   Rely on other, more constructive, ways of managing feedback.   

    That would require a pwipe. Your entire history of playing, including all your karma, proof that you CAN do a good job and deserve special character roles, your past characters' bios, stats, your current character's info (including the character itself), all gone. Everyone starts over at zero. I mean that's all well and good, but how about people who have taken years to earn the karma they have, and the trust from PAST staffers to play special roles, which were commented on positively in their no-longer-existent pfile, so that current and future staffers can know that this player is top-notch and will do justice to anything you throw at them?

    I'm not interested in a pwipe for my account, and in fact I'd be pretty pissed off as a veteran player whose taken years to earn the karma I have now, if someone said "hey - all that work you did? It's time to start from scratch again because we're deleting everyone's accounts!"


    I think he means a new system of handling player notes entirely, and letting the current method fade into obscurity.
    Title: Re: Player retention and you: brainstorming
    Post by: Lizzie on November 03, 2015, 07:34:52 AM
    Quote from: Qzzrbl on November 03, 2015, 07:31:35 AM
    Quote from: Lizzie on November 03, 2015, 07:27:51 AM
    Quote from: zanthalandreams on November 03, 2015, 07:19:05 AM
    Quote from: Lizzie on November 03, 2015, 07:10:25 AM
    let it go, really.

    Well, they have been.  Letting go.   Just not of what we want them to let go of.  They're letting go of the game.  Maybe the process of account notes itself is flawed?  Perhaps it is not a good idea to allow a dynamic and imperfect admin staff (humans being what we are) an outlet for anonymous slam graffiti?

    Throw them out.  Can't delete them, but maybe consider them a relic of past practices and simply let them go.   Rely on other, more constructive, ways of managing feedback.   

    That would require a pwipe. Your entire history of playing, including all your karma, proof that you CAN do a good job and deserve special character roles, your past characters' bios, stats, your current character's info (including the character itself), all gone. Everyone starts over at zero. I mean that's all well and good, but how about people who have taken years to earn the karma they have, and the trust from PAST staffers to play special roles, which were commented on positively in their no-longer-existent pfile, so that current and future staffers can know that this player is top-notch and will do justice to anything you throw at them?

    I'm not interested in a pwipe for my account, and in fact I'd be pretty pissed off as a veteran player whose taken years to earn the karma I have now, if someone said "hey - all that work you did? It's time to start from scratch again because we're deleting everyone's accounts!"


    I think he means a new system of handling player notes entirely, and letting the current method fade into obscurity.

    Oh. I think that'd be great. But it doesn't address the concern that those notes still exist. The players who are having trouble with negative notes are saying they want the old ones expunged. It isn't possible without a pwipe.
    Title: Re: Player retention and you: brainstorming
    Post by: zanthalandreams on November 03, 2015, 07:36:20 AM
    Quote from: Qzzrbl on November 03, 2015, 07:31:35 AM
    I think he means a new system of handling player notes entirely, and letting the current method fade into obscurity.

    Yep.   I wouldn't like a pwipe for the same reasons, Liz.  The slope doesn't have to be that slippery.
    Title: Re: Player retention and you: brainstorming
    Post by: Qzzrbl on November 03, 2015, 08:16:43 AM
    Quote from: Lizzie on November 03, 2015, 07:34:52 AM
    Quote from: Qzzrbl on November 03, 2015, 07:31:35 AM
    Quote from: Lizzie on November 03, 2015, 07:27:51 AM
    Quote from: zanthalandreams on November 03, 2015, 07:19:05 AM
    Quote from: Lizzie on November 03, 2015, 07:10:25 AM
    let it go, really.

    Well, they have been.  Letting go.   Just not of what we want them to let go of.  They're letting go of the game.  Maybe the process of account notes itself is flawed?  Perhaps it is not a good idea to allow a dynamic and imperfect admin staff (humans being what we are) an outlet for anonymous slam graffiti?

    Throw them out.  Can't delete them, but maybe consider them a relic of past practices and simply let them go.   Rely on other, more constructive, ways of managing feedback.   

    That would require a pwipe. Your entire history of playing, including all your karma, proof that you CAN do a good job and deserve special character roles, your past characters' bios, stats, your current character's info (including the character itself), all gone. Everyone starts over at zero. I mean that's all well and good, but how about people who have taken years to earn the karma they have, and the trust from PAST staffers to play special roles, which were commented on positively in their no-longer-existent pfile, so that current and future staffers can know that this player is top-notch and will do justice to anything you throw at them?

    I'm not interested in a pwipe for my account, and in fact I'd be pretty pissed off as a veteran player whose taken years to earn the karma I have now, if someone said "hey - all that work you did? It's time to start from scratch again because we're deleting everyone's accounts!"


    I think he means a new system of handling player notes entirely, and letting the current method fade into obscurity.

    Oh. I think that'd be great. But it doesn't address the concern that those notes still exist. The players who are having trouble with negative notes are saying they want the old ones expunged. It isn't possible without a pwipe.


    Out of sight, out of mind.
    Title: Re: Player retention and you: brainstorming
    Post by: Jave on November 03, 2015, 09:08:47 AM
    Quote from: nauta on November 03, 2015, 05:44:14 AM
    Wouldn't everyone prosper from having the character notes sent out when they get written?  I at least don't think staff would intentionally put down a dubious note, but granted the limitation in characters, and the distance that time brings, those notes are going to be awfully easy to misinterpret.

    I have no idea if the coders would be able to do this or how much work would be involved, where it would fall in terms of priorities, etc but-

    While we as staff would still need to be able to add notes players should not see such as:
    i3: Pal'ing around with Dexter. Doesn't know he's secretly the infamous serial killer of Allanak.

    Maybe some code could be devised so that we can toggle whether the note we're adding is secret or not, and if it's not it gets emailed to the player's account email automatically showing them what was added.

    I'll bring it up on the staff boards for discussion.
    Title: Re: Player retention and you: brainstorming
    Post by: Kankfly on November 03, 2015, 09:37:07 AM
    Quote from: Jave on November 03, 2015, 09:08:47 AM
    Quote from: nauta on November 03, 2015, 05:44:14 AM
    Wouldn't everyone prosper from having the character notes sent out when they get written?  I at least don't think staff would intentionally put down a dubious note, but granted the limitation in characters, and the distance that time brings, those notes are going to be awfully easy to misinterpret.

    I have no idea if the coders would be able to do this or how much work would be involved, where it would fall in terms of priorities, etc but-

    While we as staff would still need to be able to add notes players should not see such as:
    i3: Pal'ing around with Dexter. Doesn't know he's secretly the infamous serial killer of Allanak.

    Maybe some code could be devised so that we can toggle whether the note we're adding is secret or not, and if it's not it gets emailed to the player's account email automatically showing them what was added.

    I'll bring it up on the staff boards for discussion.

    I'd like that actually. I like reading account notes because I like feedback, whether I'm doing something wrong or not, it's always better for me to know. If a note gets added to the account, I'd love to know it without using the account notes request.
    Title: Re: Player retention and you: brainstorming
    Post by: Eurynomos on November 03, 2015, 10:27:36 AM
    I'll reiterate that negative account notes (when added) require the Staff member who added it to get in touch with the player of make it known via an open request.

    We'd like to do something similar with good account notes. We are trying to devise a very simple method that doesn't create a bog of request tool work. I'll personally promise a resolution to it :)
    Title: Re: Player retention and you: brainstorming
    Post by: Desertman on November 03, 2015, 10:29:12 AM
    Quote from: Eurynomos on November 03, 2015, 10:27:36 AM
    I'll reiterate that negative account notes (when added) require the Staff member who added it to get in touch with the player of make it known via an open request.

    We'd like to do something similar with good account notes. We are trying to devise a very simple method that doesn't create a bog of request tool work. I'll personally promise a resolution to it :)

    My account notes aren't stellar. I'm pretty sure I have one from where I intentionally tried to attack Halaster's avatar back in the day when he came down to reprimand me for shouting OOC for someone to save me.

    That really happened....

    I've never had it hold me back a single time.
    Title: Re: Player retention and you: brainstorming
    Post by: LauraMars on November 03, 2015, 10:36:35 AM
    Quote from: Eurynomos on November 03, 2015, 10:27:36 AM
    I'll reiterate that negative account notes (when added) require the Staff member who added it to get in touch with the player of make it known via an open request.

    I'd be a big fan of this rule if it was more consistently enforced.
    Title: Re: Player retention and you: brainstorming
    Post by: nauta on November 03, 2015, 10:43:40 AM
    Quote from: Eurynomos on November 03, 2015, 10:27:36 AM
    I'll reiterate that negative account notes (when added) require the Staff member who added it to get in touch with the player of make it known via an open request.

    We'd like to do something similar with good account notes. We are trying to devise a very simple method that doesn't create a bog of request tool work. I'll personally promise a resolution to it :)

    That's great!  It's really promising to see this sort of thing, staff engagement, and so on.  From what I can tell there are two issues tangled together up above in the thread:

    (1) a suggestion for improving the mechanism (automatically e-mail them, move away from the one-liner limited character system towards the report tool or something...);

    (2) some worries that old account notes linger around (a perennial problem from what I can tell; staff has repeatedly said they don't take old account notes seriously, so maybe make this a policy and put it in the help file on account notes);

    One tiny quibble, though, and this is just to clean up a confusion I have.  Your first sentence doesn't mesh well with seidhr's comments below. 

    Quote from: seidhr on November 02, 2015, 07:06:35 PM
    If you get a negative ACCOUNT note, you will get an e-mail about it.  If you get a 'questionable' or even 'negative' note on a character, you won't get a note of it until you request your account notes, but it might be brought up if you ask for feedback during regular back and forth with staff via character reporting.

    And:

    Quote from: seidhr on November 01, 2015, 09:05:53 PM
    If we set a note on someone's ACCOUNT that is negative, they should get an e-mail about it.  If we set a note on someone's PC that is negative, we don't typically send an e-mail.
    Title: Re: Player retention and you: brainstorming
    Post by: ibusoe on November 03, 2015, 10:49:03 AM
    Quote from: Eurynomos on November 03, 2015, 10:27:36 AM
    I'll reiterate that negative account notes (when added) require the Staff member who added it to get in touch with the player of make it known via an open request.

    We'd like to do something similar with good account notes. We are trying to devise a very simple method that doesn't create a bog of request tool work. I'll personally promise a resolution to it :)

    You know what might help?  If there were a couple of communication-related flags on people's accounts that they could set.

    Personally, I prefer that staff who know me, be rough, direct and informal.  Staff who don't know me should be polite and informal.

    Other players seem to want formality, seem to want people to be gentle with them.  That's fine.  I just don't think staff should have to waste time guessing what players want.
    Title: Re: Player retention and you: brainstorming
    Post by: Delirium on November 03, 2015, 11:23:52 AM
    I don't think we have to go that far, ibusoe.

    Just be tactful, honest, and direct. Treat the player with respect and give them the benefit of the doubt.

    Just as we should be doing with staff.

    Armageddon has actually taught me a lot about how to constructively interact with people in an online format.

    None of us are perfect, so I think the MOST important thing is: benefit of the doubt.

    I'll use an example, a recent one - a staff member asked me to contact them to clarify problems I was having. Their initial response to my email seemed very brusque, but when I took a few deep breaths, looked at it as objectively as I could, and responded with as much honesty and tact as I could muster - it turned out a lot of our issues were simply miscommunication, and some misplaced expectations. Apologies were delivered on both sides and while it won't change the past, it made me feel a lot better about staff communication.

    So it is a two way street. You cannot be hostile and reactionary to staff if you do not want them to be hostile to you... and vice versa.
    Title: Re: Player retention and you: brainstorming
    Post by: Norcal on November 03, 2015, 11:36:44 AM
    Presumably, if one feels it necessary to insert a negative and  non-removable comment into a permanent record and has the time to do so, they could also just as easily send an ooc to the player to tell them what they are doing is not good rp and to knock it off.  Then they could not bother writing the note unless the player does not correct the mistake.

    I have been spoken to by staff like this on more than one occasion. I have no idea if they added the account note as well, but it has always resulted in a change in my play. Hopefully for the better.  Is that not the goal? More FUN?

    ON THE OTHER HAND     

    Having followed the arguments in this thread, and understanding more about the legitimate need for notes, and the code mechanics that make them permanent even if staff do not want it to be so, I can not see this divide being bridged. Notes are not going away, at least not as easily as some might hope.

    So, perhaps we should just move on and show some trust all around?  Staff are doing many things to improve the game.  And we have some solid, dedicated players who do the same. Lets go have FUN.
    Title: Re: Player retention and you: brainstorming
    Post by: Rokal on November 03, 2015, 11:40:05 AM
    Quote from: Delirium on November 03, 2015, 11:23:52 AM
    I don't think we have to go that far, ibusoe.

    Just be tactful, honest, and direct. Treat the player with respect and give them the benefit of the doubt.

    Just as we should be doing with staff.

    Armageddon has actually taught me a lot about how to constructively interact with people in an online format.

    None of us are perfect, so I think the MOST important thing is: benefit of the doubt.

    I'll use an example, a recent one - a staff member asked me to contact them to clarify problems I was having. Their initial response to my email seemed very brusque, but when I took a few deep breaths, looked at it as objectively as I could, and responded with as much honesty and tact as I could muster - it turned out a lot of our issues were simply miscommunication, and some misplaced expectations. Apologies were delivered on both sides and while it won't change the past, it made me feel a lot better about staff communication.

    So it is a two way street. You cannot be hostile and reactionary to staff if you do not want them to be hostile to you... and vice versa.

    Almost every issue a player and staffer can possibly have will most likely stem from something of this. Communication is key with staff, and sometimes -miscommunication- happens. it happens to all of us, and clarifying such things in a civil fashion is the most important part of the communication process.

    Miscommunication is easy to happen as no two people think exactly alike.

    my opinion, anyway.
    Title: Re: Player retention and you: brainstorming
    Post by: manonfire on November 03, 2015, 04:15:06 PM
    Make Rathustra a Producer.

    ...

    K good, now we've got that outta the way.
    Title: Re: Player retention and you: brainstorming
    Post by: Case on November 03, 2015, 04:35:43 PM
    People are way too angry about comments or criticism of their roleplays. Staff need some means to note things that occur that they don't understand, aren't happy with or are happy with. Nobody here's a perfect RPer. Some old notes should go, sure. If it can't be done right now, that's nobody's fault, but can be something worked towards.

    Perhaps there could be some templated lines for some behaviours added to notes, so it removes the perceived snark or personal hostility. Maybe make a producer statement that all current PC notes or sufficiently negative notes can be requested to staff with an explanation, so people don't feel as powerless (you already can do this, but still). For noted things that are neutral, observations... split them out from positive/negative RP notes, into their own little section. It'll help remove the doubt and feelings of oppression that some people will read into them - then state that these DO NOT factor into staff decisionmaking for karma (but maybe for sponsored roles). There's a number of things that could be done to ease these tensions. I wasn't even aware it was some major source of tensions, but there you go. Nobody wants to feel permanently tainted I guess.

    As a caveat, I have one visible out-of-context-but-looks-bad note, and that was on Lyvren from early on. Never came up IG and never factored in to anything as far as I know.
    Title: Re: Player retention and you: brainstorming
    Post by: Desertman on November 03, 2015, 04:35:59 PM
    We have DOUBLED Aardwolf's votes on TMC.

    DOUBLED.

    I feel an Armageddon Golden Age incoming. I'm very excited about the future over the next few months.


    (I meant this for Random Thoughts. Oops. Oh well, here works!!!)
    Title: Re: Player retention and you: brainstorming
    Post by: Clearsighted on November 03, 2015, 09:41:26 PM
    Quote from: Norcal on November 03, 2015, 11:36:44 AM
    ON THE OTHER HAND      

    Having followed the arguments in this thread, and understanding more about the legitimate need for notes, and the code mechanics that make them permanent even if staff do not want it to be so, I can not see this divide being bridged. Notes are not going away, at least not as easily as some might hope.

    So, perhaps we should just move on and show some trust all around?  Staff are doing many things to improve the game.  And we have some solid, dedicated players who do the same. Lets go have FUN.


    I know people will break their backs around here in favor of justifying the status quo, but anything that serves to create more transparency, less bureaucracy and more trust between staff and players on Armageddon, can only be a good thing at this stage. It doesn't seem plausible that the 'benefit' of how account notes are handled currently outweighs their drawbacks and the ill feelings they encourage. This should be especially easy as we're constantly being told 'they don't matter' and 'not to worry about them'. If that's the case, and they're not some elaborate control mechanism for blacklisting people as many others have suspected, then it should be simple to make them transparent and no longer restricted to view.

    And again. Many games, past and present, have done quite well without requiring such secrecy. It's possible that some aspects of staff culture have contributed to more headaches and more work than they're worth. Such as the obsessive need for being as opaque as possible in dealing with players. This is an online game. It's not a government agency, and anything that gets in the way of trust and cooperation, needs to be addressed.

    And sorry, but Armageddon and its staff are long past the 'just trust us' stage. Maybe many of the current staff aren't responsible for that. But it certainly exists, and I think we all realize that there are severe trust issues in the playerbase. You want to know why Armageddon has trouble retaining players? It's not because the game isn't fun. It's because players don't trust staff. So eventually, if you care about the health of the game, you're going to want to do anything to create more trust.

    At this point, that's only possible by significant and structural changes in policy. Something obvious and permanent that represents a break with past management philosophy. The feel good circle jerk 'let's all just trust each other more' mantra will only encourage and bring back the ardent GDBers. Not the sullen, silent majority.

    Because whatever Armageddon's past management philosophies have been, it has not encouraged a healthy atmosphere. It's wrong to lay the blame for that on the players. Player attitudes are largely just a reaction to staff decisions. It's the same in RL companies or organizations, where the employee culture has turned toxic.

    I mean, honestly. This whole thread just comes off as an excuse to pat each other on the back, how everything is actually for the best, and all past complaints to the contrary have safely been proven baseless, and there's no need to change any policies. I have personal experience, not just from ten years ago, but a few months ago, as to how completely arbitrary and unfair the staff-player dynamic can feel.
    Title: Re: Player retention and you: brainstorming
    Post by: Norcal on November 03, 2015, 10:14:01 PM
    I dunno about all that.

    Glass seems half full to me, not half empty and I think I will go with the trust. 

    At the end of a year we will compare notes and see who is having more FUN.
    Title: Re: Player retention and you: brainstorming
    Post by: Dar on November 03, 2015, 10:26:45 PM
    Bureaucracy and transparency are kind of one and the same in a way in Arm. I might be way off, but here's how I see it.


    A storyteller sees someone doing whatever and decides to make it a lot more fun. So he animates a bunch of npcs, bends the world a little, adds a little high fantasy shtick, and makes it all fun for everyone. Perhaps some NPCs did not act like they were ment to act as per their personalities and stations, but in the end ... fun was had.

    No notes were posted, no special "this character was involved in Tektolnes coup' or whatever. No mention of anything in the request tool. No mention anywhere at all. A storyteller saw a potential to have a fun scene and chose to bend the world theme to make it fun for the player.

    "Zero" Bureaucracy.  "Zero" transparency. Because other staffers dont know it happened. Next time, charas approach the same NPC participants expecting a similar behavior and get something entirely different. Some PCs who lost something, or got killed during the impromptu RPT have no real closure, or even any way to track down how did they die/lose.

    That's how I understand it personally. To get transparency, stuff needs to be recorded/reported/noted and eventually released to those who request it. I myself 'like' that system.

    Though admittedly, I imagine it leads to a situation when some staffer wants to do something, but suddenly cant, because ... bureaucracy.


    I dont really have a solution to this. I just know baking a cake and eating it too is usually a pretty bad choice of strategy to achieve anything.
    Title: Re: Player retention and you: brainstorming
    Post by: Inks on November 03, 2015, 10:37:52 PM
    Half full.
    Title: Re: Player retention and you: brainstorming
    Post by: Clearsighted on November 03, 2015, 11:37:56 PM
    Quote from: Inks on November 03, 2015, 10:37:52 PM
    Half full.

    Well, it's comforting to know that the people still playing are satisfied with the levels of transparency and mutual accountability in staff-player interaction. But if you wanted to know why many people have quit playing, well, there's your answer.

    There also seems to be an unhealthy undercurrent to the effect that just because Nyr is gone, and Rath is is a producer now, then magically, all concerns have been addressed. Noone's come right out and said it, but there's definitely a vibe like that around. I also know there's a certain segment of the playerbase that fixates on one or two specific staffers (whose name may or may not begin with N) as the source of all their unfairness, and if they were gone, then everything would be right as rain.

    I don't think that's the case. I don't think Armageddon's problems with retaining players have anything to do with any one staffer, even if one might be a convenient scapegoat to some people. There are deep and systemic cultural problems with how Armageddon staff in general, approach interaction with the playerbase. For a game with barely 50-70 people on prime time, on a good night, and with probably ~10-15 staffers logging in every day minimum in one capacity or another...They have managed to create an extremely disproportionate amount of work for themselves.

    Armageddon needs deregulation, and part of that is starting with the easy things, like say, account notes, then moving on from there. Armageddon is managed extremely inefficiently...and if people can't see that. Well. All I can say is that well-managed games don't need to brainstorm about retaining players.
    Title: Re: Player retention and you: brainstorming
    Post by: ibusoe on November 04, 2015, 12:34:20 AM
    Quote from: Clearsighted on November 03, 2015, 11:37:56 PM
    Well, it's comforting to know that the people still playing are satisfied with the levels of transparency and mutual accountability in staff-player interaction. But if you wanted to know why many people have quit playing, well, there's your answer.

    There also seems to be an unhealthy undercurrent to the effect that just because Nyr is gone, and Rath is is a producer now, then magically, all concerns have been addressed. Noone's come right out and said it, but there's definitely a vibe like that around. I also know there's a certain segment of the playerbase that fixates on one or two specific staffers (whose name may or may not begin with N) as the source of all their unfairness, and if they were gone, then everything would be right as rain.

    I don't think that's the case. I don't think Armageddon's problems with retaining players have anything to do with any one staffer, even if one might be a convenient scapegoat to some people. There are deep and systemic cultural problems with how Armageddon staff in general, approach interaction with the playerbase. For a game with barely 50-70 people on prime time, on a good night, and with probably ~10-15 staffers logging in every day minimum in one capacity or another...They have managed to create an extremely disproportionate amount of work for themselves.

    Armageddon needs deregulation, and part of that is starting with the easy things, like say, account notes, then moving on from there. Armageddon is managed extremely inefficiently...and if people can't see that. Well. All I can say is that well-managed games don't need to brainstorm about retaining players.

    I can agree I'm baffled that staff should involve themselves in the Kudos process, for example.  Like where is the value added?  I can see them rubber stamping stuff, but generally shouldn't players (who want feedback from other players) receive it?
    Title: Re: Player retention and you: brainstorming
    Post by: Jingo on November 04, 2015, 12:36:21 AM
    I'd like to see kudos go through staff. Rather than see unsolicited messages occur between players.
    Title: Re: Player retention and you: brainstorming
    Post by: Fujikoma on November 04, 2015, 12:41:17 AM
    Kudos have to go through staff because otherwise IC secrets could be divulged, links to dickpicks sent, death threats, etc. through the Kudos tool if it wasn't. Sure there'd be consequences, if it were monitored, but it's important that staff be able to review that information before it's passed on.

    Great job with your breed, Amos. Also, if you want my gear a scrab killed me just outside the gates.
    Title: Re: Player retention and you: brainstorming
    Post by: TheWanderer on November 04, 2015, 12:50:05 AM
    To further elaborate ('cause I wanted to be creative and talk about dead cats) -

    You received a kudos for your play as PimpDaddyGG, TW:

    "you play like a dying cat that's been sprawled out across a fifteen year old keyboard, fuckface. go die in a hole, you twinky, unoriginal piece of shit."


    I can't really think of any requests that staff should just completely remove from the process.
    Title: Re: Player retention and you: brainstorming
    Post by: Fujikoma on November 04, 2015, 12:54:39 AM
    PimpDaddyGG, TW:

    Request resolved!

    Might have been a forwarding problem, however, as we sent it to your mom's email address, whoops!
    Title: Re: Player retention and you: brainstorming
    Post by: TheWanderer on November 04, 2015, 12:59:18 AM
    (http://awesomegifs.com/wp-content/uploads/cheers-slow-clap.gif)
    Title: Re: Player retention and you: brainstorming
    Post by: Fujikoma on November 04, 2015, 01:02:38 AM
    Good thing I'm not an admin, I totally missed who that was supposedly going to.
    Title: Re: Player retention and you: brainstorming
    Post by: Taijan on November 04, 2015, 02:00:06 AM
    Quote from: Fujikoma on November 04, 2015, 12:41:17 AM
    Kudos have to go through staff because otherwise IC secrets could be divulged, links to dickpicks sent, death threats, etc. through the Kudos tool if it wasn't. Sure there'd be consequences, if it were monitored, but it's important that staff be able to review that information before it's passed on.

    I'm reading this with a sarcastic tone to it.  If he only knew...
    Title: Re: Player retention and you: brainstorming
    Post by: Fujikoma on November 04, 2015, 02:05:20 AM
    Quote from: Taijan on November 04, 2015, 02:00:06 AM
    Quote from: Fujikoma on November 04, 2015, 12:41:17 AM
    Kudos have to go through staff because otherwise IC secrets could be divulged, links to dickpicks sent, death threats, etc. through the Kudos tool if it wasn't. Sure there'd be consequences, if it were monitored, but it's important that staff be able to review that information before it's passed on.

    I'm reading this with a sarcastic tone to it.  If he only knew...

    That's why I'm glad I'm not on staff, I'm sure I'm not the only one who tries to send all three under the guise of kudos.
    Title: Re: Player retention and you: brainstorming
    Post by: Eurynomos on November 04, 2015, 03:51:36 AM
    Quote from: Clearsighted on November 03, 2015, 11:37:56 PM
    Quote from: Inks on November 03, 2015, 10:37:52 PM
    Half full.

    Well, it's comforting to know that the people still playing are satisfied with the levels of transparency and mutual accountability in staff-player interaction. But if you wanted to know why many people have quit playing, well, there's your answer.

    There also seems to be an unhealthy undercurrent to the effect that just because Nyr is gone, and Rath is is a producer now, then magically, all concerns have been addressed. Noone's come right out and said it, but there's definitely a vibe like that around. I also know there's a certain segment of the playerbase that fixates on one or two specific staffers (whose name may or may not begin with N) as the source of all their unfairness, and if they were gone, then everything would be right as rain.

    I don't think that's the case. I don't think Armageddon's problems with retaining players have anything to do with any one staffer, even if one might be a convenient scapegoat to some people. There are deep and systemic cultural problems with how Armageddon staff in general, approach interaction with the playerbase. For a game with barely 50-70 people on prime time, on a good night, and with probably ~10-15 staffers logging in every day minimum in one capacity or another...They have managed to create an extremely disproportionate amount of work for themselves.

    Armageddon needs deregulation, and part of that is starting with the easy things, like say, account notes, then moving on from there. Armageddon is managed extremely inefficiently...and if people can't see that. Well. All I can say is that well-managed games don't need to brainstorm about retaining players.

    Well managed games also tend to pay their employees for their time.

    I think we are doing the best that we possibly can at the moment to make Players happy, and Staff happy.

    We really do want you to have fun!
    Title: Re: Player retention and you: brainstorming
    Post by: Clearsighted on November 04, 2015, 03:58:06 AM
    Quote from: Fujikoma on November 04, 2015, 12:41:17 AM
    Kudos have to go through staff because otherwise IC secrets could be divulged, links to dickpicks sent, death threats, etc. through the Kudos tool if it wasn't. Sure there'd be consequences, if it were monitored, but it's important that staff be able to review that information before it's passed on.

    Great job with your breed, Amos. Also, if you want my gear a scrab killed me just outside the gates.

    The real tragedy is that staff does not have to do or monitor half the things that they're currently convinced they need to be. The request tool allows 5-10% of the playerbase to monopolize 90% of staff's time, and gives them a false sense of accomplishment after two hours of wading through requests.

    Well. Spending a quarter of that time, going in game, to animate a random gith to fling an arrow at a passing patrol, would create more value (and more RP), than two hours spent handling the same requests/reports/kudos/desc changes/extended subguild apps/account note requests, for the same player.

    The request tool might be here to stay, but it has definitely contributed to staff interacting less with the playerbase in a meaningful fashion. It has also been used to facilitate a lot of needless makework. It makes staff too available to players that are too needy, and distracts them from engaging with the majority. Plenty of people will come up with counter-examples, but I probably went on 40-50 patrols in a 4-5 month period (almost always with 4-8 players involved, out of around ~50-60 online), at least a dozen of which were planned in advance with several days warning. I think in all that time, we encountered an animated NPC once.

    And yet, I'm sure our clan staffer was working very hard and wading through all the requests ending up on his desk. It's just easy to get fixated on the request tool and ignore everything else, and to believe things are accomplished and done, and everyone is satisfied, so long as the request queue is empty.

    Quote from: Eurynomos on November 04, 2015, 03:51:36 AM
    Well managed games also tend to pay their employees for their time.

    I think we are doing the best that we possibly can at the moment to make Players happy, and Staff happy.

    We really do want you to have fun!

    This isn't the case. There are many, many, many volunteer projects and open-source efforts (wikipedia), fanfiction sites, mods for games like skyrim etc, and countless MUDs or MUSHes, that don't have paid employees but who manage to attract people and keep them happy. I think it's representative of the extreme amount of bureaucratic makework that Armageddon staff toils under (largely of their own making), that makes it feel like a job that needs monetary compensation to endure.

    Storytelling should be fun. Staffing should be mostly fun. I've been a storyteller/producer-esque type (different genres have different terminology for staff types) in the past. I've worked on a game that had several hundred people on during prime time. We had fun. I didn't need to be paid to want to do things efficiently. But it does start to feel that way, I'm sure, when staffing becomes more like data entry.

    If staff feel like they need to be financially compensated to perform better, then they probably shouldn't be volunteering their time.

    Also? Somehow, whenever these threads crop up (and there's been a couple in the past), 'doing your best', always translates to defending the status quo, after letting people vent for a little while. The truth is, Armageddon has a deeply flawed management philosophy, and it's probably harmed the staff more than the players. You guys have got to start cutting away the dead weight chores and giving more agency and responsibility to the playerbase.
    Title: Re: Player retention and you: brainstorming
    Post by: Large Hero on November 04, 2015, 04:01:52 AM
    Nobody reasonable thinks staff is malicious. Nobody reasonable is sitting around going "staff dont want us to have fun! They're trying to make the game worse, and everyone miserable!" We know you are trying. We appreciate it. I also totally get that a bunch of people criticizing your hard work sucks.

    That said, "I'm a volunteer" and "this is the best we can possibly do" are not very constructive.

    "I'm a volunteer" in particular, I think, is missing the point of Clearsighted's suggestion. He's calling for streamlining so that the volunteers will have more time to do stuff that makes the game more fun for staff and players alike.


    I recall this from the moon code changes thread (and let me preface by saying it was a great change and I appreciate the work):
    Quote
    "During this step there are hours of back and forth collaboration with other staffers and coders in game and on discussion boards.  It can take days or weeks to hash out all the details depending on everyone's schedules and the nature of the change.  As part of the collaboration, all the feature lists are created and a design document can be drafted, revised and re-revised. "

    This was very worrisome to read. This has stuck in my head since I read it. When I think "Armageddon has become bureaucratic," I think "the moon design document thread."

    Hours of back and forth? Discussion boards? Weeks to hash out details? Schedules?

    I get that there are benefits to those processes. Really though, I can see this working just as well with 1 person, the coder, being supplied with relevant information so they don't violate game lore, and being set loose. There does not need to be a convention called to handle projects like this.

    It's very nice to get the team involved and have discussions and meetings and back and forth and posts about this objection and this and that, but you're sacrificing a lot of time and agility when you operate like this.

    Projects like that, without huge consequences: put someone on it. Give them a little guidance where necessary. Let them work. If it needs revision, give them that feedback.

    The idea of "every detail must get a rubber stamp from the top of the hierarchy" needs to be excised from Armageddon's management culture. Let the game breathe. You're holding it in an iron fist.
    Title: Re: Player retention and you: brainstorming
    Post by: Clearsighted on November 04, 2015, 04:24:29 AM
    Quote from: Large Hero on November 04, 2015, 04:01:52 AM
    The idea of "every detail must get a rubber stamp from the top of the hierarchy" needs to be excised from Armageddon's management culture. Let the game breathe. You're holding it in an iron fist.

    Exactly this. There's plenty of specific examples where staff creates unnecessary work for themselves and stifles the playerbase.

    Just off the top of my head...Warehouses. Instead of being an elaborate bureaucratic process that seems to require at least 3 separate staff meetings behind the scenes at each step of the process...Just give Allanak four warehouse compounds. Let the templars handle it. Staff doesn't need to concern themselves with which indy outfit qualifies as a 'minor merchant house' officially or not. Let the templars handle that.

    if someone is trusted enough to be a templar, they can be trusted enough to handle everything concerned with warehouses and indy outfits without staff involvement.

    If someone can come up with the 50k, 100k, or however many sids to acquire a warehouse property, let them work it out with the templar. If a new templar comes along that wants to evict them or demand more sids, let them deal with that too.

    Staff does not need to be involved. They do not need to hold behind the scenes meetings to address the 'OOC integrity' of the player behind the merchant. If staff doesn't trust someone to be able to acquire a warehouse or form a merchant house in the game - regardless of all their IC RP, and even getting a templar to go along with it, then why are they even allowed to log in?

    If the leader of a clan wants to make an elite unit, or have someone be an 'Outrider', let them do it. There is no need for staff to micromanage clans. That's what you have players for. It defeats the purpose of having players, if all the cool roles and the ones requiring the most initiative and leadership are left to NPCs...Because it's staff that has to step in. Is it going to ruin the game if the elite and interesting units suddenly have PCs in them instead of NPCs? Most clans only have a small handful of players. They might as well take on the interesting roles. Staff cannot fill the upper-middle and upper leadership function of every clan. They need to experiment with letting players have control of them - again.

    Extended subguilds. There's no reason why they need to be treated like a special app. It just seems another way of creating more work for staff. It could be very easily automated. But there's a fear against doing so, because it removes another control mechanism.

    Staff is way too concerned about control. And clearly, their unprecedented control and direct oversight has not helped the game. No more than overregulation helps the economy.

    I could go on. Armageddon is the very definition of a centrally-planned RP-economy. It creates a minimum of entertainment value with a maximum of work and supervision. The game has always been more fun when staff took on less responsibility.
    Title: Re: Player retention and you: brainstorming
    Post by: Fathi on November 04, 2015, 04:54:52 AM
    I don't have a whole lot to add to this discussion since the reason I'm not playing is simply because I got busy as hell.

    But re staff forcing you to go through them rather than templars to do stuff, I have to say PLEASE do not change this. Having to go through PC templars for stuff like warehouses would make the game even less friendly to off-peak players than it already is.

    I played a PC in Tuluk who tried to hire a shadow artist for literally months because, as an off-peak player, I could never find a Lirathan.

    I played a gemmed mage in Allanak who had to eventually get his gem from a staff-animated templar because I could never find a templar.

    And this was when I was playing a good 4-6 hours a day several times a week. It may be a lot of additional work for staff, but leaving stuff like that entirely in the hands of PC templars would be a huge kick in the family jewels to folks who don't live in USA time zones. It's not the greatest system in the world and I'm sure there's room for improvement, but if I had to go through PC templars to do a lot of stuff, it would severely limit the types of roles for players like me. I don't want to live in mortal terror of my warehouse being given to someone else because I haven't been able to find a PC templar and my rent's been due for a week.
    Title: Re: Player retention and you: brainstorming
    Post by: Nergal on November 04, 2015, 06:20:49 AM
    I think the amount of work that players perceive that staff have to do is severely overblown. When projects take weeks, they are beside other projects that also take time to do and are worthy of finishing. Often, these projects are not publicly announced, as they are for specific PCs or clans. The perception is partially our fault: when we share the design process for something, the implication is that the project was the only thing we talked about or worked on for the past few weeks - but it wasn't.

    Regarding the glass ceiling, or restricted roles within clans, there is more room than there has been in a long time to move up in clans. While I won't get into IC details, I can think of at least four clans off the top of my head that have PCs in very high positions in their clan within the past year or so, relative to the virtual and NPC aspect of their clan. Additionally, a new clan was planned and opened with the intent of the PCs taking the "interesting roles" within it. The glass ceiling is more apparent when the clan is populated by relatively newer PCs that haven't earned those promotions yet. But when they do earn those high-level promotions, they tend to get them. That is something I've both experienced as a player and tried to ensure as a staff member.

    Automating extended subguilds requires a code change that Nessalin is looking into.
    Title: Re: Player retention and you: brainstorming
    Post by: Fujikoma on November 04, 2015, 10:06:40 AM
    Spending a good deal of time discussing a minor change like the phases of the moon doesn't strike me as wasteful. It strikes me as a serious commitment to quality control. I once worked in a metal shop where this was crucial, we used to do work for DOW Chemical. Our tolerance range for measurements being off on jobs that, weren't entirely crucial with details? Less than a 32nd of an inch, ANYWHERE. More than that off? It's scrap. Make a new one. Something more sensitive? We'd contract it out to a shop with the equipment to ensure it got done with as little error as possible, and THEN we'd check that shit obsessively, and say "Make us a new one, you fucked up here, get some of your lost funds back by recycling this garbage you sent us. What, do you want to incinerate tens of thousands of people?". I think it shows in the phases of the moon. Maybe it doesn't matter to my current PC, but maybe one day I want to play a demented Seer who makes all his decisions based on what occurs to him given the positioning of the moons and bizarre chants.

    That said, there are times where, I wonder, is this simple change over here really of such magnitude that it needs to sit on the back burner for months, despite logs upon logs of player effort, only to be shot down with a no? I can only imagine what's going on there, but, I have to admit, though befuddled, I have no idea.

    I'm not sure about the request tool, I wasn't here before it went into use, so I can't pine for the days or yore, nor can I say, well, the days of yore sucked, fuck you. The request tool works, there's a lot I don't understand about how it works, but, it's there.

    As far as maliciousness, I don't, personally, think staff is overly malicious, I do, however, think it a mistake to begin with the assumption that they aren't malicious in the slightest, or that it's not focused on some players to the exclusion of others, who may be committing more grievous sins. This is only human, it feels unfair to the person on the receiving end, whether justified or not, and is magnified by the veil of secrecy, which, in a game like this, is necessary. In a game where there is significant emotional investment, unlike, say, a PvP mud or hack and slash, this can cause a good deal more frustration in players with a lower tolerance (usually newer) and inspire them to find something else to do, or, in the event something seemingly more unfair happens, even a well adjusted player, even a stoic player may choose to move on. A lot of this could be eased on staff's end by, one, adjusting the way staff communicates, which, is hard for me to gauge but I've been seeing some positive, though slow, change, and two, staff adjusting the way they look at even problem players. It's difficult to give staff the benefit of the doubt when it comes to maliciousness, when it can feel like they aren't extending us the same courtesy.
    Title: Re: Player retention and you: brainstorming
    Post by: Lizzie on November 04, 2015, 11:07:49 AM
    Quote from: Clearsighted on November 04, 2015, 03:58:06 AM

    The real tragedy is that staff does not have to do or monitor half the things that they're currently convinced they need to be. The request tool allows 5-10% of the playerbase to monopolize 90% of staff's time, and gives them a false sense of accomplishment after two hours of wading through requests.

    The request tool also allows 90% of the playerbase to monopolize 10% of the staff's time. It's up to the staff to determine which requests they'll focus on and which will be shelved, resolved within minutes, or closed without resolution. Since you're not on staff, and neither am I, it's pretty pointless to base your entire opinion on an assumption you can't back up with facts.

    ----
    Quote
    There are many, many, many volunteer projects and open-source efforts (wikipedia), fanfiction sites, mods for games like skyrim etc, and countless MUDs or MUSHes, that don't have paid employees but who manage to attract people and keep them happy. I think it's representative of the extreme amount of bureaucratic makework that Armageddon staff toils under (largely of their own making), that makes it feel like a job that needs monetary compensation to endure.


    There are a whole lot MORE volunteer muds that fail miserably because no one is held accountable due to "I'm just a volunteer, therefore I don't have to do anything if I don't want to." In addition, Armageddon has a niche audience, whose only real common trait is they enjoy muds. Not everyone likes the magick system, not everyone wants it to change. Some of them want to condense the playerbase in fewer clans, some want them more spread out and more clans opened. Some want this, while others want that. You *CANNOT* make the playerbase happy. Some of them will be annoyed/irritated/miserable/disappointed, and some will be happy/overjoyedsatisfied/content.

    Just because you think something isn't working, and therefore the game should change to fit your idea of what works - doesn't mean that a change in that direction will make everyone else happy. In fact, it doesn't mean it'll make ANYONE else happy. It might - but you have no way of knowing one way or another.

    I'd love to see some changes. But I also know that what suits me doesn't necessarily suit anyone else. I don't hold a hard line of "fix it or I"m leaving" because even if they DID do what I asked - I have no way of knowing until then, whether or not I'll like the results.
    Title: Re: Player retention and you: brainstorming
    Post by: Fujikoma on November 04, 2015, 12:59:20 PM
    But yeah, I think it seems kind of, unnappreciative to pick out a change like the phases of the moon, which I'm only now beginning to realize the depths of, as an example of staff waste. I know they don't always make the changes we want to see, but, as I said before, quality control, consensus. Considering there are many things going on at once, part of a collaborative effort of people who don't live in the same timezone, I'd say it's a nice change. Not only that, the process was explained to us as an effort at transparency. That adds another level of seeming ingratitude on top of using it as a negative example. I obsessively use the "weather" command, so, over time, I've been just, checking out the wide variety of positions and phases the moons can be in. I won't say I understand what's going on there, but it's evident to me that a lot of thought and consideration went into it, and it's not just some random variable, but part of a system with some kind of basis.

    And maybe there's reasons this was done, maybe, therein, are contained some kind of clues as to a plot. Who knows? Likely some elderly Sath scholar, peering up at the sky through a primitive telescopic tube, before paling significantly and gasping, "Oh... shit."

    Some of us wonder why seemingly simple changes we'd like to see are so hard or impossible at this time. It's not up to me to speculate, as I have zero fricking information on the matter, but I imagine there must be some reason. On the surface, it strikes me as rediculous, but I'm ambivalent in that I want to look at it as there must be a reason, and, for whatever reason, that reason isn't being shared with me. I know some other muds develop more quickly, it's also easier to get consensus from 2-3-4 staff members than it is a larger team, further, there's a good deal of history and lore to take into account, I would assume.

    EDIT: I should also, likely, note the challenges involved in figuring up the orbits of satellites around an object that gets, two or three hours of "night" compared to so many daylight hours. Not sure if that went into it or not, but it's something I'd, personally, be worried about if it were a project I were working on.
    Title: Re: Player retention and you: brainstorming
    Post by: Mordiggian on November 04, 2015, 02:06:45 PM
    I get confused when I see people telling us about all the red tape and bureaucracy we have to deal with because it isn't really the case?...

    The first thing I really did when I joined the team was revive the old Rinth starter shop project. Here is how it went:

    1. I found a few items that had been created for the old project.

    2. I asked if anyone was still actively working on it. Turns out the staffers involved were no longer on the team.

    3. I asked if anyone had issues with me taking over the project. All clear!

    4. I wrote a draft for a style guide to give the builders. Emailed it to my admin for approval. Done.

    5. We made a bunch of dope stuff (88 new items, some NPCs, rooms, etc).

    6. I submitted an object approval for the new goodies. This step caught a few typos I hadn't noticed. Boom. Done.

    7. I asked the code wizards to adjust the spawn code when you point Labyrinth so you pop in the starter shop. Boom. Done.

    8. Everything was pushed live. No ridiculous bureaucracy or red tape or extra work.
    Title: Re: Player retention and you: brainstorming
    Post by: Old Kank on November 04, 2015, 02:20:04 PM
    Quote from: Fujikoma on November 04, 2015, 10:06:40 AM
    This is only human, it feels unfair to the person on the receiving end, whether justified or not, and is magnified by the veil of secrecy, which, in a game like this, is necessary. In a game where there is significant emotional investment... this can cause a good deal more frustration in players with a lower tolerance (usually newer) and inspire them to find something else to do, or, in the event something seemingly more unfair happens, even a well adjusted player, even a stoic player may choose to move on.

    Not surprisingly, some people take issue with others wielding power, authority, secrecy, and judgement over them.  It doesn't matter how noble the intentions are, or the direct form it takes (I'm convinced some of the account note vitriol is just a proxy for a general sense of resentment), it's going to ruffle some feathers.  Whether or not this is finally a problem worth addressing is up to the staff, but I'd say it is.

    I don't think the staff are doomed when it comes to this problem, but it may take a pretty big cultural shift.

    Players, too, have to alter their ways some.
    Title: Re: Player retention and you: brainstorming
    Post by: Fujikoma on November 04, 2015, 02:28:57 PM
    Mordiggian, I think it's due to when a member of staff a while back posted to the GDB explaining what went into the phases of the moon project, which, is a different project than the starter shop project, I'm going to have to play a rinthi sooner or later because I'm highly excited to see what's in there.

    Oldkank, yeah, yeah, I know there are times where I've pursued an argument via the request tool past a "no", it was rather unwise of me, and really wasn't worth the time and hassle of anyone. These days I either don't submit a request or brush it off and move on. There can be some buildup over time due to interactions with, um, less favorable results, though I must say I admire the patience that's been shown with me. Good post overall.
    Title: Re: Player retention and you: brainstorming
    Post by: Mordiggian on November 04, 2015, 02:35:56 PM
    The moon project was code-heavy and required revolved pretty much entirely around new coded functions. These do need to undergo a thorough testing/vetting process so the game doesn't break.

    Sometimes simple building projects crash the game! Not that I would have any recent experience with that or anything...
    Title: Re: Player retention and you: brainstorming
    Post by: Fujikoma on November 04, 2015, 02:40:17 PM
    Quote from: Mordiggian on November 04, 2015, 02:35:56 PM
    The moon project was code-heavy and required revolved pretty much entirely around new coded functions. These do need to undergo a thorough testing/vetting process so the game doesn't break.

    Sometimes simple building projects crash the game! Not that I would have any recent experience with that or anything...

    Heehee, please build more, I have a large pile of silky braies and hair needles that need selling.  ;)

    That said, I have often wondered why doors and curtains are sometimes taboo in Zalanthas, depending on location and setting.
    Title: Re: Player retention and you: brainstorming
    Post by: Taijan on November 04, 2015, 02:47:33 PM
    Re: Request tool

    In the olden days (not really all that long ago), character reports and such were delivered to an animated NPC superior if you were in a clan, and were either cast into a void or maybe emailed to staff if you were unclanned, I guess. I never reported things back in those days.  When I was giving those reports, they were kinda nice. It let my character feel like they were building a relationship with their direct superior and get real time feedback.

    But, these only happened on occasion due to login times with the Storyteller not matching up, and oftentimes there were other PCs there waiting to give their reports as well.  It was a huge time sink on both ends - sure, I had a lot of free time back then, but it meant 1-2 hours were spent not RPing with other players. Instead I was either listing off various things that might've just got thrown in a mental trashcan, or waiting for my turn. If I forgot something, I'd either have to wait until next time or just never mention it.  And once a report was given, I never knew if any of that information would go anywhere.

    A lot of it didn't. Only a handful of things were recorded, and the rest was lost. If it was an email sent in, it could go to a group of people. But as staff have rotated out, those get lost too.  So I think the request tool is great. Data is stored for all staff to see, new staff can look at a character's request history when they're assigned to a new team, and everyone gets a chance to see them and offer feedback/additional info.

    The word bureaucracy gets thrown around a lot here and in those jcarter parts.  I won't say there's not a process to getting things added or changed, but it's more about getting a second or third pair of eyes to proofread your work and offer advice for improvements. We want our work to be of high quality.

    Back to requests - many of them really don't take long.  Some may go unresolved longer if they generate discussion, or if it prompts a dialogue with the submitter.  Or we want to give other staff a chance to see things and offer feedback before resolving right away.  But the number one thing that might lead to a perception that requests are a time sink is - most times, we're animating for a group of players, are observing them, are planning out plot lines and scenes, or are doing work on various projects that give everyone some new toys and tools to play with.  A large portion of my attention has been focused on trimming away "administrative" work so I and future staff can direct that focus more on players (automating item orders was a big one).

    I think that Eurynomos' comment that we're not paid was misconstrued.  A paid employee that helps to run a game can likely expect to have 8-12 hours of their day focused solely on the efforts to run that game.  We don't. We have other full time jobs, bills to pay, families to feed, friends to spend time with, and other hobbies that we like to pursue outside of this game that we all love.

    I can't speak for everyone, but I can speak for me - time is a finite resource. Every hour I devote to Armageddon is an hour I don't devote to something else - and I'm okay with that, or I wouldn't be doing it still.  But, I've still got other things competing for my time. I try to dedicate an hour each day to exercise, and another dedicated solely to playing with my dog - there's some free time that I'm pretty much not going to give up for anything.

    But there's that extra window of free time that gets dedicated to gaming.  I've really been  enjoying Phantom Pain and a replay of Life is Strange on top of the time I focus on Armageddon. And it's a safe bet that when Fallout 4 comes out next week (and I finally make the decision between buying an expensive computer or a PS4), some free time is gonna go towards that.  So here's an important question that I haven't seen addressed much in this thread: how do WE make Armageddon attractive enough to make someone not want to play something else for even just 1-3 hours every day or so?

    A lot of fingers have been pointing towards staff, and I'll freely admit that there's always room for improvement. But c'mon, in game I can safely assume that >95% of your interactions are with other players.  When I could sit down and play a character of my own (it's been a little while), player-to-player interactions were what I kept coming for. Staff attention wasn't even icing on the cake for me - at best, it was a cherry on top.  For me, that was never a bad thing. I enjoy a little staff attention from time to time, but I have a lot more fun with other players.  Voting is great for bringing in new people, but fun is going to keep them here.

    So what do you find fun?  How can you share that with others?
    Title: Re: Player retention and you: brainstorming
    Post by: Is Friday on November 04, 2015, 02:58:12 PM
    Can't wait to read the hate posts on the alt gdb now that you've stirred the turd.
    Title: Re: Player retention and you: brainstorming
    Post by: Desertman on November 04, 2015, 03:01:53 PM
    Here's a trend I've seen that I particularly don't care for in regards to the request tool.

    If the IC superior has a perfectly sound IC reason for the message being handed down...you get an animation.

    If there really is no good IC reason for the superior to give the direction being handed down, because it makes no IC sense...the request tool gets used instead.

    Why?

    In my experience the answer is, "Because if we animate this NPC, really, IC'ly, this guy hasn't done anything wrong and he has a really good case to tell this NPC how it is and possibly actually -win- the interaction and get their way for IC reasons.".

    The only time I've found superior NPC's to really be animated is when the outcome doesn't matter, or when they are so high up the food chain that trying to present any argument at all is futile.

    Basically, you only get them if you are guaranteed a no win situation and staff is guaranteed full control of the conversation and its outcome.

    Anything else where you might be able to present a sound IC argument to get your way in an IC fashion and you get the request tool.

    Granted, that's my own personal experience, but I can think of a few situations where it applied.

    With all of that being said, I remember the days of doing things via email only....we did the SAME things then...we just did it in a much more clunky much harder way.

    Would it be ideal if every interaction and every bit of direction was handed to you by an NPC you could interact with? Yes. Is that possible due to the real IC restrictions on resources and time that staff has? No.

    I don't have a good solution.



    Title: Re: Player retention and you: brainstorming
    Post by: Fujikoma on November 04, 2015, 03:11:25 PM
    I, personally, love interacting with other players, whether in the taverns, behind closed doors, in the streets or marketplace, or in the wastes. I like to try and create a moment that, years later, the player behind that character will still remember. When in character generation, I keep my backgrounds vague, but, with some guidelines to work around, then flesh them out as the character develops and the time to share stories comes up. Over the lifespan of my characters, they natrually go through a good deal of changes (provided they survive) and learn lessons, and, may have some tales of tragedy and woe, or, comedy, with a valuable moral, to share with other characters.

    I like making things IG, not just the finished product, but the design process itself, not a bunch of solo RP trimming fabrics or gluing bone together to find out what works, na, that's done, virtually. I mean, musing on ideas, consulting fellow creatives, who you trust not to steal your ideas, or, the types of characters you intend to be your customers, well, Amos, what do you think would help you greb more efficiently? Then bounce it back and forth a bit, ruminate, reflect, consult, all are reasons for interaction.

    I don't like grunt squint spar rough circle times infinity. These can be entertaining enough if you insert some character development and humor, but, sooner or later, it gets old, which is why I think the subject of the increasing of combat skills and weapons skills bears some looking at, as the rediculousness of finding a fail at certain skill levels can aspire an achiever type t explore some really wacky options. But yes, I like to bring interaction into these roles as well, because, I mean, what else can you do? If you don't, it, really becomes quite bland.

    I like finding newbies and finding IC excuses to help them out, whether it's pointing them to the Byn or some other group, or, even if they're clanned, maybe finding an excuse to discuss a topic that may warn them about something their fellow PCs might have forgotten which could lead to YASD. I like seeing them grow and succeed, and I interact in the hopes of providing examples of character growth and hoping their characters find their own moments to grow.

    EDIT: That's what I do anyway. I fail to see the benefit of immediately imposing the harshness of the world on someone who hasn't the slightest idea what's going on yet, that's not very sporting.
    Title: Re: Player retention and you: brainstorming
    Post by: Malken on November 04, 2015, 03:14:07 PM
    Taijan, I do feel like the way you say "We do our best with the limited time we have to dedicate to Armageddon" sounds a lot better than "We're volunteers, deal with it."

    The first sentence makes me understand you and where you're coming from, since I have to deal with the same problems IRL and time -is- limited. I totally understand that.

    The second sentence makes it sound like you want us to put you on a pedestal and worship every little code changes that get implemented or else we're selfish bastards playing on your hallowed ground.

    I much prefer the way you phrased it and think you should ditch the volunteerism martyrdom for it :)

    (and of course, as always, I don't mean "you" as "you" personally, just in general).
    Title: Re: Player retention and you: brainstorming
    Post by: Fujikoma on November 04, 2015, 03:23:38 PM
    I agree with Malken, I love the way that was phrased, it not only emphasizes the RL time concerns that many of us have, encouraging an empathetic response, but challenges and encourages us, as players, to do our part at player retention, without coming off as blaming or finger-pointing. It's more positive reinforcement than shaming the player and simply saying, "You're not trying hard enough.", but saying, "What do you do? Let's all share strategies for player retention, which I've already aknowledged you're working toward, in order to pursue a common goal.".
    Title: Re: Player retention and you: brainstorming
    Post by: whitt on November 04, 2015, 03:32:18 PM
    Quote from: Taijan on November 04, 2015, 02:47:33 PM
    A lot of fingers have been pointing towards staff, and I'll freely admit that there's always room for improvement. But c'mon, in game I can safely assume that >95% of your interactions are with other players.  When I could sit down and play a character of my own (it's been a little while), player-to-player interactions were what I kept coming for. Staff attention wasn't even icing on the cake for me - at best, it was a cherry on top.  For me, that was never a bad thing. I enjoy a little staff attention from time to time, but I have a lot more fun with other players.  Voting is great for bringing in new people, but fun is going to keep them here.

    So what do you find fun?  How can you share that with others?

    Totally agree with the above.  If I'm not interacting with other players then... why am I here?  I could be solo RP'ing somewhere with graphics.  So yes, more players in game means more opportunities to find interaction which means more potential for fun to be had. 

    How do you share that?  Find a hook for your character to interact with the characters around them. A great example that comes up is RP'ing hate/disgust.  No just pretend to be link-dead to show you're not interested in interacting.  Throw out an emote that you get up from your stool at the bar, move a few stools further away, and start muttering about that filthy allanaki patriot.  Give those around you something to play off of.
    Title: Re: Player retention and you: brainstorming
    Post by: Taijan on November 04, 2015, 03:42:35 PM
    Quote from: Malken on November 04, 2015, 03:14:07 PM
    The second sentence makes it sound like you want us to put you on a pedestal and worship every little code changes that get implemented or else we're selfish bastards playing on your hallowed ground.

    I much prefer the way you phrased it and think you should ditch the volunteerism martyrdom for it :)

    (and of course, as always, I don't mean "you" as "you" personally, just in general).

    Hmm, that's about the exact opposite of the thought I was trying to express.  Thanks for the second set of eyes on that, Malken!
    Title: Re: Player retention and you: brainstorming
    Post by: manonfire on November 04, 2015, 03:46:11 PM
    Quote from: Taijan on November 04, 2015, 03:42:35 PM
    Quote from: Malken on November 04, 2015, 03:14:07 PM
    The second sentence makes it sound like you want us to put you on a pedestal and worship every little code changes that get implemented or else we're selfish bastards playing on your hallowed ground.

    I much prefer the way you phrased it and think you should ditch the volunteerism martyrdom for it :)

    (and of course, as always, I don't mean "you" as "you" personally, just in general).

    Hmm, that's about the exact opposite of the thought I was trying to express.  Thanks for the second set of eyes on that, Malken!

    playerstaffinteraction.txt
    Title: Re: Player retention and you: brainstorming
    Post by: Fujikoma on November 04, 2015, 03:50:11 PM
    Quote from: Taijan on November 04, 2015, 03:42:35 PM
    Quote from: Malken on November 04, 2015, 03:14:07 PM
    The second sentence makes it sound like you want us to put you on a pedestal and worship every little code changes that get implemented or else we're selfish bastards playing on your hallowed ground.

    I much prefer the way you phrased it and think you should ditch the volunteerism martyrdom for it :)

    (and of course, as always, I don't mean "you" as "you" personally, just in general).

    Hmm, that's about the exact opposite of the thought I was trying to express.  Thanks for the second set of eyes on that, Malken!

    Without the first part of the quote, Malken's words taken out of context, it looks like he's saying  the opposite of his original post to me. He's not talking about your second sentence, he's talking about the ones in his post in quotation marks, perhaps "former and latter" would have been better word choice in his post...

    ...or... that's the joke, and I missed it? *boggled*
    Title: Re: Player retention and you: brainstorming
    Post by: LauraMars on November 04, 2015, 03:56:42 PM
    Quote from: Taijan on November 04, 2015, 03:42:35 PM
    Quote from: Malken on November 04, 2015, 03:14:07 PM
    The second sentence makes it sound like you want us to put you on a pedestal and worship every little code changes that get implemented or else we're selfish bastards playing on your hallowed ground.

    I much prefer the way you phrased it and think you should ditch the volunteerism martyrdom for it :)

    (and of course, as always, I don't mean "you" as "you" personally, just in general).

    Hmm, that's about the exact opposite of the thought I was trying to express.  Thanks for the second set of eyes on that, Malken!

    No I think he meant the way you said it was good and encouraging, and the way people have said it in the past ("We're volunteers you ungrateful savages") is off-putting and makes people feel bad.
    Title: Re: Player retention and you: brainstorming
    Post by: Malken on November 04, 2015, 03:58:19 PM
    Yeah, English being my 2nd language, if there's a mix up it's probably my fault.

    But I'm not sure where the mix up is, I was saying that what Taijan was describing as a genuine lack of time to do everything they and we want done on Armageddon sounds a lot better than the usual "We're volunteers!" we often hear.

    Yeah, what Lauramars says :)
    Title: Re: Player retention and you: brainstorming
    Post by: Taijan on November 04, 2015, 04:04:01 PM
    Oh!  :-[

    Okay, Taijan is on the same page now.
    Title: Re: Player retention and you: brainstorming
    Post by: nauta on November 04, 2015, 04:06:59 PM
    Quote from: Taijan on November 04, 2015, 04:04:01 PM
    Oh!  :-[

    Okay, Taijan is on the same page now.

    Technically, there was a page roll.
    Title: Re: Player retention and you: brainstorming
    Post by: Case on November 04, 2015, 04:11:26 PM
    staff are just people and players are just people. Us and them is a horrible illusion
    Title: Re: Player retention and you: brainstorming
    Post by: Norcal on November 04, 2015, 04:18:14 PM
    Quote from: Case on November 04, 2015, 04:11:26 PM
    staff are just people and players are just people. Us and them is a horrible illusion

    As far as I know, staff all were players at one point, and many still are. Perceived staff attitudes, strengths, weaknesses, behavior and style are probably pretty representative of what is found in the playerbase as a whole. 
    Title: Re: Player retention and you: brainstorming
    Post by: Clearsighted on November 04, 2015, 04:37:24 PM
    [There was some mean stuff here. Chill out. - Mordiggian]

    Quote from: Taijan on November 04, 2015, 02:47:33 PM
    Re: Request tool

    In the olden days (not really all that long ago), character reports and such were delivered to an animated NPC superior if you were in a clan, and were either cast into a void or maybe emailed to staff if you were unclanned, I guess. I never reported things back in those days.  When I was giving those reports, they were kinda nice. It let my character feel like they were building a relationship with their direct superior and get real time feedback.

    Honestly, the game was a lot more fun back then. I know the request tool is here to stay. But I'll remain convinced that it's done more to separate players and staff than anything else.

    Quote from: Old Kank on November 04, 2015, 02:20:04 PM
    Quote from: Fujikoma on November 04, 2015, 10:06:40 AM
    This is only human, it feels unfair to the person on the receiving end, whether justified or not, and is magnified by the veil of secrecy, which, in a game like this, is necessary. In a game where there is significant emotional investment... this can cause a good deal more frustration in players with a lower tolerance (usually newer) and inspire them to find something else to do, or, in the event something seemingly more unfair happens, even a well adjusted player, even a stoic player may choose to move on.

    Not surprisingly, some people take issue with others wielding power, authority, secrecy, and judgement over them.  It doesn't matter how noble the intentions are, or the direct form it takes (I'm convinced some of the account note vitriol is just a proxy for a general sense of resentment), it's going to ruffle some feathers.  Whether or not this is finally a problem worth addressing is up to the staff, but I'd say it is.

    I don't think the staff are doomed when it comes to this problem, but it may take a pretty big cultural shift.

    • Understand that when players get upset about stuff, it's probably because they're passionate about this game, their character, or whatever.  Try and channel that passion, rather than shoot it down with style and sarcasm.
    • Most staff should focus more on facilitating, less on enforcement.  Code, and tell stories.
    • Get out of the business of RP critiquing entirely.  We can do workshops on the GDB or in special in-game sessions if people feel really strongly about wanting feedback.
    • Account and player notes should be based exclusively on objective data.
    • Set up a thorough enforcement policy for offenses that steps outside the veil of staff-player secrecy and empowers players.  Set up a system of warnings that ranges from, "We noticed something fishy; feel free to submit an explanation to your clan staff," to "This is your third and final warning, if this behavior continues, a formal complaint will be sent to Nyr and the enforcement team."  If you're going to accuse someone of doing something wrong, you have to bring them into the conversation as an equal partner.  Do it person to person, not player to great and powerful Oz. Do it on Teamspeak, or Skype if desired.  Include an appeals process, and an option for impartial third party mediation, not a peer, friend, and co-volunteer of the great and powerful Oz.
    • Engage with players differently, enable players to assist with the game in ways that share the workload.  Minimize the distinction between player and staff and give players the benefit of the doubt based on their experience and participation.  How about: player, volunteer, assistant, builder, legend, storyteller, administrator, producer
    • Promote staff and player engagement outside of clan management.  How about regular clan staff-player meetings, just to shoot the shit during the World Series, or to talk about different aspects of the clan on an OOC basis?

    This is a great post. It's tragic that it'll be lost in the thread spam and never actually implemented. Because this is what the game needs. But as Kank said, it would require a cultural shift, and I don't think many staff actually want a cultural shift. They seem to just want to let people vent for a bit, then go back to business as usual.

    Judging from 99% of the staff responses in this thread (especially the most recent ones), they are bemused by any criticism and convinced they're doing everything exactly as it should be done.

    Well. So be it. I posted in here why I left, and why many others have. If it makes people still playing feel better to deride and object to those reasons and go back to what they were doing, then there you have it. But if you want to know the REAL kind of structural changes that would convince past jaded players to really give Armageddon a second chance? Then Old Kank pretty much nailed it.
    Title: Re: Player retention and you: brainstorming
    Post by: Mordiggian on November 04, 2015, 04:46:49 PM
    Oooooh boy.

    I think this discussion is now going unpleasant places!

    If you can't play nice, you can't play at all.
    Title: Re: Player retention and you: brainstorming
    Post by: Mordiggian on November 04, 2015, 05:09:48 PM
    Unlocking this for now.

    You are welcome to disagree or object to the way the game is staffed. You are welcome to be critical of the ideas of staff or other players.

    You aren't welcome to harass other players because you dislike them or their ideas, regardless of what those ideas are.

    Thanks friends.
    Title: Re: Player retention and you: brainstorming
    Post by: Jihelu on November 04, 2015, 05:15:51 PM
    Quote from: Mordiggian on November 04, 2015, 05:09:48 PM
    Unlocking this for now.

    You are welcome to disagree or object to the way the game is staffed. You are welcome to be critical of the ideas of staff or other players.

    You aren't welcome to harass other players because you dislike them or their ideas, regardless of what those ideas are.

    Thanks friends.
    See baby this is the shit you gotta do to be that first world country white stuff I'm proud of you this was a good solution to the problem I think this might be a run on sentence.



    We need to focus less on calling 'shit' out and calling 'game shit/staff shit (Not just not liking people)/issues out"
    Or something.
    Title: Re: Player retention and you: brainstorming
    Post by: wizturbo on November 04, 2015, 05:18:33 PM
    When it comes to NPC superior animations I agree that having them is a time sync...  however, they added ALOT to the role.  I'm not opposed to making these animations infrequent because of the time sync, but they've virtually been eliminated as far as I can tell.  Having a face to face meeting with your superior once every two IC years (every 3 months) isn't much to ask in my opinion...  But then again, I'm not staff, so maybe these things take more effort than I'm able to realize from my perspective.
    Title: Re: Player retention and you: brainstorming
    Post by: seidhr on November 04, 2015, 05:32:59 PM
    It's fine to disagree with people and staff if you do it respectfully.

    If you just want to sh*t on the carpet, you can go start your own Internet community and do it there.   ::)

    ...cuz we don't want to clean up after you.  Tee hee.
    Title: Re: Player retention and you: brainstorming
    Post by: Fujikoma on November 04, 2015, 06:32:00 PM
    As to what Case said, I've heard something similar before. I was having a civil political discussion at a bar with a rather charsimatic fellow, and he said something that changed the way I look at things. He's like, "Look here, you're subscribing to an us vs. them perspective. There is no us, there is no them, there's just people. The us vs. them game is a game those in power use to control you, I know you're smarter than that, don't fall for it.".

    Also, the misunderstanding as to Malken's post highlights Taijan's point about needing not just a second set of eyes, but a third, maybe a fourth. I know whenever I'm writing, drawing, making music, despite the fact that I destroy most of it, some of it I do get a second or third opinion on before destroying it... sometimes my sketchbook gets stolen or the audio copied in the process, however.

    Please, Clearsighted, don't get defensive in response, this is a unique opportunity to have a productive and civil conversation with staff, something some of us have been waiting for for a looooong time. Don't ruin it for everyone with hostility. Yes, Old Kank's post is constructive, yours is, well, not, please try and agree (or disagree) in a constructive manner, rather than making assumptions as to staff motivation and perspective. I just jumped into this conversation, and I'm not going to read a bunch of pages back, but as far as I can tell things are veering toward good things.
    Title: Re: Player retention and you: brainstorming
    Post by: Fujikoma on November 04, 2015, 07:46:29 PM
    https://www.youtube.com/watch?v=plQihaRQBfI
    Title: Re: Player retention and you: brainstorming
    Post by: Ktavialt on November 04, 2015, 07:51:55 PM
    Just posting to say I've been MIA for a year and a half not to do with anything about the game, but because I have been busy as hell, and also my laptop broke (which helped me focus on RL stuff causing me to eventually become busy as hell) and all I got at home is an iPad and I'm not playing this on an IPad... or at work.

    So, game was still fun when I stopped.

    Plus, getting older, regretting blowing loads of time on a (very very very very well designed and fun) text game instead of other stuff.  That plays into it too.  I yearn to return from time to time.
    Title: Re: Player retention and you: brainstorming
    Post by: wizturbo on November 04, 2015, 08:00:54 PM
    Great post Old Kank.  If I had to choose three of the ideas you listed here as priorities, I'd choose these:

    Quote from: Old Kank on November 04, 2015, 02:20:04 PM


    • Understand that when players get upset about stuff, it's probably because they're passionate about this game, their character, or whatever.  Try and channel that passion, rather than shoot it down with style and sarcasm.
    • Most staff should focus more on facilitating, less on enforcement.  Code, and tell stories.
    • Promote staff and player engagement outside of clan management.  How about regular clan staff-player meetings, just to shoot the shit during the World Series, or to talk about different aspects of the clan on an OOC basis?

    The first two are pretty self explanatory, the third one seems like pure gold to me.  There's a reason workplaces encourage team members to go out and have a drink after work, or plan team building events.  It's so people build an "out of office" rapport with one another.   Anyway we can simulate that would go a long way in improving the community at large.

    Title: Re: Player retention and you: brainstorming
    Post by: Fujikoma on November 04, 2015, 08:12:28 PM
    Yeah, I love the post myself, and I think sometimes we have some very good, passionate players, who could stand to take the player advice section to heart. All these points taken together, and I hope to see the ninja-edited version once he's done, would cause some very needed change in player-staff interactions, it would be idealistic to say I'd hope it'd fix all problems, but I think it'd steer clear of a lot of unneeded and unwanted conflict and waste.
    Title: Re: Player retention and you: brainstorming
    Post by: Taven on November 04, 2015, 09:06:01 PM
    Quote from: Old Kank on November 04, 2015, 02:20:04 PMUnderstand that when players get upset about stuff, it's probably because they're passionate about this game, their character, or whatever.  Try and channel that passion, rather than shoot it down with style and sarcasm.

    I agree with this. I don't think staff always shoots down players when they are upset, by any means. But it has happened before, and I think taking a step back and remembering that the player is upset is worth it. That said, I agree with your end points about what players should be doing. Stop trying to have the last word, and also... Remember that staff are people too. If you can, wait to make your request until you're not angry. Seriously, a calm, well-thought out complaint or response to staff is only going to benefit you. Extra angry emotion doesn't do anything positive (even if I know it's super tempting sometimes).


    QuoteMost staff should focus more on facilitating, less on enforcement.  Code, and tell stories.

    I guess I don't get where the idea comes from that staff isn't doing this already. You talk about the need to change culture--Isn't the player assumption that staff is somehow just sitting around, doing nothing productive, just waiting to punish people one of the ideas that could use changing? I mean, we've had staff working on introducing a lot of new things lately. I also feel like there have been RPTs in the world of late that have been a result of staff actions.

    Could staff do more with plots like some players have suggested? Sure, some of the plot suggestions here have been good. But the way your suggestion is phrased makes it sound like they're not already coding, animating, and telling stories. That's just not the case.


    QuoteGet out of the business of RP critiquing entirely.  We can do workshops on the GDB or in special in-game sessions if people feel really strongly about wanting feedback.

    Well, I don't know if that suggestion will work either. I guess it depends on what you mean by "RP critique". Are we talking account notes? Are we talking karma review feedback?

    Account notes help staff keep track of what a player is doing, positive and negative. That's important.

    Karma reviews are normally about a player wanting to know if they've earned more karma. Usually, this involves feedback on their RP. I mean, if I submitted a karma review and was declined, I'd certainly want feedback, and to know why, and to see how I could improve. I can only imagine other people feel the same way.

    So I guess I'm just not sure what you're getting at here.


    QuoteAccount and player notes should be based exclusively on objective data.

    I agree that the tone in some notes could be used to make them more neutral, but I don't know if it's possible to have a note that everyone agrees is "objective". That's just the nature of the beast.


    QuoteSet up a thorough enforcement policy for offenses that steps outside the veil of staff-player secrecy and empowers players.  Set up a system of warnings that ranges from, "We noticed something fishy; feel free to submit an explanation to your clan staff," to "This is your third and final warning, if this behavior continues, a formal complaint will be sent to Nyr and the enforcement team."  If you're going to accuse someone of doing something wrong, you have to bring them into the conversation as an equal partner.  Do it person to person, not player to great and powerful Oz. Do it on Teamspeak, or Skype if desired.  Include an appeals process, and an option for impartial third party mediation, not a peer, friend, and co-volunteer of the great and powerful Oz.

    Well, okay, I like the idea of what you're getting at--The idea is to avoid accusations, to start approachable, let people explain, and then ramp it up as needed. That's a great goal.

    I don't know that there could be a comprehensive policy for every infraction, but I guess there could be an attempt at opening up a conversation in a specific way.


    QuoteEngage with players differently, enable players to assist with the game in ways that share the workload.  Minimize the distinction between player and staff and give players the benefit of the doubt based on their experience and participation.  How about: player, volunteer, assistant, builder, legend, storyteller, administrator, producer

    In what ways are you hoping that this system would better able players to assist?

    Staff do put out general calls for projects when they need general submissions. Sometimes they ask players for assistance on this or that as well, when they're hoping for it. In addition, there was a "Builder" rank added for those who aren't staff but are helping staff make things--That new rank was a direct result of player's requesting to help.

    I'm all for ways to contribute more, I'm just not sure what system would work better or what contributions you want people to be able to make.


    QuotePromote staff and player engagement outside of clan management.  How about regular clan staff-player meetings, just to shoot the shit during the World Series, or to talk about different aspects of the clan on an OOC basis?

    I think this happens sometimes. Anybody else remember when staff got together IRL on the staff retreat, and advertised how they were going to be drunk on Teamspeak? Good times.

    Maybe this could be done more often, but I think it's seen some activity already.

    Title: Re: Player retention and you: brainstorming
    Post by: Fujikoma on November 04, 2015, 09:25:19 PM
    He's implied he's still in the ninja-edit phase, that said...

    I thought it important to take note of because of what players can take away from it, and how they might communicate with staff. Now, Old Kank is not proposing anything untested or unproven, positive reinforcement works astonishingly well on social animals like canines, I don't see why a punishment culture need persist, unless, the circumstances absolutely require it. Staff are in a position of power, it's causing discontent to some people, who, have no desire to be in power but see the bile and blood of the past transactions.

    I mean, then there's newer players, who, if they aren't put off by the elitist attitudes of our current players, may soon be, subjected to the futility of disputing with those well established... I mean, what do you expect to come from that? Oh, here's a kudos for playing your role to the hilt, here's a sprinkle of appreciation, and here's a heaping helping of shit, hope you can swim. I'm sure the ones who persevere feel stronger for it, but I think we could do for more smaller plots that make newer players feel more involved, because only an idiot thinks they're not going to be viciously murdered one day. I'm not saying everyone who drowns is someone worth saving, only a few of them.
    Title: Re: Player retention and you: brainstorming
    Post by: Riev on November 04, 2015, 09:45:43 PM
    Quote from: Fujikoma on November 04, 2015, 09:25:19 PM
    but I think we could do for more smaller plots that make newer players feel more involved,

    I think this warrants a "second". Nobody is saying code changes and plots aren't happening. Of course they are. But they're not happening to me (me as in, the general person complaining about these things). In 10 years of playing this game, I think I've seen an animation maybe... not even a handful of times, personally. And the few times I've wished up because I need something, it takes 20-30 minutes and often ends with a "Nobody is around that is able to help with that".

    Now imagine a newbie, who hears you can 'wish all' and get some staff/wizard interaction to make the world come alive, but they can't. Because plots. Because sponsored roles. Because other players. Smaller plots that they can be a part of, that aren't "elitist" and that anyone can be a part of just by asking. MOST vets are pretty cool with understanding "This guy is new, lets let him in a bit" but not everyone is, and not everyone really understands how to "get attention".

    Now. Seriously. Pay attention to me.
    Title: Re: Player retention and you: brainstorming
    Post by: Fujikoma on November 04, 2015, 09:56:55 PM
    One of my first actions IG, seriously, was to try and mark you as my territory, I almost got tossed into the cesspool.
    Title: Re: Player retention and you: brainstorming
    Post by: Fujikoma on November 04, 2015, 09:57:50 PM
    I giggled hysterically.
    Title: Re: Player retention and you: brainstorming
    Post by: Fujikoma on November 04, 2015, 09:59:06 PM
    Reply, um, can we yet mention the G guy?
    Title: Re: Player retention and you: brainstorming
    Post by: Inks on November 05, 2015, 01:18:55 AM
    Sober up ;)
    Title: Re: Player retention and you: brainstorming
    Post by: Old Kank on November 05, 2015, 06:08:48 AM
    Quote from: Taven on November 04, 2015, 09:06:01 PM
    <lots of stuff>

    TL;DR:  Right now the divide between players and staff is black and white, Us and Them, but I think we should stop thinking in such terms.  I think we should try and preserve story secrets, but spread administrative power and authority around to the community at large, and restrict rule enforcement to a very select few people in very select circumstances.

    If you want to get philosophical, light a bowl and have a seat: 

    People frequently say, "staff are players too," but what's the difference between players and staff?  Staff are... what?  More knowledgeable?  More mature?  More creative?  Better writers?  Better administrators?  Better players?  (And what would that entail, to be a better player?)  Or are they simply volunteers who have been chosen, and granted access to the game's secrets and authorities?

    The simple truth is that staff members don't have a uniquely defining trait beyond the access and authority they've been granted, and I don't think many staff members would claim otherwise.  But this gets tricky now, because staff try and wield power - benevolently OR maliciously - over other players, without any intrinsic authority.  They're just players, after all.

    Staff get into rocky territory when they try and judge people.  Some people just don't like being judged.  Some people don't like not being judged.  It's often a lose-lose position to be in, and once you put yourself in that position, you have dig deeper to defend it.  I think staff should get out of the business of being judges.

    For an example of what I'm getting at, scroll back a few posts to where a Storyteller moderated a post and temporarily locked the thread.  Let me ask you something: Regardless of whether or not the actions were justified, why is a GM - a guy who's job in this community is to facilitate stories - trying to dictate what can and can't be said?  Remember, I'm not asking whether it was right or wrong.  All I'm asking is why a Storyteller is also a forum moderator?  Is it because storytellers make good forum moderators, or is it because it's a job that needs doing, and Storyteller is just a fancy title for low-level crowd controller?  Would it have made a difference if the post was moderated by a player?  Bonus follow-up question:  Does being a jerk on a forum mean you're a "bad player," and should it have ramifications for a game that is, ostensibly, a separate entity?  And should cops in schools help teachers enforce classroom rules?

    Moving away from authority, let's talk contributions.  Currently, staff seem to micro-manage player contributions.  Why?  The administrative response is probably, "We need to restrict these things for quality control and/or time management purposes," but that is so short-sighted.  Think about players as staff-in-training, or volunteers without story secrets, and then we can have an entirely different set of conversations.  Instead of players asking, "Staff, can you do this or that," players can start stepping up to the plate themselves.
    Title: Re: Player retention and you: brainstorming
    Post by: Nergal on November 05, 2015, 06:27:17 AM
    Regarding judging players: We don't really have criteria for judging players beyond whether they follow the documentation and play a character that is compelling. All kinds of roleplaying styles can achieve this. I enjoy watching PCs who are heavy on dialogue but keep emotes short. I enjoy watching PCs with long and meaningful emotes. I enjoy watching PCs who use think and feel extensively. I enjoy reading the occasional biography entry. But most of all, I enjoy a PC that just fits into the game world perfectly. Someone who's read all about Zalanthas and follows it completely, even if it's somehow to their PC's detriment. I enjoy watching veterans do this and I enjoy watching newbies beginning to grasp this. That, to me, is being a good roleplayer in Armageddon, and I don't judge anyone's RP beyond that. This matches our broad criteria on "ability to roleplay" karma (note that you don't have to hit all these points to prove your ability to roleplay, they're just broad guidelines):

    Quote
    -         Proven ability to take on a character type
    -         Demonstrates a multilevel character development
    -         Ability to convey character nuances to other players
    -         Acknowledges the virtual world
    -         Plays character true to form, even in difficult situations
    -           Plays character for the sake of the game rather than the sake of the character (ie, does not disregard roleplay for code in order to "win" just because he or she "can")
    -         Player makes good use of emotes
    -         Uses say emotes
    -         Uses bio to detail character history and motivations
    -         Uses think and feel to flesh out character
    -         Adds 'flavor' to their character through accents, affectations etc
    -           Shows understanding of the distinction between in-character actions and out-of-character motivations

    Regarding locking threads: it's common practice to lock a thread, perform administrative actions (such as moderation/bans) and then unlock a thread, so that additional replies aren't added while in the process of moderating. It can muck up the works and make splitting threads or posts weird. As far as why we moderate, that is to enforce the GDB rules, not in the interest of wielding power over players but in maintaining a discussion forum for reasoned discussion by all.

    Regarding contributions: We only really have a hard restriction on mastercrafts. I think players do a lot to step up otherwise. We have builders that are players, and are an immense help in facilitating the building side of staff plans. We have individual clan staff who follow player plots and do building as needed to support them.
    Title: Re: Player retention and you: brainstorming
    Post by: Old Kank on November 05, 2015, 03:19:45 PM
    Quote from: Nergal on November 05, 2015, 06:27:17 AM
    <more stuff>

    I'm just waxing philosophical on the nature of authority.  I think that's the basis of most of the player-staff drama.  Whatever the specific scenario, complaint, or involved parties is just incidental.  I suggest that if the staff want to appeal to players who have left because of player-staff drama, they should consider absolving themselves of as much authority as possible.

    Let's go back to contributions, red tape, and starter shops for another example:

    Quote from: Nergal on November 05, 2015, 06:27:17 AM
    Regarding contributions: We only really have a hard restriction on mastercrafts. I think players do a lot to step up otherwise. We have builders that are players, and are an immense help in facilitating the building side of staff plans. We have individual clan staff who follow player plots and do building as needed to support them.

    I've offered to volunteer multiple times over the past ten years, even provided unsolicited help.  I've been told, "no," "no," and "no, thank you."  My favorite was when I offered to be a helper and was told, "No, sorry, we're not accepting helpers at the moment."  Oh, for fuck's sake, are you serious?  I can't help new players because you guys aren't currently accepting helper applications?  lol.  It seems to me that I can take this one of two ways:  1. The staff doesn't want me, personally, to help, or 2. Staffing is a clusterfuck of red tape and pet projects.  Those are both unappealing options, but I'm at a loss for other explanations.

    So, Mordiggian says the red tape isn't that bad (Sorry for picking on you, man, it's nothing personal), and cites the 'rinthi starter shops to prove it (awesome work, by the way).  Here's what I saw, as a player:

    1.  September 18, 2010:  Adhira announces starter shops in Tuluk.  She states, "This project has been in the works for a long, long time.   It's been through a number of different people who were working on it. ... A small amount of rooms for what was a decent amount of work for a bunch of people."

    2.  Two years later.  September 1, 2012:  Adhira announces starter shops in Allanak.  She states, "This is the result of a great deal of work and I hope you all appreciate the effort as much as I do."

    3.  Three weeks shy of three years later.  August 12, 2015:  ArmageddonMUD announces starter shops in the 'rinth.  Big thanks to Mordiggian and Co.  Mordiggian says they made 88 items, some NPCs, and some rooms.  He says, and I quote:  "No ridiculous bureaucracy or red tape or extra work."

    It took ten people and over five years to what?  Write ~300 items, rooms, and NPCs?  That's roughly one item/room/NPC per week, or one item/room/NPC per staffer every two months.  And there wasn't red tape or bureaucracy?  Do you understand how that sounds?  I understand, staff have lives, it's a volunteer effort, etc.  I'm not complaining or being critical - really, I'm not - but do you understand how frustrating that is to hear, as a player?  How about as a player who has offered to help, and been told "no?"
    Title: Re: Player retention and you: brainstorming
    Post by: wizturbo on November 05, 2015, 03:36:16 PM
    I don't have anything to add, because Old Kank is absolutely nailing it.  I wish this forum had an upvote button, I'd make 50 accounts and upvote his latest posts 50 times.  And I wouldn't even care if 49 of those accounts got banned for it.

    Okay, I lied, I do have something to add.  I've noticed positive changes the last couple of weeks both in-game, and in my OOC communications with staff.  Just because this somewhat negatively leaning thread is still active doesn't mean good things aren't happening, either as a result of it or due to coincidental timing...  Just an open staff kudos to give credit where credit is due.  Please don't let any constructive criticism offered here drag you down.
    Title: Re: Player retention and you: brainstorming
    Post by: Delirium on November 05, 2015, 03:40:16 PM
    Quote from: wizturbo on November 05, 2015, 03:36:16 PM
    I don't have anything to add, because Old Kank is absolutely nailing it.

    agreement quotepyramid for truth and justice and the Armageddon way
    Title: Re: Player retention and you: brainstorming
    Post by: BadSkeelz on November 05, 2015, 03:40:47 PM
    I don't have the time or real interest to read back through all the whinging, but Oldkank did you ever apply to be a Staffer during one of the rolecalls?
    Title: Re: Player retention and you: brainstorming
    Post by: Armaddict on November 05, 2015, 03:52:05 PM
    From Mordiggy's post:

    Quote2. I asked if anyone was still actively working on it. Turns out the staffers involved were no longer on the team.

    3. I asked if anyone had issues with me taking over the project. All clear!

    From what I can tell from the example (which does not address the issue, but it made me curious), this seems to be an issue here?  Is this common?  This could just be phrasing, but this makes it sound like projects are by area rather than by staff member, so that rotations and such can mess with things and leave them unfinished.  Does this mean there are projects that are half-finished but lost priority and are now being bumped down the queue?  That some staffers are interested in something, half-do it, then lose interest and it sits there?  Some explanation of how this went about would be nice, because that could be an easy fix for some improvement, at least in expediency.

    I'd like to know about that kind of thing, because like Old Kank was off-handedly referring to...I'm pretty certain there are players that would be willing to take some of that workload of things that are sitting waiting to be finished.
    Title: Re: Player retention and you: brainstorming
    Post by: Adhira on November 05, 2015, 04:03:18 PM
    Projects can be by area or by staff member in origination.  Regardless of that the project is usually something that one or two people take on as theirs.

    The rinth starter room project was a project that a couple of people were interested in working on and doing so. They left staff, no one else was interested in taking up the project till Mordiggian asked about it.  We don't make people work on things they aren't interested in, we try and let them do projects that they have an affinity for. Similarly while we will set time frames and try and help them get things to completion we let people do their projects at their own pace. Some people work faster than others, so they can have an idea, do the building, whatever else in a week and get their project in. Some people like to take more time or intersperse the work with other things so they may take several weeks to work on a similar project.
    Title: Re: Player retention and you: brainstorming
    Post by: Old Kank on November 05, 2015, 04:04:58 PM
    Quote from: BadSkeelz on November 05, 2015, 03:40:47 PM
    I don't have the time or real interest to read back through all the whinging, but Oldkank did you ever apply to be a Staffer during one of the rolecalls?

    I did a while back.  In 2014, maybe?  That was one of the times when I offered to help, and was told, "no," because I had a negative account note.  That's how I learned I had a negative account note.  I don't know what it says, don't care to read it, and don't want to drag the conversation back around to that subject!

    Title: Re: Player retention and you: brainstorming
    Post by: BadSkeelz on November 05, 2015, 04:07:25 PM
    But you could have asked. Could have had that conversation. Maybe could have had it expunged. And then you could have started contributing like you say you want to.



    Instead it's just more of what this thread has been derailed by: entitled whining from people who want to "contribute" and play, but only on their own terms and if they don't get what they want its other peoples' fault.
    Title: Re: Player retention and you: brainstorming
    Post by: Mordiggian on November 05, 2015, 04:10:34 PM
    The staff members working on the starter shop project left the team.

    Unfortunately, if there is nobody working on the project, other team members are not always in a position to pick up the slack. Like Taijan mentioned previously, we all have real lives and we all have a finite amount of time to spend on our favorite internet bone sword simulator.

    I believe Anaiah was in charge of the Rinth shops in 2010, for example. She left the team, and that didn't happen. In 2012, Italis did some work on them before leaving the team. It's not a case of one person doing one item a week for five years. It's a case of the people who volunteered to undertake the projects no longer participating as staff in any capacity. The first thing I did when I revived the project was enlist players (builders) to get it done in a timely fashion.

    I think the 'red tape' argument would hold more weight if it was a case of some administrative process resulting in the delay but that's not really the case.

    On the player end of things, I totally get that it seems frustrating and slow, especially if you've offered to help. But let's continue with the starter shop example. Let's say you volunteer and submit 30 different starter items. A staff member still needs to review them for typos or other issues (basic editorial review, I don't think anyone has an issue with this?) and then they still need to be built in-game. Because the game does not exist in a database that can be edited outside of the game, all item/room/NPC building happens in the same text editor we all use to write characters, books, board posts, etc. So while yes, your submission would have handled the creative aspect (which is an admittedly big part of the process) it doesn't handle the technical details and if nobody is available/willing to commit time to the project... it doesn't do any good to have 30 descriptions and nobody building them.

    Quote from: Armaddict on November 05, 2015, 03:52:05 PM

    From Mordiggy's post:

    Quote2. I asked if anyone was still actively working on it. Turns out the staffers involved were no longer on the team.

    3. I asked if anyone had issues with me taking over the project. All clear!

    From what I can tell from the example (which does not address the issue, but it made me curious), this seems to be an issue here?  Is this common?  This could just be phrasing, but this makes it sound like projects are by area rather than by staff member, so that rotations and such can mess with things and leave them unfinished.  Does this mean there are projects that are half-finished but lost priority and are now being bumped down the queue?  That some staffers are interested in something, half-do it, then lose interest and it sits there?  Some explanation of how this went about would be nice, because that could be an easy fix for some improvement, at least in expediency.

    I'd like to know about that kind of thing, because like Old Kank was off-handedly referring to...I'm pretty certain there are players that would be willing to take some of that workload of things that are sitting waiting to be finished.

    When someone wants to start a project, they write a quick post (or lengthy, if they feel it's necessary) and post it on our proposal board. This doesn't really apply to things like dropping in a new clan NPC or adjusting an item or room, but rather real meaty projects etc. Usually that person is the project leader, or project sponsor and they play the role a project leader might in a professional environment, ensuring deadlines are met, ensuring a cohesive vision, etc. Typically, people propose projects in their own staffing areas, but there's not a hard rule about that. The rest of the team has an opportunity to voice concerns, brainstorm ideas, volunteer to join the team for that project, and so on.

    Sometimes ideas don't survive this phase. This is not a bad thing. Some ideas just don't cut it, or sometimes the time isn't right. Sometimes the person proposing the idea doesn't have time to commit to see it through, or sometimes they need additional assistance that can't be promised. If a project is greenlit though, it's now up to the people on that project team to see it through. Sometimes that doesn't happen, and yeah, that sucks when turnover kills a project. Steps have been taken to reduce the number of projects that are started and not finished, such as a probation period for new storytellers before they can create their own proposals (though they are free to help with other proposals, or do what I did and cheat by having their admin post a proposal for them ;) ). Sometimes a proposal might get posted but an admin will step in and say "Hey, you've started three other projects and they're not done yet. Maybe finish those before you take on another?" As a rule, we also try to avoid one person leading more than one 'big' project at a time.

    With all of this in mind, we can, and often do solicit players for assistance. Our builders have been doing great work and we often ask players in our clans if they'd like to submit descriptions/items/whatever for relevant projects. This can and does expedite processes.
    Title: Re: Player retention and you: brainstorming
    Post by: Patuk on November 05, 2015, 04:11:31 PM
    Quote from: BadSkeelz on November 05, 2015, 04:07:25 PM
    But you could have asked. Could have had that conversation. Maybe could have had it expunged. And then you could have started contributing like you say you want to.



    Instead it's just more of what this thread has been derailed by: entitled whining from people who want to "contribute" and play, but only on their own terms and if they don't get what they want its other peoples' fault.

    Q: Have you applied for staff?

    A: Yes, but I didn't get it since I have an account note

    Q: Ah, entitlement

    ...

    Seriously though?
    Title: Re: Player retention and you: brainstorming
    Post by: nauta on November 05, 2015, 04:13:01 PM
    Quote from: wizturbo on November 05, 2015, 03:36:16 PM
    I've noticed positive changes the last couple of weeks both in-game, and in my OOC communications with staff.

    I'd be curious: have any of the suggestions in this thread have been taken up or adopted?  I've heard a lot of staff say that they do that already, and a couple times a staff member said they liked an idea and were tossing it upstairs...  Perhaps a small write-up when staff has time of what suggestions were taken up would be helpful

    Also, just for my own sake, I'd like to know what the official staff position is on account notes:

    1) do all negative account notes (be they 'account' or 'character') get e-mailed to players?  (This is what Euronymous's post suggests.)  

    2) do only negative account notes that are 'account' get e-mailed to players? (This is what seidhr's posts state.)

    Thanks!
    (And maybe a word or two on the difference between an 'account' and a 'character' note.)

    Title: Re: Player retention and you: brainstorming
    Post by: BadSkeelz on November 05, 2015, 04:14:42 PM
    Quote from: Patuk on November 05, 2015, 04:11:31 PM
    Quote from: BadSkeelz on November 05, 2015, 04:07:25 PM
    But you could have asked. Could have had that conversation. Maybe could have had it expunged. And then you could have started contributing like you say you want to.



    Instead it's just more of what this thread has been derailed by: entitled whining from people who want to "contribute" and play, but only on their own terms and if they don't get what they want its other peoples' fault.

    Q: Have you applied for staff?

    A: Yes, but I didn't get it since I have an account note and didn't take any steps to have that looked at, discussed, or maybe even personally grow from the experience. Instead I just moved back into the background until a time when I could step forward and criticize others from a position of zero responsibility.

    Q: Ah, entitlement

    ...

    Seriously though?

    ftfy
    Title: Re: Player retention and you: brainstorming
    Post by: Delirium on November 05, 2015, 04:16:00 PM
    This is your pointed reminder:

    Less snark and meanness. More constructive conversation.
    Title: Re: Player retention and you: brainstorming
    Post by: LauraMars on November 05, 2015, 04:16:47 PM
    Old Kank, the Comm100 chat system we use to talk to new players has a limited number of "slots" available for support personnel.  I agree that if staff don't want you personally to help the game, or have some issue with that idea, they should probably open up a frank discussion with you about that.  Nothing stings quite like wanting to help and being rejected and not knowing the real details as to why.  But just to let you know that there is a coded limitation for how many people can currently be a helper.

    Also, to briefly speak up in defense of staff...(*braces for impact*) Players can't code items into the game.  Players can't set up shopkeepers or build crafting recipes or run tests to make sure something isn't going to crash the game or do the million data entry key presses that are necessary in order to bring something to life in Armageddon.  To do that you need to be able to access the staff side of the game, and I have no doubt that the actual, physical act of keying all that stuff in is time consuming. Yeah, players can take care of writing descriptions, and I will admit that is a big part of it.  I've submitted things to the game nearly every time they've been asked for. But I'm sure that that is far from the only part of Making Armageddon.

    Maybe the answer is to hire more staffers whose focus is completing projects.  Maybe staff need to reach out to players more if they think they need help.  I don't know, I'm not saying there's no room for improvement there.  But if we see projects like the starter shops take five years to complete, I imagine it's not because nothing is getting done or changing in the game world.  Armageddon is a hobby and a game, and just like absolutely every facet of the game, if you aren't enjoying yourself as a staff member, I don't see any reason why you should have to continue staffing, even if that does mean a project falls by the wayside.  It seems like there are a lot of projects in the pipeline, and I'm sure some of those may fall by the wayside too, or take what seems like a disproportionate amount of time to complete.  But a lot of them won't, and we can enjoy them.

    And hey, BadSkeelz. Ease it back.
    Title: Re: Player retention and you: brainstorming
    Post by: Malken on November 05, 2015, 04:23:56 PM
    Please don't let people like BadSkeelz make you abandon that thread, Old Kank. You're bringing in a lot of good points and Staff are obviously reading/thinking about it all.
    Title: Re: Player retention and you: brainstorming
    Post by: seidhr on November 05, 2015, 04:25:12 PM
    Quote from: LauraMars on November 05, 2015, 04:16:47 PM
    Old Kank, the Comm100 chat system we use to talk to new players has a limited number of "slots" available for support personnel.  I agree that if staff don't want you personally to help the game, or have some issue with that idea, they should probably open up a frank discussion with you about that.  Nothing stings quite like wanting to help and being rejected and not knowing the real details as to why.  But just to let you know that there is a coded limitation for how many people can currently be a helper.

    Yeah the Helper chat only has a limited number of slots for the version we're using (free or very cheap) - I believe they try to upsell you to a paid version, but we make it work with the free version because we don't really need the bigger and badder version.  If it makes you feel any better, I'm not a helper either!
    Title: Re: Player retention and you: brainstorming
    Post by: Armaddict on November 05, 2015, 04:30:19 PM
    Thanks for the replies, Diggy and Adhira.

    Even with the explanation, though, I do tend to agree that when projects are taking more than years, there's some streamlining or delegation that could be done.  I'm one of the players who is actually enjoying the game quite a bit right now (and for the last fifteen years), and my gripes are few.  If you guys don't think that several years for such projects is a little...meh, then that is, in the end, up to you.  I think that's a definite area of relatively easy improvement, staff-side though.  Then again...that's only been certain projects, which I don't know about, so I'm not exactly in the know about it, so take that with a grain of salt.

    (Oh, and diggy...good work on getting the player-builders on that project.  I think that's an important thing.  Very important.)

    Title: Re: Player retention and you: brainstorming
    Post by: Molten Heart on November 05, 2015, 04:42:14 PM
    Quote from: Old Kank on November 05, 2015, 04:04:58 PM
    Quote from: BadSkeelz on November 05, 2015, 03:40:47 PM
    I don't have the time or real interest to read back through all the whinging, but Oldkank did you ever apply to be a Staffer during one of the rolecalls?

    I did a while back.  In 2014, maybe?....



    You'd be a good addition to staff, IMO.
    Title: Re: Player retention and you: brainstorming
    Post by: Dresan on November 05, 2015, 04:51:56 PM
    I think there is a little misconception here. I think players aren't allowed to code/builds things to the game not so much players can't. The game code is old but we are moving into the age of the internet of things. Everyone can learn to code, and I recommend everyone to look up a programming langauge and try because it looks great on a resume, plenty of help on youtube for even the most clueless of people.

    Now, does the staff want random people to handle their code, potentially steal it and make armageddon clones? No and they shouldn't.

    However, I still believe smaller coding jobs and other work can and should be easily delegating to the playerbase as we have seen seen by the new builder roles.  I do believe the staff takes on too much for themselves needlessly when they can trust other people to do just as good of a job as they can. I think that many times staff members really just do want to do all the work themselves,solo, but unfortunately RL happen and it just causes burn out. I would love to see more work delegated, especially as Nessalin continues to clean up the old code.

    Our newbie helper system is ancient though, I think this is one part we can really do better in. As I mentioned before we should really get an in-game system going to ensure a newbie gets the best experience possible.
    Title: Re: Player retention and you: brainstorming
    Post by: LauraMars on November 05, 2015, 05:01:32 PM
    Quote from: Dresan on November 05, 2015, 04:51:56 PM
    I think there is a little misconception here. I think players aren't allowed to code/builds things to the game not so much players can't. The game code is old but we are moving into the age of the internet of things. Everyone can learn to code, and I recommend everyone to look up a programming langauge and try because it looks great on a resume, plenty of help on youtube for even the most clueless of people.

    That's what I meant...I'm sure everybody who plays Armageddon also has the mental capacity to create items and npcs.  Diku building is dead easy, it isn't even learning a programming language or anything of similar complexity.  It's just that most players won't have access to that, probably because it means also having access to a whole lot of other things that might be considered spoilers.  

    What would be super cool is some kind of web-based building tool that players could access like the request tool.  Some simple web form that you could fill in for creating objects, rooms, npcs, with fields for everything relevant.  Imagine being a staffer putting out a call for <whatever>, and then being able to log in to the staff console, approve submissions from players, and have the act of approval be the process that creates the new <whatever> in the actual game itself.

    that would be dreamy

    SO JUST LET ME DREAM
    Title: Re: Player retention and you: brainstorming
    Post by: Old Kank on November 05, 2015, 05:12:42 PM
    Quote from: LauraMars on November 05, 2015, 04:16:47 PM
    Old Kank, the Comm100 chat system we use to talk to new players has a limited number of "slots" available for support personnel.

    That's good to know.  I wish staff had just said that to me at the time.  It's not something I'm burning with resentment over, but it was another "wtf, really?" moment that made me question what's happening in staff-land.  Communication is key, as has been said previously.

    On player contributions:
    I know building and reviewing and implementing things are a labor-intensive process.  My goal here is not to suggest staff are terrible people for not getting things done in a timely manner.  My suggestion is more along the lines of empowering players, and blurring the lines between staff who have ALL the responsibility, and the players who hungrily line up to the trough.

    For example, why is building a limited role?  Why not raise the builder cap from 3 to 30?  Or 300?  If someone has been playing for a few years, and they have a good sense of the setting, why not give them freedom to pursue their own projects?  Why do projects have to be purely the domain of staff?

    I'm not suggesting a building free-for-all; implement quality control measures.  But you have all this creative energy that sits unused because players are unwilling or unable to put in the effort to do things via their characters. That's a shame.

    Is there a part-time builder role?  I don't want game secrets, I don't want to scour the IDB, I don't want to retire my character.  Give me freedom to work on small projects independently, and seek approval for them once they're finished.  If I don't finish them, it's no harm, no foul.  Put my name in the hat for big projects that aren't likely to affect my character.  Let me fix typos, rather than report them and wait for someone else fix them.

    Better still, give me a script template that will let me write a text file that staff members can plug into the game and automatically build items/rooms/NPCs that I've written, to avoid most of the work that Mordiggian referred to.  I've built on MUDs before, and it can be streamlined pretty easily, unless Arm has some odd technical restrictions against that.

    This is the age of wikipedia and Minecraft.  Crowd-source some of this stuff.
    Title: Re: Player retention and you: brainstorming
    Post by: BadSkeelz on November 05, 2015, 05:22:47 PM
    I don't trust this community much more than any other online community, so I'm leery of crowdsourcing direct access to "Fix" whatever.

    That said, Old Kank, are you aware of the Builder Role? It might be what you're looking for.

    http://gdb.armageddon.org/index.php/topic,49193.0.html

    I don't know if they're taking any new ones on at the moment, so you might have to wait, but you should apply next time. And if that account note comes up again, try asking about it. It might be ancient or no longer relevant.
    Title: Re: Player retention and you: brainstorming
    Post by: Narf on November 05, 2015, 05:23:45 PM
    Quote from: nauta on November 05, 2015, 04:13:01 PM
    Quote from: wizturbo on November 05, 2015, 03:36:16 PM
    I've noticed positive changes the last couple of weeks both in-game, and in my OOC communications with staff.

    I'd be curious: have any of the suggestions in this thread have been taken up or adopted?  I've heard a lot of staff say that they do that already, and a couple times a staff member said they liked an idea and were tossing it upstairs...  Perhaps a small write-up when staff has time of what suggestions were taken up would be helpful



    It's probably way too early to get an answer to this. Staff have their own board to discuss things, and I imagine some of the ideas are being discussed there and will be for a while to come.

    It's a good question though, I know I'd like to hear the answer. Someone should remember to ask it again in a couple weeks.
    Title: Re: Player retention and you: brainstorming
    Post by: Norcal on November 05, 2015, 05:31:45 PM
    Hold on....

    We say that what we really want form staff is animation IC. We also want excitement, plots and such. We also want new stuff..rooms items better code for this or that.

    All of that takes people, and it takes people to supervise the people and make sure they don't muck it all up.

    Many new staff have been added.  BUILDERS ( I wantz to be one n' I can rights really good.) have been added. I think staff are trying to expand so that they can do all of the above stuff.  Yet realistically folks, a volunteer staff with volunteer admin can only expand so far without adding on more admin positions. It takes experienced folks to do admin, and not only that, to -volunteer- to do admin which is the suckiest part of any organization. I run an INGO and I know about admin.

    Many of us want to help. I want to help. Yet it may well be that the help I can offer is not the help most needed. Does there need to be improvement? Yes, and I have a post way up at the top of this stack that outlines things we could do as a community. Yet I have a hard time thinking that there are no restrictions on the staff side, and that it is simply a lack of desire or care that keeps some things from happening.

    So give them a break.  Especially Diggity dawg.  be nice to Diggity dawg or I will -get- you and you little dog too.

    Title: Re: Player retention and you: brainstorming
    Post by: Malken on November 05, 2015, 05:33:02 PM
    Quote from: BadSkeelz on November 05, 2015, 05:22:47 PM
    I don't trust this community much more than any other online community, so I'm leery of crowdsourcing direct access to "Fix" whatever.

    There's no need for "direct access".

    Here's a simple idea - Staff creates a new webpage with a little web app (easiest thing in the world to code/find) and sometime they post stuff that they need.

    Hey guys, we need descs for pair of boots that would fit in the 'rinth.

    (players have this little square thingie where they can enter a desc and then they hit Send! and it transfer that desc into a pretty format that Staff have access to - like a web form of sort)

    They take the descs they like and use them and they ditch the ones they don't like. Bored players sitting at the Gaj now have something to do, write descs for things Staff need and Staff have something less they need to do, to write descs for 300 objects.

    Need a new room? Don't even have to post it on the GDB and ask specific builders for it, just post what you need on that page and let the players do their magic.

    We're all winners!
    Title: Re: Player retention and you: brainstorming
    Post by: seidhr on November 05, 2015, 05:37:14 PM
    The builder program is in a pilot mode.  There have been, and continue to be, little discoveries along the way that are making us adjust how things work for builders.  This is because of how the game security works for builders as well as from a process standpoint.

    I believe the expectation is that we eventually will have more builders - once we feel like these kinks are worked out, but I fear we'll never get to the point where everyone who wants to can make a builder character and just crank out stuff.  I do agree that some web-based building tools would be awesome.  That might be a way to bridge the gap where we could approve submissions and map them to empty objects/rooms/npcs in the game.  The transition from web-page output to the game would be the hardest part to manage.

    Comparing us to Minecraft isn't really fair, since Minecraft was designed from the ground-up for people to be able to build stuff, collaborate, crowdsource, whatever (and isn't 20+ years old, too).  The game's architecture (Diku at its heart, not just Arm) doesn't really lend itself to that because of how vnums are assigned, zone ranges, and so on.
    Title: Re: Player retention and you: brainstorming
    Post by: Norcal on November 05, 2015, 05:40:26 PM
    Zone Ranges?

    Zone Ranger?

    ZOAN RANGER!  That is it! Zoan is an Illuminati agent! And so is Seidhr!
    Title: Re: Player retention and you: brainstorming
    Post by: Malken on November 05, 2015, 05:42:25 PM
    Quote from: seidhr on November 05, 2015, 05:37:14 PM
    The builder program is in a pilot mode.  There have been, and continue to be, little discoveries along the way that are making us adjust how things work for builders.  This is because of how the game security works for builders as well as from a process standpoint.

    I believe the expectation is that we eventually will have more builders - once we feel like these kinks are worked out, but I fear we'll never get to the point where everyone who wants to can make a builder character and just crank out stuff.  I do agree that some web-based building tools would be awesome.  That might be a way to bridge the gap where we could approve submissions and map them to empty objects/rooms/npcs in the game.  The transition from web-page output to the game would be the hardest part to manage.

    Comparing us to Minecraft isn't really fair, since Minecraft was designed from the ground-up for people to be able to build stuff, collaborate, crowdsource, whatever (and isn't 20+ years old, too).  The game's architecture (Diku at its heart, not just Arm) doesn't really lend itself to that because of how vnums are assigned, zone ranges, and so on.

    Start with the "simple" stuff.

    Allow us to write descs for stuff that you want to create but don't have the time for, like 50 bone dagger descs, Nakki rooftops descs or whatever.

    So much wasted opportunity for both sides in not implementing such a simple system.

    Someone who is bored in game could just go on that web app page and write a few descs while they wait for some rp.

    Even though I don't play I could go and write a couple of descs as well instead of writing dumb posts on the GDB (see, we're all winners!)

    It's nothing that anyone can abuse, unless the fact that there's a need for 50 descs of bone daggers in the 'rinth could be considered an issue.
    Title: Re: Player retention and you: brainstorming
    Post by: Narf on November 05, 2015, 05:43:01 PM
    Quote from: Malken on November 05, 2015, 05:33:02 PM
    Quote from: BadSkeelz on November 05, 2015, 05:22:47 PM
    I don't trust this community much more than any other online community, so I'm leery of crowdsourcing direct access to "Fix" whatever.

    There's no need for "direct access".

    Here's a simple idea - Staff creates a new webpage with a little web app (easiest thing in the world to code/find) and sometime they post stuff that they need.

    Hey guys, we need descs for pair of boots that would fit in the 'rinth.

    (players have this little square thingie where they can enter a desc and then they hit Send! and it transfer that desc into a pretty format that Staff have access to - like a web form of sort)

    They take the descs they like and use them and they ditch the ones they don't like. Bored players sitting at the Gaj now have something to do, write descs for things Staff need and Staff have something less they need to do, to write descs for 300 objects.

    Need a new room? Don't even have to post it on the GDB and ask specific builders for it, just post what you need on that page and let the players do their magic.

    We're all winners!

    You know you could just do this, right now. Think about it? What's stopping you? You need to procrastinate some school related task, I'm sure. Just put together a crowd sourced description website that lets people list requests and others to submit responses.

    Maybe Arm staff decides to use it, maybe they don't and you can pawn it off to some other game.

    do it do it do it do it DO IT DO IT DO IT DO IT
    Title: Re: Player retention and you: brainstorming
    Post by: Malken on November 05, 2015, 05:46:21 PM
    Quote from: Narf on November 05, 2015, 05:43:01 PM
    do it do it do it do it DO IT DO IT DO IT DO IT

    Do you know how much textually described penises I would have to read through before I'd get one decent desc?  :-\

    You would need to be logged on from your Armageddon account to access it, of course.

    But seriously, if you have minimal web experience (ask Delirium), this is like the easiest thing ever to implement.
    Title: Re: Player retention and you: brainstorming
    Post by: Riev on November 05, 2015, 05:50:02 PM
    I just want to say I havn't heard as much "whinging" (sic) in the past few pages, as much as some might think there is. I don't know how much we're working on "retaining" at this point, but there are good ideas.

    Concurrent with the builders/etc... I'm assuming Raesanos' RMBT or whatever it was wouldn't work with Arm's current code at all? Or could be modified by an enterprising player with some coding skills to "do most of the work" for staff so its more copy and paste, and less typing and mistakes?
    Title: Re: Player retention and you: brainstorming
    Post by: Dresan on November 05, 2015, 05:50:38 PM
    I agree with Riev. While some ideas have been passionate, they are still just suggestions not demands. This is just a brainstorming thread, after all and I think people are just being honest about whats bothered them or caused them to think about leaving in the past.  And no one, well not many have gone the 'do this and I leave route' of arguments.

    Ultimately communication with staff has improved greatly from what it used to be in the past, which is why people here are so passionate about their ideas and thoughts.

    I honestly think this thread has been somewhat therapeutic for this community.   :)
    Title: Re: Player retention and you: brainstorming
    Post by: Narf on November 05, 2015, 06:08:34 PM
    Quote from: Malken on November 05, 2015, 05:46:21 PM
    Quote from: Narf on November 05, 2015, 05:43:01 PM
    do it do it do it do it DO IT DO IT DO IT DO IT

    Do you know how much textually described penises I would have to read through before I'd get one decent desc?  :-\


    According to my data the real desc/penis ratio is about 5.3.

    You'll get a few butts in there too, but you can take it.
    Title: Re: Player retention and you: brainstorming
    Post by: Jihelu on November 05, 2015, 06:13:21 PM
    If we get the crowd source thing I hope we don't get punished.
    Because half of my entries will be dicks.
    Half of them will not be.
    And a small infinitesimal amount will be dick related objects.
    Title: Re: Player retention and you: brainstorming
    Post by: Taven on November 05, 2015, 07:15:56 PM
    Quote from: Old Kank on November 05, 2015, 06:08:48 AMIf you want to get philosophical, light a bowl and have a seat: 

    People frequently say, "staff are players too," but what's the difference between players and staff?  Staff are... what?  More knowledgeable?  More mature?  More creative?  Better writers?  Better administrators?  Better players?  (And what would that entail, to be a better player?)  Or are they simply volunteers who have been chosen, and granted access to the game's secrets and authorities?

    The simple truth is that staff members don't have a uniquely defining trait beyond the access and authority they've been granted, and I don't think many staff members would claim otherwise.  But this gets tricky now, because staff try and wield power - benevolently OR maliciously - over other players, without any intrinsic authority.  They're just players, after all.

    Yes, staff members are people who have been granted--entrusted--with authority and powers that your standard player doesn't have, so that they can help run the game, help administrate and facilitate, help tell stories and breathe life into the world. Sometimes they're not the most knowledgeable, or the most mature, or the most creative. But players expect them to be above and beyond your standard player.

    For example, if staffers aren't the most mature, you see players complain about it--Why? Because they should be. Player expectations are often that staff is mature and polite, even if they aren't themselves. I don't think it's wrong to set high expectations for staff, because they are entrusted with all this authority and power, and they should use it in a way that is responsible and respectful. I also think oftentimes players can be more polite (which I think you also agree with, based on previous posts).

    So why do people say "staff are players too"? It's because of this idea that when you become staff you somehow transform into a horrible brain-eating monster out to ruin all player fun and rain shit down from on high. They're countering that idea. They're saying "we play this game too, we love this game, and we know what it's like to have been in your shoes".

    That was sort of a ramble. I guess what I'm saying is that I agree that I think the idea of a black/white player/staff divide should change. But I also think that staff has been working to take steps to try and help with this, and there's been a lot of movement in the right direction. I'm not saying it's perfect, but I think that instead of complaining about what hasn't been done, we as players can appreciate what has been done, even if we have further suggestions for how to yet improve things.


    QuoteStaff get into rocky territory when they try and judge people.  Some people just don't like being judged.  Some people don't like not being judged.  It's often a lose-lose position to be in, and once you put yourself in that position, you have dig deeper to defend it. I think staff should get out of the business of being judges.

    [GDB moderating example]

    I guess my take on this is that when there's a rule, someone has to have the authority to act when it's broken. If you don't have someone with that authority, and there aren't any consequences, why have rules at all?

    Staff has power to moderate the forums. We also have player moderators, as well, who are also enabled to moderate the forums. Why does it matter who moderates the forums, be it staff or player moderator, if a rule has been broken? Honestly, if someone's being a jerk on the GDB, I just think it should be handled by whoever can at the time. That's not something I'm going to get in a huff about.


    QuoteMoving away from authority, let's talk contributions.  Currently, staff seem to micro-manage player contributions.  Why?  The administrative response is probably, "We need to restrict these things for quality control and/or time management purposes," but that is so short-sighted.  Think about players as staff-in-training, or volunteers without story secrets, and then we can have an entirely different set of conversations.  Instead of players asking, "Staff, can you do this or that," players can start stepping up to the plate themselves.

    I kind of feel like I already touched on this in my last post.


    Final Thoughts: When we talk about the staff-player divide and current black/white philosophy, let's stop and consider how we're contributing to it as well, instead of attributing it all to staff. Let's agree that staff should be polite and respectful, but also that we as players should do the same. Let's step back and take a look at how staff is already doing some of what we want, see what they're worked on and accomplished for us, and thank them for that as we make new suggestions and offer feedback. Remember that while staff do have authority, they're also players and love the game.

    Title: Re: Player retention and you: brainstorming
    Post by: Inks on November 05, 2015, 07:54:05 PM
    That idea is actually pretty awesome Malken.
    Title: Re: Player retention and you: brainstorming
    Post by: Brytta Léofa on November 05, 2015, 09:25:33 PM
    I think the mechanical difficulty of building on Arm is at the root of much player discontent - almost all the complaints of the "static world" faction.  Not writing descriptions (not everybody's strong suit, but hardly anybody on staff totally sucks at it), but dealing with all the commands, the limited object-list-searching (since objects aren't in a Real Database), the beloved in-game text editor, the room linking, all the unknowable gotchas.

    A lot of the staff's caution with taking on big world-changing plots--or anything at all that's building-related--comes from the fact that it's very slow to bust out a 200-room change and very hard to get everything right.  (Imagine the Diku-wizard-fu it must have taken to pull off the gith invasion of Allanak.) Malken's idea doesn't seem terrible, but, on the other hand, you're outsourcing the fun/creative part of building without alleviating any of the rotten button-pushing.

    When building is done with a web app pointed at an SQL database, I think we'll see some surprising changes across the board.

    Until then, well, seriously: http://gdb.armageddon.org/index.php/topic,50062.0.html
    Title: Re: Player retention and you: brainstorming
    Post by: LauraMars on November 05, 2015, 09:50:13 PM
    Quote from: Brytta Léofa on November 05, 2015, 09:25:33 PM
    I think the mechanical difficulty of building on Arm is at the root of much player discontent - almost all the complaints of the "static world" faction.  Not writing descriptions (not everybody's strong suit, but hardly anybody on staff totally sucks at it), but dealing with all the commands, the limited object-list-searching (since objects aren't in a Real Database), the beloved in-game text editor, the room linking, all the unknowable gotchas.

    A lot of the staff's caution with taking on big world-changing plots--or anything at all that's building-related--comes from the fact that it's very slow to bust out a 200-room change and very hard to get everything right.  (Imagine the Diku-wizard-fu it must have taken to pull off the gith invasion of Allanak.) Malken's idea doesn't seem terrible, but, on the other hand, you're outsourcing the fun/creative part of building without alleviating any of the rotten button-pushing.

    When building is done with a web app pointed at an SQL database, I think we'll see some surprising changes across the board.

    Until then, well, seriously: http://gdb.armageddon.org/index.php/topic,50062.0.html

    this all of this
    Title: Re: Player retention and you: brainstorming
    Post by: Taven on November 05, 2015, 09:59:17 PM
    Quote from: LauraMars on November 05, 2015, 09:50:13 PM
    Quote from: Brytta Léofa on November 05, 2015, 09:25:33 PM[stuff]

    this all of this

    Yep. +1
    Title: Re: Player retention and you: brainstorming
    Post by: Riev on November 05, 2015, 10:04:01 PM
    Quote from: Taven on November 05, 2015, 09:59:17 PM
    Quote from: LauraMars on November 05, 2015, 09:50:13 PM
    Quote from: Brytta Léofa on November 05, 2015, 09:25:33 PM[stuff]

    this all of this

    Yep. +1

    I'm wishy washy about this game, and I'm thinking about donating when my check clears tomorrow.
    Title: Re: Player retention and you: brainstorming
    Post by: Adhira on November 05, 2015, 10:18:16 PM
    Yes. We'd love to have a web based building tool.

    No Raesanos tool doesn't work with our current code base at all. This is why we were going to move to a different code base.

    The ultimate goal would be to have a web tool that players can submit their master crafts, room changes, NPCs etc and it will feed directly to the game, saving all the manual entry and button pushing.

    Also, just to speak up for the builders we have, they aren't churning out a rooftop description in 5 minutes because our rooftops have scents, echo's, night time descriptions, weather pertinent descriptions and so on. These are real labours of love and I hope people get to experience the awesomeness of them, and other projects that will follow.

    As to the question of more builders - yes, I plan to recruit more builders, we've been in testing phase with this. There was a lot to work through in order to make the job functional without setting people to 'full staff member' level (which was what people who were interested in the builder role specifically wanted, limited access).  We also had to work on documentation (and still have a lot more to do!), and other tools to help builders out.

    Title: Re: Player retention and you: brainstorming
    Post by: Fujikoma on November 06, 2015, 02:45:59 AM
    I'm glad for the attention to detail and certainly appreciate it, personally. Scents, time of day, these all add to the setting, ideally, every room would have these, particularly the Gaj (Eugh), but I can see the effort being put forth and support it, wholeheartedly.
    Title: Re: Player retention and you: brainstorming
    Post by: Fujikoma on November 06, 2015, 02:53:28 AM
    I'd put, in order of importance of having scents, the Gaj, the corpsepile, Red's, the butcher's, that place with all the dying thirsty echos, the cuddler. then, well, assuming the rooftops are done, expand scents to the marketplace, then to the rinth, like, the whole rinth. Stables smell like poo, so do latrines, then slowly flesh out all of Allanak. If a blind man could smell his way down the streets, this would be my dream come true. Hit the heaviest areas first, and expand outwards into the bubbles of competing smells.
    Title: Re: Player retention and you: brainstorming
    Post by: Doublepalli on November 06, 2015, 09:07:46 AM
    Quote from: Brytta Léofa on November 05, 2015, 09:25:33 PM
    I think the mechanical difficulty of building on Arm is at the root of much player discontent - almost all the complaints of the "static world" faction.  Not writing descriptions (not everybody's strong suit, but hardly anybody on staff totally sucks at it), but dealing with all the commands, the limited object-list-searching (since objects aren't in a Real Database), the beloved in-game text editor, the room linking, all the unknowable gotchas.

    A lot of the staff's caution with taking on big world-changing plots--or anything at all that's building-related--comes from the fact that it's very slow to bust out a 200-room change and very hard to get everything right.  (Imagine the Diku-wizard-fu it must have taken to pull off the gith invasion of Allanak.) Malken's idea doesn't seem terrible, but, on the other hand, you're outsourcing the fun/creative part of building without alleviating any of the rotten button-pushing.

    When building is done with a web app pointed at an SQL database, I think we'll see some surprising changes across the board.

    Until then, well, seriously: http://gdb.armageddon.org/index.php/topic,50062.0.html


    This isn't invented to be mean, but the staff of 3 on EoE , (one being in a hospital) created over 500 rooms in one weekend, and an additional 500 the following weekend, with new mines, monsters, forage locations, plots, etc. So there is no excuse for a 200 room change to take so long, with armageddons VASTLY larger staff. VASTLY. I personally believe that staff are working hard to do right, but they need to open their minds.

    I've only been playing arm for a handful of years, but when I came, we were peaking at 70-80. Now it's 50 peak - ON A GOOD DAY! More and more of the game world is closed and shut off. Why? We have the staff to do it. I believe in you.
    People come to one of the highest ranking mud rpi's - key word RPI, and are told no, you can't learn a sword. No you can't build a wagon. No you can't get stronger if you work out for years, no you can't do this, no you can't do that, even if you put in all this role play, screw your shack you just built. The sole reason I started playing RPIS was because it reminded me of DND. And now I question if this is an rpi or a hack and slash. Players will come play, find out half the world is closed or inaccessible, find out they aren't allowed to role play out half of what they want to do for their characters, and then told to die a few times and find out. Well some people who invest a lot of interest in their concepts. You may not know you just told a new player to throw away their gold nugget, and only connection to the game. Characters are -ties- to the game for some. Then we have player/staff conflict, and we lose more amazing roleplayers and vets. And now we are beginning to notice the effects - because each player that leaves adds up. Then they go to new rpi muds, and find out they can achieve RESULTS through their role play. That it isn't just a hack and slash, where you are told no at every turn. And truth be told, arm can no longer compete with that. Why play arm, and be unable to do anything other than what staff wants you to play,.when you can literally do any thing in muds like SO I, harshlands, and eoe like an RPI should?
    I understand this is your game, (directed to staff) but also understand People are taking time out of THEIR day to make this game theirs too. This isn't meant to bash, but I'm trying to put out a different perspective, that I know players have mutual feelings with. And a new player coming from another rpi or completely new, will say screw this when they realize they can't go to half the places they want, or do what they want to do.

    So my suggestions?

    Open the world back up. Make it real.
    Provide players with staff support for bigger plots.
    Minimize the glass ceiling plots where we can't do crap but watch.
    Allow our ROLE PLAY to ACCOUNT for something. If I take time to role play doing something, I expect the finished result of said role play.
    Staff are.Players too. Animate more. I haven't seen an animation in well over a RL year. That's sad.
    Offer a hint feature, and an in game helper feature.
    Try to sympathize with player discontent, rather arguing, or banning. We are people too. When a.player expresses his.or her discontent, it's because he or she CARES for the game.
    Unban vets, let them return. With the game world dieng and super quiet, players are leaving.
    Both players and staff have been wrong in the past. Let's be adults and accept what we've done wrong. Stop lingering in past. Let people return.
    For all the storytellers, I don't see animations, or stories happening. Animate more. Higher up staff - let the storytellers add stories.
    Let's all be nice to each other. If a stores employees all quit, the store closes. Same with arm.
    Let players play what they want to play if they have the karma. Let players do what they want to. Who cares? THAT'S WHAT ITS ALL ABOUT! The murder, the betrayal, the love, the labor, the wars, the conflicts, the parties, the hunting crews, the new fort being built by a group of pcs - all the good and bad is part of the game. It's time to let players contribute staff. This is an rpi mud. Hello!
    A lot of players I've tried to recruit from other muds don't play because there is no color, hurting their eyes, or making it impossible for them to read fast enough. Maybe we can incorporate color. That by itself would bring new players, some thing I know for a FACT.

    That's my two sids. And I recognize how hard you all are working and I thank you for that. I thank you for going out of your way for feedback from the community. But sometimes blind ambition and loyalty makes you miss details. You are the parents of Arm, and arm is your baby. Parents often dismiss or do not understand their childs wants and needs. So an open mind really helps.
    Title: Re: Player retention and you: brainstorming
    Post by: whitt on November 06, 2015, 10:49:20 AM
    Quote from: Doublepalli on November 06, 2015, 09:07:46 AM
    You are the parents of Arm, and arm is your baby. Parents often dismiss or do not understand their childs wants and needs. So an open mind really helps.

    This is very apt.  Reminds me of a poster I recently saw.  "Teenagers, move out now while you still know everything."

    Unless someone has been on Arm staff, then there is no way to know how "easy" it is to get things done.

    Quote from: Doublepalli on November 06, 2015, 09:07:46 AM
    Open the world back up. Make it real.

    They re-opened the Atrium.  Now folks complain no one is in Reds and complain that the Atrium should be closed.  How is re-opening an entire City not going to reduce player mass in the playable area.

    Quote from: Doublepalli on November 06, 2015, 09:07:46 AM
    Provide players with staff support for bigger plots.

    Assumes this isn't already happening. 

    Quote from: Doublepalli on November 06, 2015, 09:07:46 AM
    Minimize the glass ceiling plots where we can't do crap but watch.

    Given there are complaints there is nothing going on, not sure how much minimized this could get.

    Quote from: Doublepalli on November 06, 2015, 09:07:46 AM
    Allow our ROLE PLAY to ACCOUNT for something. If I take time to role play doing something, I expect the finished result of said role play.

    If by this, you mean "I submitted logs, now let me have the Skills my Guild/Sub-guild choice is lacking", I've seen the impact that has on a long-lived character?  Master Merchants able to beat down Guard Sergeants simply because the PC wanted something new to advance, then picked up something else and something else...  While I am not a fan of the inability to learn new skills myself, I see the downside.

    If you just want to crank your stats, and I'm betting you don't mean wisdom, then who sets the standard for how much RP is sufficient? who reads through the logs?  Or who writes the code? to advance stats in a way that doesn't allow for favoritism to sneak into stat advances. 

    Also, while I haven't tried it myself.  Are you sure that both of the above are impossible?  There is a request type for adding skills and stat bumps.
     
    Quote from: Doublepalli on November 06, 2015, 09:07:46 AM
    Staff are.Players too. Animate more. I haven't seen an animation in well over a RL year. That's sad.

    Not sure where you're playing or when.  I wander the city, I've seen more than a few.

    Quote from: Doublepalli on November 06, 2015, 09:07:46 AM
    Try to sympathize with player discontent, rather arguing, or banning. We are people too. When a.player expresses his.or her discontent, it's because he or she CARES for the game.

    Back to your child example.  I try to sympathize with my child, I really do.  But after a 10-hour work day, going to the store to make them dinner, making said dinner, and setting the table when they stare at the dinner that's been put on the table through my time and effort and every day, every day, there are complaints after complaints after complaints?  Eventually you tell the kids to eat their damn dinner and the sympathy is gone.  Because they don't get that there's about a thousand other things going on and it's just not always possible to give them what they want.

    Quote from: Doublepalli on November 06, 2015, 09:07:46 AM
    Unban vets, let them return. With the game world dieng and super quiet, players are leaving.

    Stated, several times.  This is done.

    Quote from: Doublepalli on November 06, 2015, 09:07:46 AM
    Both players and staff have been wrong in the past. Let's be adults and accept what we've done wrong. Stop lingering in past. Let people return.

    Seems some players are more guilty of this then staff.

    Quote from: Doublepalli on November 06, 2015, 09:07:46 AM
    For all the storytellers, I don't see animations, or stories happening. Animate more. Higher up staff - let the storytellers add stories.

    Again, not sure where you are playing.

    Quote from: Doublepalli on November 06, 2015, 09:07:46 AM
    Let players play what they want to play if they have the karma. Let players do what they want to. Who cares? THAT'S WHAT ITS ALL ABOUT!

    Part one, sure.  Part Two?  No... that's anarchy.  Because "Who cares" is the very epitomy of the failure of your argument.  It is the child crying "But I want to eat all the candy... NOW!!!  Queue Veruca Salt and the Oompa-Loompas.
    Title: Re: Player retention and you: brainstorming
    Post by: nauta on November 06, 2015, 11:00:09 AM
    Quote from: Taijan on November 04, 2015, 02:47:33 PM
    A lot of fingers have been pointing towards staff, and I'll freely admit that there's always room for improvement. But c'mon, in game I can safely assume that >95% of your interactions are with other players.  When I could sit down and play a character of my own (it's been a little while), player-to-player interactions were what I kept coming for. Staff attention wasn't even icing on the cake for me - at best, it was a cherry on top.  For me, that was never a bad thing. I enjoy a little staff attention from time to time, but I have a lot more fun with other players.  Voting is great for bringing in new people, but fun is going to keep them here.

    So what do you find fun?  How can you share that with others?

    This is also a good question, but I'm not sure how to really answer it without coming off as a turd or vagueposting, but here's a stab.  (Please don't think I'm being a turd or vagueposting.  Also, I think we're all doing all of these, but... you know, here's my stab at some things that players can do.)

    o Help newbies IG.  Sometimes we'll have to break character a little bit to help newbies.  I remember a recent case where two gemmed tried to help a newbie understand that they should be afraid of gemmed, while at the same time not just ignoring that new player.  This can be really hard, but a lot of players do this really well.

    o Be a little less (codedly / socially) cautious.  The rough idea here is to put yourself out there and make your character vulnerable:

    a. socially -- let a few secrets slip out; don't just use the way or whisper things behind compound doors; let new players in a clan get involved in those plots, even if they might betray you, etc.

    b. codedly -- don't wear your armour everywhere; go to places -- public places -- where you might well get pickpocketed or even ganked.  Dying generates a lot of plots.  I had a recent PC that used to do a certain activity in a public spot, and in the course of a month or two I was randomly attacked twice, almost abducted, had shit thrown on me, and, well, the list goes on.  Kudos to all of you for those moments.  (ETA: I mean - play the victim now and then, or someone that could be a victim.)

    o Keep the mystery alive!  Don't just teach people about magick, make it seem mysterious.  Don't just tell people how to get somewhere, e.g., Cenyr, make it seem like a really far-away place.  Make things that aren't mysterious any more to you, or aren't mysterious because code, mysterious.  I remember when I first started playing and I met the Kuraci for the first time, and someone made this big deal about how scary and mean those dudes were.  It was well done.

    o Take a stab at leading now and then.  A lot of players are follower types, I get that, and this can give one the impression that the Gaj, for instance, is filled with a bunch of barsitters.  But give it a try: slap your fist down on the bar, and go: Oi, imma go grab some jozhals, who is in?

    o Let things go.  If you got burnt once because you made fun of a breed and all the breed's (potentially OOC, but definitely IC) friends did something terrible to you that you thought was just stupid, jarring, immersion breaking, etc... just let it go.  Trust your fellow players to grow and develop into model citizens or something.  If someone jumped to code without an emote and ruined your character -- let it go, don't assume the next PC will do the same.  (File a complaint, for sure.  But then let it go.)

    o Send kudos.  What kept me going were all them yummy kudos I received, and still receive even after I hung up my hat and quit.  That shit is important.

    o Go easy on your leaders.  It's hard to keep people entertained.  Give them the benefit of the doubt, etc.  Share plot secrets of your own with them.

    o Play the bad guy.  Nobody knows what it's like to be the bad guy.  It's tough, you will die a dubious and brutal death, almost every time.  But you generated a lot of plots just by being 'out there'.  When I first joined there was this fellow named 'Hawk', we may all remember him.  I never met him, at all, but the amount of plots that guy generated were unbelievable - it created chatter, it created fear, it created a lot of good things.

    o Talk to each other.  Think/feel are pretty neat, but try to put your character out there for interaction, through visible emotes and language.

    o Make your own fun.  Badskeelz said this eloquently (I know, right?  Behind every good troll, there's a little eloquent child...) a while ago, but roughly the idea is: don't wait for staff to give you a nudge, get out there and do stuff -- set your expectations to a level where you can accomplish those tasks, or most of them without staff involvement.  A lot of what we do in this sandbox is make-believe, and, yes, this is a MUD, but sometimes we just have to MUSH it up.  Staff won't give you that hole?  Just drop a coin, arrange it, and do some emotes.  (I have this sneaky suspicion that big staff plots transform all of us a little into more passive players than we probably should be, but I can't really articulate that right now.)

    o Don't assume staff favoritism.

    Anyway, those are my thoughts meant for the storm of brainz.
    Title: Re: Player retention and you: brainstorming
    Post by: Doublepalli on November 06, 2015, 11:06:58 AM
    Quote from: whitt on November 06, 2015, 10:49:20 AM
    Quote from: Doublepalli on November 06, 2015, 09:07:46 AM
    You are the parents of Arm, and arm is your baby. Parents often dismiss or do not understand their childs wants and needs. So an open mind really helps.

    This is very apt.  Reminds me of a poster I recently saw.  "Teenagers, move out now while you still know everything."

    Unless someone has been on Arm staff, then there is no way to know how "easy" it is to get things done.

    Quote from: Doublepalli on November 06, 2015, 09:07:46 AM
    Open the world back up. Make it real.

    They re-opened the Atrium.  Now folks complain no one is in Reds and complain that the Atrium should be closed.  How is re-opening an entire City not going to reduce player mass in the playable area.

    Quote from: Doublepalli on November 06, 2015, 09:07:46 AM
    Provide players with staff support for bigger plots.

    Assumes this isn't already happening. 

    Quote from: Doublepalli on November 06, 2015, 09:07:46 AM
    Minimize the glass ceiling plots where we can't do crap but watch.

    Given there are complaints there is nothing going on, not sure how much minimized this could get.

    Quote from: Doublepalli on November 06, 2015, 09:07:46 AM
    Allow our ROLE PLAY to ACCOUNT for something. If I take time to role play doing something, I expect the finished result of said role play.

    If by this, you mean "I submitted logs, now let me have the Skills my Guild/Sub-guild choice is lacking", I've seen the impact that has on a long-lived character?  Master Merchants able to beat down Guard Sergeants simply because the PC wanted something new to advance, then picked up something else and something else...  While I am not a fan of the inability to learn new skills myself, I see the downside.

    If you just want to crank your stats, and I'm betting you don't mean wisdom, then who sets the standard for how much RP is sufficient? who reads through the logs?  Or who writes the code? to advance stats in a way that doesn't allow for favoritism to sneak into stat advances. 

    Also, while I haven't tried it myself.  Are you sure that both of the above are impossible?  There is a request type for adding skills and stat bumps.
     
    Quote from: Doublepalli on November 06, 2015, 09:07:46 AM
    Staff are.Players too. Animate more. I haven't seen an animation in well over a RL year. That's sad.

    Not sure where you're playing or when.  I wander the city, I've seen more than a few.

    Quote from: Doublepalli on November 06, 2015, 09:07:46 AM
    Try to sympathize with player discontent, rather arguing, or banning. We are people too. When a.player expresses his.or her discontent, it's because he or she CARES for the game.

    Back to your child example.  I try to sympathize with my child, I really do.  But after a 10-hour work day, going to the store to make them dinner, making said dinner, and setting the table when they stare at the dinner that's been put on the table through my time and effort and every day, every day, there are complaints after complaints after complaints?  Eventually you tell the kids to eat their damn dinner and the sympathy is gone.  Because they don't get that there's about a thousand other things going on and it's just not always possible to give them what they want.

    Quote from: Doublepalli on November 06, 2015, 09:07:46 AM
    Unban vets, let them return. With the game world dieng and super quiet, players are leaving.

    Stated, several times.  This is done.

    Quote from: Doublepalli on November 06, 2015, 09:07:46 AM
    Both players and staff have been wrong in the past. Let's be adults and accept what we've done wrong. Stop lingering in past. Let people return.

    Seems some players are more guilty of this then staff.

    Quote from: Doublepalli on November 06, 2015, 09:07:46 AM
    For all the storytellers, I don't see animations, or stories happening. Animate more. Higher up staff - let the storytellers add stories.

    Again, not sure where you are playing.

    Quote from: Doublepalli on November 06, 2015, 09:07:46 AM
    Let players play what they want to play if they have the karma. Let players do what they want to. Who cares? THAT'S WHAT ITS ALL ABOUT!

    Part one, sure.  Part Two?  No... that's anarchy.  Because "Who cares" is the very epitomy of the failure of your argument.  It is the child crying "But I want to eat all the candy... NOW!!!  Queue Veruca Salt and the Oompa-Loompas.


    Buddy I'm throwing out suggestions and examples.
    Title: Re: Player retention and you: brainstorming
    Post by: seidhr on November 06, 2015, 11:08:06 AM
    The world is pretty huge as it stands.  The focus of the mud is roleplay and interaction/plots between players.  If we're adding 1000 rooms to the mud there needs to be a reason to do it - otherwise the only result will be reducing population density and making that interaction more rare.  The world isn't supposed to be constantly expanding and getting bigger.  It's a sandbox for all of us to play in.  It has boundaries, by design.  
    Title: Re: Player retention and you: brainstorming
    Post by: seidhr on November 06, 2015, 11:09:30 AM
    Doublepalli, there are animations every.single.day. and I personally witnessed one for three PCs in your clan last night.
    Title: Re: Player retention and you: brainstorming
    Post by: Alesan on November 06, 2015, 11:20:39 AM
    I'm a relatively new player. I play because I have nothing better to do. Mostly I log on and hope for inspiration that never really comes. There's a lot of great roleplayers in the game but it's rare to see many of them gather in one place. I've seen peak hours top out at 40 players and the world seems empty and desolate of PCs. And then you guys want more places added to the game so there's even less PCs to be found. I have a feeling that even if the game world was restricted to Allanak, people would still be spread out in clans and apartments and it'd look very much the same as it does now.

    Just idle thoughts.
    Title: Re: Player retention and you: brainstorming
    Post by: Dresan on November 06, 2015, 11:22:37 AM
    Quote from: whitt on November 06, 2015, 10:49:20 AM

    Also, while I haven't tried it myself.  Are you sure that both of the above are impossible?  There is a request type for adding skills and stat bumps.
     

    Staff have come out and said that due to stat ordering and such, there are no stat bumps. Added skills still happen, I think, but I've never seen it happen to myself, anyone I know or anyone I played with.

    I don't know if I agree with everything Doublepalli has to say, but the idea that it sometimes feels like you can't accomplish anything in the game no matter how hard you try, whether it is real or perceived,  is a sentiment that others have also expressed here a few times.

    I don't know how true it is today, with one staffer Jav specifically offering players support, but I did share that sentiment in the past.

    Title: Re: Player retention and you: brainstorming
    Post by: Fujikoma on November 06, 2015, 11:29:36 AM
    Animations are nice, but I've not needed them to have fun. Many times, they're less-than-fun to me, but that might be because I'm Doing It Wrong. I've been threatened by animations, killed by them, sometimes threaten them back, or roll in with a posse and stomp them into dirt (I think, that was an animation, I could have been wrong, it even fled, only to catch a knife to the face from afar).

    The one that comes to mind as the creepiest and most interesting was a particular hunch-backed elf with a strange hobby of, ahem, collecting things. Kudos to staff for that, that was a crazy, creepy, super fun time for those involved.

    But I certainly don't expect them, it's usually a rare treat for me, and the rarity keeps me longing for the sweetness that has yet to dull my tastebuds. I'm grateful for the way that staff doesn't see fit to interfere in my plots and lets them run, within reason. There have been times where I've seen animations that left me thinking, whoa, wtf, that just, ruined months of effort, but it never seemed particularly forced and made sense given the setting, so, no complaints.

    As to 1000 rooms being added, I'm well aware that EoE staff are able to rapidly develop. I'm particularly a fan of their peer command, as I've noted multiple times, and their crafting system, along with their mastercrafting system, seems more streamlined. That's nice and all, but I get what some are saying, what would Arm players DO with thousands of new rooms, when it seems like they aren't really using the ones they have to the maximum potential. New areas and baddies and all that are a bit low on my personal list of priorities. Addition of rooftops to Allanak, complete with all the neat little atmospheric tweaks? Badass, and definitely needed, fleshes out the city which is where many people play. Expanding the grey? Well, I mean, once you get past the nasties inside there, what do you expect to find? I've met some, pretty hard-assed explorer PCs, one, in particular, who was deeply interested in the grey and its denizens, and had some rather interesting means at his disposal. The conversations at the bar were intense and scary. My personal view is that the world is big enough, I still haven't gotten to explore the whole thing.

    Now to start getting ready for my hearing. I may be somewhat rare IG, not because of issues I take with staff but because my internet is getting shut off soon, I'm going through what seems to be a manic episode (and those aren't, the best time to play arm), and I'm currently exploring another game.
    Title: Re: Player retention and you: brainstorming
    Post by: KankWhisperer on November 06, 2015, 11:31:40 AM
    Quote from: nauta on November 06, 2015, 11:00:09 AM
    b. codedly -- don't wear your armour everywhere; go to places -- public places -- where you might well get pickpocketed or even ganked.  Dying generates a lot of plots.  I had a recent PC that used to do a certain activity in a public spot, and in the course of a month or two I was randomly attacked twice, almost abducted, had shit thrown on me, and, well, the list goes on.  Kudos to all of you for those moments.


    (http://i396.photobucket.com/albums/pp46/antiwhipped/Early.gif)
    Title: Re: Player retention and you: brainstorming
    Post by: Jave on November 06, 2015, 11:57:11 AM
    Quote from: Dresan on November 06, 2015, 11:22:37 AM
    I don't know if I agree with everything Doublepalli has to say, but the idea that it sometimes feels like you can't accomplish anything in the game no matter how hard you try, whether it is real or perceived,  is a sentiment that others have also expressed here a few times.

    I don't know how true it is today, with one staffer Jav specifically offering players support, but I did share that sentiment in the past.

    Assuming that you're talking about this staff announcement (http://gdb.armageddon.org/index.php/topic,50032.0.html).

    For the record, I received some hits back on that. NPC's were written up to support story arcs, animations have been done, ideas have been hashed out back and forth in character reports to make sure we're all on the same page. In short, stuff is happening.

    Or in other words: I came here to tell some stories. I'm gonna tell some frickin stories.
    Title: Re: Player retention and you: brainstorming
    Post by: Quell on November 06, 2015, 12:30:59 PM
    Quote from: Jave on November 06, 2015, 11:57:11 AM
    Quote from: Dresan on November 06, 2015, 11:22:37 AM
    I don't know if I agree with everything Doublepalli has to say, but the idea that it sometimes feels like you can't accomplish anything in the game no matter how hard you try, whether it is real or perceived,  is a sentiment that others have also expressed here a few times.

    I don't know how true it is today, with one staffer Jav specifically offering players support, but I did share that sentiment in the past.

    Assuming that you're talking about this staff announcement (http://gdb.armageddon.org/index.php/topic,50032.0.html).

    For the record, I received some hits back on that. NPC's were written up to support story arcs, animations have been done, ideas have been hashed out back and forth in character reports to make sure we're all on the same page. In short, stuff is happening.

    Or in other words: I came here to tell some stories. I'm gonna tell some frickin stories.

    Can verify.

    This is a thing that has happened.
    Title: Re: Player retention and you: brainstorming
    Post by: Narf on November 06, 2015, 12:32:56 PM
    Quote from: KankWhisperer on November 06, 2015, 11:31:40 AM
    Quote from: nauta on November 06, 2015, 11:00:09 AM
    b. codedly -- don't wear your armour everywhere; go to places -- public places -- where you might well get pickpocketed or even ganked.  Dying generates a lot of plots.  I had a recent PC that used to do a certain activity in a public spot, and in the course of a month or two I was randomly attacked twice, almost abducted, had shit thrown on me, and, well, the list goes on.  Kudos to all of you for those moments.


    (http://i396.photobucket.com/albums/pp46/antiwhipped/Early.gif)

    Yeah, honestly. I hate changing cloths for every new situation. I swear it feels more onerous in the game than it does in real life.
    Title: Re: Player retention and you: brainstorming
    Post by: TheWanderer on November 06, 2015, 12:36:52 PM
    Quote from: Alesan on November 06, 2015, 11:20:39 AM
    I'm a relatively new player. I play because I have nothing better to do. Mostly I log on and hope for inspiration that never really comes. There's a lot of great roleplayers in the game but it's rare to see many of them gather in one place. I've seen peak hours top out at 40 players and the world seems empty and desolate of PCs. And then you guys want more places added to the game so there's even less PCs to be found. I have a feeling that even if the game world was restricted to Allanak, people would still be spread out in clans and apartments and it'd look very much the same as it does now.

    Just idle thoughts.

    Emphasis on an excellent post that explains why this game has such a difficult time retaining both new players and veterans.

    When players play because they have nothing better to do, they'll leave when that something comes along. That right there is why this game has retention issues. It's difficult to get into the mix of things as a newbie because of this strict ban on IC info and IC anything in an OOC fashion, and when nothing's going on and you can't locate players that will drive your personal plots/goals, the world feels empty. Veterans leave because they become disillusioned and bored with the static. You also experience WoW syndrome that leads people away from believing this is a sandbox when RPTs amount to, "Let's ride out to cave #5102 and kill spiders." We've been doing that for years. I know this because I was doing spider RPTs three years ago.

    It's as simple as giving players something coded to fight over, like a steel sword locked in the ruins of an ancient civilization that predates the Empire or veins of copper in a couple of caves in some ridiculously dangerous zone that can be used to craft things. Most players would suddenly focus their efforts on these items, from the lowest to highest in class, and you'd see a wealth of conflict over these exceedingly rare objects. It's far easier to fight over hard-coded goals than virtual, and all you'd have to do is post some rumors on the boards, load an item up and some creatures to defend it, and boom! Players will take the reins. Not every source of conflict (and usually fleeting, at that) has to be some world-shattering event with a bunch of flashy scenes. I think you could easily balance it out.

    Secondly, a consistent consolidation of the playerbase is a powerful thing, and I'd always urge against new clans in favor of simply expanding current clans. It's easier to involve your clanmates in events when you can communicate with them on OOC boards and have a meeting place that isn't the Gaj. I get that we want to disperse people amongst the various groups around the Known, but if certain clans just aren't fun, why force people to go there because the others are capped? I'm not saying remove caps -entirely-, I'm just saying raise 'em a bit. It's like capping the amount of fun players can have. With more clans, you just have more miscommunication and a greater frequency at which you're stuck waiting days to schedule a meeting that would take 10 minutes to schedule OOC.

    OOC communication, even minimal, is a clan's biggest asset.
    Title: Re: Player retention and you: brainstorming
    Post by: Narf on November 06, 2015, 01:00:00 PM
    Quote from: TheWanderer on November 06, 2015, 12:36:52 PM


    It's as simple as giving players something coded to fight over, like a steel sword locked in the ruins of an ancient civilization that predates the Empire or veins of copper in a couple of caves in some ridiculously dangerous zone that can be used to craft things. Most players would suddenly focus their efforts on these items, from the lowest to highest in class, and you'd see a wealth of conflict over these exceedingly rare objects. It's far easier to fight over hard-coded goals than virtual, and all you'd have to do is post some rumors on the boards, load an item up and some creatures to defend it, and boom! Players will take the reins. Not every source of conflict (and usually fleeting, at that) has to be some world-shattering event with a bunch of flashy scenes. I think you could easily balance it out.



    A miniature version of this exact plot was ran recently by what I assume was a player (this shouldn't be too much IC info as the plot is on a rumor board right now). I'd be curious to know how it turned out. Not details, but just a general feel of "did this accomplish what the organizer intended?"
    Title: Re: Player retention and you: brainstorming
    Post by: nauta on November 06, 2015, 01:00:21 PM
    I think Doublepalli makes a lot of good points.

    Quote from: Doublepalli on November 06, 2015, 09:07:46 AM
    This isn't invented to be mean, but the staff of 3 on EoE , (one being in a hospital) created over 500 rooms in one weekend, and an additional 500 the following weekend, with new mines, monsters, forage locations, plots, etc. So there is no excuse for a 200 room change to take so long, with armageddons VASTLY larger staff. VASTLY. I personally believe that staff are working hard to do right, but they need to open their minds.
    EoE has some serious quality control problems.  But the basic idea here is that some people like exploring things.  DP would like to see more things added that would facilitate that.

    Quote
    Open the world back up. Make it real.
    While there are negatives to opening things up, one positive to opening clans back up and areas back up is that possibilities are inspiring.  Knowing that you could play a sorcerer one day, or be a desert elf in the ATV, or a Dasari, or a wyvern, or an outrider -- that's inspiring.

    Quote
    Provide players with staff support for bigger plots.
    Minimize the glass ceiling plots where we can't do crap but watch.
    ...
    Staff are.Players too. Animate more. I haven't seen an animation in well over a RL year. That's sad
    ...
    For all the storytellers, I don't see animations, or stories happening. Animate more. Higher up staff - let the storytellers add stories.
    All of these fall into the general category of story-telling, and there have been a lot of good suggestions on areas to improve or areas where staff might double down and refocus.

    Quote
    Allow our ROLE PLAY to ACCOUNT for something. If I take time to role play doing something, I expect the finished result of said role play.
    Some sort of clarification on the process for gaining a skill might benefit us all here.

    Quote
    Offer a hint feature, and an in game helper feature.
    There's a thread now on the 'hint' feature.  I would love to see an industrious player slap together even an out-of-game hint feature based on the neat tricks thread.

    Quote
    Try to sympathize with player discontent, rather arguing, or banning. We are people too. When a.player expresses his.or her discontent, it's because he or she CARES for the game.
    Agreed.  There's been a lot of emphasis put on staff/player communication in the thread above.  Hopefully, once this is all settled, some policies will be made publicly available to us that addresses these concerns.

    Quote
    Unban vets, let them return. With the game world dieng and super quiet, players are leaving.
    Both players and staff have been wrong in the past. Let's be adults and accept what we've done wrong. Stop lingering in past. Let people return.
    ...
    Let's all be nice to each other. If a stores employees all quit, the store closes. Same with arm.
    Let players play what they want to play if they have the karma. Let players do what they want to. Who cares? THAT'S WHAT ITS ALL ABOUT! The murder, the betrayal, the love, the labor, the wars, the conflicts, the parties, the hunting crews, the new fort being built by a group of pcs - all the good and bad is part of the game. It's time to let players contribute staff. This is an rpi mud. Hello!
    It's been said before that the number of banned players is really tiny.  More productive would be to, in both words and in actions, give a clear signal to people that some of the more dubious practices have been addressed staff-side.

    Quote
    A lot of players I've tried to recruit from other muds don't play because there is no color, hurting their eyes, or making it impossible for them to read fast enough. Maybe we can incorporate color. That by itself would bring new players, some thing I know for a FACT.
    I can't find it now, but isn't there a thread on incorporating colour into your client?
    Title: Re: Player retention and you: brainstorming
    Post by: Alesan on November 06, 2015, 01:12:15 PM
    Quote from: nauta on November 06, 2015, 11:00:09 AM
    b. codedly -- don't wear your armour everywhere; go to places -- public places -- where you might well get pickpocketed or even ganked.  Dying generates a lot of plots.  I had a recent PC that used to do a certain activity in a public spot, and in the course of a month or two I was randomly attacked twice, almost abducted, had shit thrown on me, and, well, the list goes on.  Kudos to all of you for those moments.

    If you are in a plot where dying means something, or are purposefully putting your character in a place where dying would create plots, I will agree that dying creates plots. But for the vast majority of characters, dying ends plots.

    I had more I was going to write here, but I couldn't figure out how to not sound like I'm whining or vagueposting, so I'm just going to leave this as is.

    Re player retention: People want to get involved in stuff. People don't always know how to get involved in stuff. Players who want people to be involved in stuff, make it interesting. Make it sound worth getting into. Be inspiring for those of us who can't be.
    Title: Re: Player retention and you: brainstorming
    Post by: Jave on November 06, 2015, 01:21:40 PM
    Quote from: Alesan on November 06, 2015, 01:12:15 PM
    Re player retention: People want to get involved in stuff. People don't always know how to get involved in stuff. Players who want people to be involved in stuff, make it interesting. Make it sound worth getting into. Be inspiring for those of us who can't be.

    I endorse this. I do at least 3 animations per day as a self imposed rule to help make the game world come alive for people. I know that other people on staff are quite keen to animate as well. And yet we can't get to everybody. We still routinely see:

    Quote from: Doublepalli on November 06, 2015, 09:07:46 AM
    Open the world back up. Make it real.

    Quote from: Doublepalli on November 06, 2015, 09:07:46 AM
    Staff are.Players too. Animate more. I haven't seen an animation in well over a RL year. That's sad.

    Quote from: Doublepalli on November 06, 2015, 09:07:46 AM
    Unban vets, let them return. With the game world dieng and super quiet, players are leaving.

    Quote from: Doublepalli on November 06, 2015, 09:07:46 AM
    For all the storytellers, I don't see animations, or stories happening. Animate more. Higher up staff - let the storytellers add stories.

    So obviously we can't get to everyone with any kind of frequency.

    Approaching us with ideas for stories you want support with to empower you to bring some other players along for the ride so we can all have a good time is really key to engaging people in large numbers.
    Title: Re: Player retention and you: brainstorming
    Post by: nauta on November 06, 2015, 01:22:32 PM
    Quote from: Alesan on November 06, 2015, 01:12:15 PM
    Quote from: nauta on November 06, 2015, 11:00:09 AM
    b. codedly -- don't wear your armour everywhere; go to places -- public places -- where you might well get pickpocketed or even ganked.  Dying generates a lot of plots.  I had a recent PC that used to do a certain activity in a public spot, and in the course of a month or two I was randomly attacked twice, almost abducted, had shit thrown on me, and, well, the list goes on.  Kudos to all of you for those moments.

    If you are in a plot where dying means something, or are purposefully putting your character in a place where dying would create plots, I will agree that dying creates plots. But for the vast majority of characters, dying ends plots.

    I had more I was going to write here, but I couldn't figure out how to not sound like I'm whining or vagueposting, so I'm just going to leave this as is.

    Re player retention: People want to get involved in stuff. People don't always know how to get involved in stuff. Players who want people to be involved in stuff, make it interesting. Make it sound worth getting into. Be inspiring for those of us who can't be.

    The key is inspiration.  I guess another way of putting that point: Play the victim now and then.  (A counterpoint to playing a bad guy and badass warrior #1235.)
    Title: Re: Player retention and you: brainstorming
    Post by: Alesan on November 06, 2015, 01:25:32 PM
    Quote from: nauta on November 06, 2015, 01:22:32 PM
    Quote from: Alesan on November 06, 2015, 01:12:15 PM
    Quote from: nauta on November 06, 2015, 11:00:09 AM
    b. codedly -- don't wear your armour everywhere; go to places -- public places -- where you might well get pickpocketed or even ganked.  Dying generates a lot of plots.  I had a recent PC that used to do a certain activity in a public spot, and in the course of a month or two I was randomly attacked twice, almost abducted, had shit thrown on me, and, well, the list goes on.  Kudos to all of you for those moments.

    If you are in a plot where dying means something, or are purposefully putting your character in a place where dying would create plots, I will agree that dying creates plots. But for the vast majority of characters, dying ends plots.

    I had more I was going to write here, but I couldn't figure out how to not sound like I'm whining or vagueposting, so I'm just going to leave this as is.

    Re player retention: People want to get involved in stuff. People don't always know how to get involved in stuff. Players who want people to be involved in stuff, make it interesting. Make it sound worth getting into. Be inspiring for those of us who can't be.

    The key is inspiration.  I guess another way of putting that point: Play the victim now and then.  (A counterpoint to playing a bad guy and badass warrior #1235.)

    This is a much more inspiring comment than suggesting to simply let your character die in hopes of creating plots. Being a victim can mean so much more than just getting tossed into the PK grinder. Good clarification.
    Title: Re: Player retention and you: brainstorming
    Post by: KankWhisperer on November 06, 2015, 01:26:16 PM
    Quote from: Narf on November 06, 2015, 01:00:00 PM
    Quote from: TheWanderer on November 06, 2015, 12:36:52 PM


    It's as simple as giving players something coded to fight over, like a steel sword locked in the ruins of an ancient civilization that predates the Empire or veins of copper in a couple of caves in some ridiculously dangerous zone that can be used to craft things. Most players would suddenly focus their efforts on these items, from the lowest to highest in class, and you'd see a wealth of conflict over these exceedingly rare objects. It's far easier to fight over hard-coded goals than virtual, and all you'd have to do is post some rumors on the boards, load an item up and some creatures to defend it, and boom! Players will take the reins. Not every source of conflict (and usually fleeting, at that) has to be some world-shattering event with a bunch of flashy scenes. I think you could easily balance it out.



    A miniature version of this exact plot was ran recently by what I assume was a player (this shouldn't be too much IC info as the plot is on a rumor board right now). I'd be curious to know how it turned out. Not details, but just a general feel of "did this accomplish what the organizer intended?"

    (http://i396.photobucket.com/albums/pp46/antiwhipped/Early2.gif)
    Title: Re: Player retention and you: brainstorming
    Post by: BadSkeelz on November 06, 2015, 01:26:37 PM
    Quote from: TheWanderer on November 06, 2015, 12:36:52 PM
    OOC communication, even minimal, is a clan's biggest asset.

    I'll counter that having leaders who have plots that they're willing to throw newbies at is just as, if not more important, than "OOC communication." I didn't know jack shit when I was a newbie and didn't get told much of anything OOC, yet I still had leaders who wanted to train and involve me.
    Title: Re: Player retention and you: brainstorming
    Post by: TheWanderer on November 06, 2015, 01:47:48 PM
    Yes. It's important to have the plots to warrant OOC communication. I'm not debating that, as it's... the sole reason I'd even suggest OOC communication. They kind of go hand in hand.

    Just makes things easier for newbies and leaders alike.
    Title: Re: Player retention and you: brainstorming
    Post by: Dresan on November 06, 2015, 05:08:09 PM
    And just to go back full circle.

    After ever character dead, it takes three weeks to a month for me to be able to contribute to the game in any meaningful way. Whether good, bad, sitting at the tavern making more than just idle coversation, asking people for stuff, offering people stuff. Instead I often have very little to offer, nothing to do but grind some more, code wise at least.  Rp wise though since its easy to tell i'm a new character with absolutely nothing useful to contrubite, alot of people ignore me. Clans want to hire me, but again, thats another month of training before they even let me out of the gates on my own and I've always felt dependant on my leader for fun, since I am under so many restrictions half the time.

    Again It would be great if my character could just get up and do more shit right out of the box, without having to go off solo, to kill something and fail skin for the tenth time despite being a thirty year old hunter. I don't think its only staff that need to contribute by bringing the world alive, but I think the grind is responsible for a lot of the lack of contribution from the player side. I know for a fact it is responsible for taking me out of the game for long periods of time. After you invest a lot of time in a character alot of the time the risk/rewards of playing a villan or criminal do not add up. Again if you die, thats another couple of weeks of being ignored for being a useless noob, and training your character to the point people take you seriously.

    Do you know how many times I've been told by other characters that they don't really care to even bother to learn my character's name because chances are I could be dead in a couple weeks? I'm sure we've all seen it.

    Again all this does is lessen the contribution from the player's side and take players away from the game as they go off somewhere to grind and then again when they finish the grind because why risk losing a competant character and have to do the grind all over again. I think restrictive shedules also contribute to this problem but its a personal peeve of mine, and I will admit I am biased against clans with alot of restrictions.  

    Title: Re: Player retention and you: brainstorming
    Post by: Riev on November 06, 2015, 06:17:30 PM
    I've said the "I don't care who you are you'll be dead soon" to veteran-ass GMH hunters.

    When you start a character, of course it takes time to be influential. That is why special apps and sponsored roles exist, to app in with some in-game backup already.

    As with the "When am I badass" thread, you're badass when the world starts noticing you're badass. You can't app in, start the game, wear a bunch of cool-mo-dee shit and start acting like a fat-cat. You gotta make friends, be useful, show someone you're reliable. And its got very little to do with skills (read: little, not none).

    I've had Byn Sergeants app in, try to throw weight around and end up murdered by the squad they were leading. They had coded ability but it didn't matter because their reputation was in the shitter. Without a Sponsored role you can't really app in "reputation".
    Title: Re: Player retention and you: brainstorming
    Post by: Alesan on November 06, 2015, 06:23:10 PM
    Quote from: Riev on November 06, 2015, 06:17:30 PM
    I've said the "I don't care who you are you'll be dead soon" to veteran-ass GMH hunters.

    When you start a character, of course it takes time to be influential. That is why special apps and sponsored roles exist, to app in with some in-game backup already.

    As with the "When am I badass" thread, you're badass when the world starts noticing you're badass. You can't app in, start the game, wear a bunch of cool-mo-dee shit and start acting like a fat-cat. You gotta make friends, be useful, show someone you're reliable. And its got very little to do with skills (read: little, not none).

    I've had Byn Sergeants app in, try to throw weight around and end up murdered by the squad they were leading. They had coded ability but it didn't matter because their reputation was in the shitter. Without a Sponsored role you can't really app in "reputation".

    I don't think this really addresses the views Dresan shared, and I really have to sympathize with him because my characters are usually the same way.
    Title: Re: Player retention and you: brainstorming
    Post by: Fujikoma on November 06, 2015, 06:26:13 PM
    It's true, though, so many characters are in such a hurry to either get eaten or swan-dive off the shield wall.
    Title: Re: Player retention and you: brainstorming
    Post by: Dresan on November 06, 2015, 06:51:32 PM
    I think the you missed the point Riev.

    Its not about being a badass or influencial, there are plenty of people with strong character who never become either of those things, that takes player skill to accomplish that beyond just the grind. Its about being able to be somewhat useful without spending three weeks to a month grinding. If people don't have a need for you, because you have no skills to contribute, they don't even bother even learning your name. Thus you don't get invited into any plots, and any plots you might have are mostly wishful thinking. 

    Special apped leader roles are specifically given skill/stats boosts in order to able to get into the game quicker and start leading some missions and plots. Again the idea that this day and age you need to waste your time doing mindless grind just to get to the fun stuff is outdated. You should be able to be some use from the beginning, get into the meat of the game (plots) from the beginning, and be able contribute something.

    No not be a badass that kills meks alone, not be the most trusted person in the game, or have every noble and templar listen to you, but at least not be completely useless to almost everyone around you until X number of days have passed. Then maybe people might be more curious about what your name is... 
    Title: Re: Player retention and you: brainstorming
    Post by: Inks on November 06, 2015, 06:56:54 PM
    If everyone started badass that would push the bar so much higher and make the world less dangerous.
    Title: Re: Player retention and you: brainstorming
    Post by: Taven on November 06, 2015, 06:57:28 PM
    Whitt's post (http://gdb.armageddon.org/index.php/topic,50061.msg911334.html#msg911334) is something I can agree with in terms of how stuff that's been suggested isn't always something I think makes sense, or it's already been suggested and addressed.

    Kankwhisper's posts I just find hilarious. :D

    Title: Re: Player retention and you: brainstorming
    Post by: nauta on November 06, 2015, 06:58:52 PM
    I don't know where I stand on the solution in terms of code bumps or something, but I too have noticed this in the past.

    Quote from: Dresan on November 06, 2015, 06:51:32 PM
    If people don't have a need for you, because you have no skills to contribute, they don't even bother even learning your name. Thus you don't get invited into any plots, and any plots you might have are mostly wishful thinking. 

    In general, however, I don't like playing with people who view my PC as a set of skills, rather than a bundle of RP joy, so I just avoid leaders like that.

    My favourite characters were ones where I lied about what I was (or, in the first case, was such a newb I kinda forgot what I was), e.g., a pickpocket as a Salarri hunter, a ranger as an aide.

    There's also this thing where the first month of a fresh PC can feel really odd -- it takes something to make it click for me at least.
    Title: Re: Player retention and you: brainstorming
    Post by: Lizzie on November 06, 2015, 07:03:01 PM
    Quote from: Dresan on November 06, 2015, 06:51:32 PM
    I think the you missed the point Riev.

    Its not about being a badass or influencial, there are plenty of people with strong character who never become either of those things, that takes player skill to accomplish that beyond just the grind. Its about being able to be somewhat useful without spending three weeks to a month grinding. If people don't have a need for you, because you have no skills to contribute, they don't even bother even learning your name. Thus you don't get invited into any plots, and any plots you might have are mostly wishful thinking. 

    Special apped leader roles are specifically given skill/stats boosts in order to able to get into the game quicker and start leading some missions and plots. Again the idea that this day and age you need to waste your time doing mindless grind just to get to the fun stuff is outdated. You should be able to be some use from the beginning, get into the meat of the game (plots) from the beginning, and be able contribute something.

    No not be a badass that kills meks alone, not be the most trusted person in the game, or have every noble and templar listen to you, but at least not be completely useless to almost everyone around you until X number of days have passed. Then maybe people might be more curious about what your name is... 

    I can see that for some people it might be difficult, but I've never really encountered much trouble getting involved in stuff right out of chargen. As long as people were around when I logged in. When no one's around, obviously there's nothing to get involved in.

    Of course if the only thing you ever actually want to do with all your PCs is kill stuff or kill people, then yeah you'll have a tough time of it for awhile. But that just seems pretty one-dimensional to me. It's part of the fun, of course. And it can be frustrating if you're trying to be competent on your own. But being codedly competent shouldn't prevent you from getting involved in stuff.


    Title: Re: Player retention and you: brainstorming
    Post by: Alesan on November 06, 2015, 07:03:39 PM
    Imagine what it's like for a new player if some of us take a month to get into a new PC.

    I don't know how many of you found it an enchanting new experience and had no trouble getting drawn in, I know that wasn't my experience and it probably wasn't others' as well. It takes me at least a month or two to feel "at home" in a new game and that process nearly starts over for me every time I write up a new character. It's draining.
    Title: Re: Player retention and you: brainstorming
    Post by: Dresan on November 06, 2015, 07:18:40 PM
    It gets down right tedious after a several years of the same thing. 

    I dunno, Lizzie, I guess it might depends on your definition of 'never really encountered much trouble getting involved in stuff right out of chargen'. More specifically chances are what you consider 'time well spent ' is clearly not the same for me.

    Title: Re: Player retention and you: brainstorming
    Post by: Renenutet on November 06, 2015, 07:28:53 PM
    Quote from: nauta on November 05, 2015, 04:13:01 PM

    I'd be curious: have any of the suggestions in this thread have been taken up or adopted?  I've heard a lot of staff say that they do that already, and a couple times a staff member said they liked an idea and were tossing it upstairs...  Perhaps a small write-up when staff has time of what suggestions were taken up would be helpful

    Also, just for my own sake, I'd like to know what the official staff position is on account notes:

    1) do all negative account notes (be they 'account' or 'character') get e-mailed to players?  (This is what Euronymous's post suggests.)  

    2) do only negative account notes that are 'account' get e-mailed to players? (This is what seidhr's posts state.)

    Thanks!
    (And maybe a word or two on the difference between an 'account' and a 'character' note.)



    I had wanted to respond to this yesterday. I didn't have a chance to do so.

    First, yes, we have been following this thread. We have been talking about those things we can do right now, those things we can do soon and those things we can think about a bit more. Admittedly some suggestions more than other.

    We're absolutely listening. I want to assure you, when we talk about retention, it's not just numbers. We want you guys to log in and have fun. It's not always stated straight up, but we have a lot of enthusiasm for the game, and a lot of enthusiasm about you, the players. It's gratifying when the players have fun. We get excited when you succeed. We also get excited when you fail, but have a great time anyway. Maybe we can figure out how to say that more.

    Do we send emails when people do something right? I'm not sure. I'm still pretty new.  I'm sure we do sometimes. Maybe we could and should do it more.
    Title: Re: Player retention and you: brainstorming
    Post by: Jihelu on November 07, 2015, 12:31:04 AM
    I really feel like there should be a "Shit you should know before you join" page aimed at new players.
    Bowing.
    How to do basic things like hunting or something.
    All that.
    Could even throw it into a tutorial like the fancy things mentioned a while back.
    I feel like the game isn't very newbie friendly and that is both a good and bad thing in the sense of dying over and over is fun and all but not fun when you don't know /why/.
    Title: Re: Player retention and you: brainstorming
    Post by: Old Kank on November 07, 2015, 12:55:46 AM
    Quote from: Renenutet on November 06, 2015, 07:28:53 PM
    yes, we have been following this thread. We have been talking about those things we can do right now, those things we can do soon and those things we can think about a bit more.

    Thank you for posting this.

    I feel like there's been a lot of momentum and positivity with this thread, and it's nice to see a lot of engagement with the staff here.  I think it would be encouraging to see something concrete come out of all this, beyond just spurring conversations on the staff side.

    For my part, I'm going to make the staff a standing offer:  I would be happy to make a GUI building app of some sort or another (or spearhead the effort at least).  I'm not a web/software developer, but I'm pretty sure I can cobble something together that would let players submit nicely formatted scripts that staffers could just plug into their clients.  If there's interest, feel free to send me a pm or email.
    Title: Re: Player retention and you: brainstorming
    Post by: Marauder Moe on November 07, 2015, 01:32:10 AM
    Quote from: Jihelu on November 07, 2015, 12:31:04 AM
    I really feel like there should be a "Shit you should know before you join" page aimed at new players.
    There literally is: www.armageddon.org/help/view/What%20You%20Know

    Though a tip about bowing would probably be a nice inclusion.
    Title: Re: Player retention and you: brainstorming
    Post by: whitt on November 07, 2015, 02:57:19 AM
    Quote from: Marauder Moe on November 07, 2015, 01:32:10 AM
    Quote from: Jihelu on November 07, 2015, 12:31:04 AM
    I really feel like there should be a "Shit you should know before you join" page aimed at new players.
    There literally is: www.armageddon.org/help/view/What%20You%20Know

    Though a tip about bowing would probably be a nice inclusion.

    I kind of feel there should be a coded link to this:

    http://www.armageddon.org/intro/walkthrough.php#entering (http://www.armageddon.org/intro/walkthrough.php#entering)

    On a board in the hall of kings.
    Title: Re: Player retention and you: brainstorming
    Post by: Erythil on November 07, 2015, 03:31:14 AM
    Quote from: Marauder Moe on November 07, 2015, 01:32:10 AM
    Quote from: Jihelu on November 07, 2015, 12:31:04 AM
    I really feel like there should be a "Shit you should know before you join" page aimed at new players.
    There literally is: www.armageddon.org/help/view/What%20You%20Know

    Though a tip about bowing would probably be a nice inclusion.

    Also 'you are illiterate.'

    Most people aren't going to clue in on that one.  Especially since we have notice-board objects in the first room players zone into.
    Title: Re: Player retention and you: brainstorming
    Post by: Jihelu on November 07, 2015, 01:59:10 PM
    Eh, maybe more info then. I'd have to find something that would stump me and probably have some caustic effect before thinking of more additions.
    How to identify nobles/templars would be helpful.
    (IT's a bit easy to spot a templar tho
    Title: Re: Player retention and you: brainstorming
    Post by: nauta on November 07, 2015, 04:34:00 PM
    Quote from: Renenutet on November 06, 2015, 07:28:53 PM
    Quote from: nauta on November 05, 2015, 04:13:01 PM
    ...
    Also, just for my own sake, I'd like to know what the official staff position is on account notes:

    1) do all negative account notes (be they 'account' or 'character') get e-mailed to players?  (This is what Euronymous's post suggests.)  

    2) do only negative account notes that are 'account' get e-mailed to players? (This is what seidhr's posts state.)

    Thanks!
    (And maybe a word or two on the difference between an 'account' and a 'character' note.)


    I had wanted to respond to this yesterday. I didn't have a chance to do so.

    First, yes, we have been following this thread. We have been talking about those things we can do right now, those things we can do soon and those things we can think about a bit more. Admittedly some suggestions more than other.

    We're absolutely listening. I want to assure you, when we talk about retention, it's not just numbers. We want you guys to log in and have fun. It's not always stated straight up, but we have a lot of enthusiasm for the game, and a lot of enthusiasm about you, the players. It's gratifying when the players have fun. We get excited when you succeed. We also get excited when you fail, but have a great time anyway. Maybe we can figure out how to say that more.

    Do we send emails when people do something right? I'm not sure. I'm still pretty new.  I'm sure we do sometimes. Maybe we could and should do it more.

    Thanks! 

    em coughs and casually points to the bolded bit.
    Title: Re: Player retention and you: brainstorming
    Post by: Adhira on November 07, 2015, 07:37:40 PM
    The staff side rule is that if you add a negative note to a players account you are meant to open up a request  to let them know, if appropriate give suggestions for improvement/change or further discuss and clarify the issue with them.

    In general staff only send messages about notes added to accoun info, not player info.  The reason for this is that notes placed in pinto are generally just informational notes for that PC to aid with animations.  For example if they've visited a particular spot and got a certain reaction we will know to 'ramp up' the reaction next time.  Or maybe they pissed off an npc and we want to note it in case we go anywhere with it plot wise.  In other words we don't consider this field of notes to be the place where we are commenting on RP or the account t and it should not be the place for a negative note type,  just j to for staff on the PC.
    Title: Re: Player retention and you: brainstorming
    Post by: Harmless on November 08, 2015, 05:32:27 AM
    I've been trying to figure out what it is that keeps me from enjoying the game like I used to. In my brainstorming I have determined that it boils down mostly to incredible fatigue at having played so many characters and "failed" at achieving my goals for those PCs, despite hundreds of hours of work (a 25 days played PC is 600 hours of gaming time).

    The most upsetting losses are those to combat against NPCs or imm-controlled NPCs. Losing a 25-35 days played PC to threats like drov beetles/carru/kryl/tarantula/etc is likely the least interesting death I can think of.

    These PCs that had goals like "raise my child", or "become a leader," which I had made significant progress towards (becoming recruited and promoted in a clan, having a PARTNER to help raise a child with, etc), and yet all that effort, those hundreds of hours are lost in a few seconds because of a nasty combination of the random number generator and my determination to play a character realistically in combat situations; for example, if I am playing a magicker, I won't ALWAYS walk around with every single magickal buff I can put on if it doesn't feel realistic. Or if playing a soldier, I will generally follow orders, try to support my team, rather than be a total coward and flee what I OOCly know is a sure-death situation.

    Maybe the first few times I lost a PC this way I could shrug it off and try again from scratch, but I think now that I am on PC 40+ or so, and I have lost a 15-25 days played PC around a dozen times, I've had it. In particular, I am really, really jaded about the importance of attributes, HP total, clan participation and the PLAYERS I interact with and are led by. If something in those factors is sub-par according to my experience, then I just say "fuck it."

    I thought of a solution, however. To preface this, people have stated here many times that skill bumps are rather meaningless; they shave off some hours from your grind which is nice, but it has no real impact on the final outcome of your PC. After all, for most of the above PCs, the skills were up to a decent level; parry having been branched, weapon skills to at least journeyman, etc.

    The solution therefore is that we should be allowed to use karma/CGP to boost our attributes. One possible mechanism is allowing us to select a few attributes to boost soon after character creation; let us get the attributes to where we think they need to be and we'll be more willing to take the plunge of hundreds of hours of gaming time to build a character and flesh out their story. Another possibility would be to allow attribute boosting requests once again for more long-lived PCs; give us that hope that even if the initial roll wasn't so good that we can eventually improve it up to a reasonable limit.

    The current standard among our players to handle a bad stats roll is to just play the character much more riskily until they inevitably die if you weren't happy with the stats you got. I think that's fine, but sometimes that isn't what I want for a PC; maybe it's a special app, and I don't like the idea of having waited for 2 weeks to get approval and not being able to app another extended subguild for a month. Maybe it's because the PC has a background I like or they met another PC and formed a meaningful relationship early on. Whatever the case, "playing risky" isn't something I do also for realism purposes. I'd much, much rather just be able to slowly build that PC up to where they can succeed than keep going through concept after concept.

    It doesn't have to be much. Maybe the highest you could ever "boost" an attribute in any one category should be "very good." Maybe the most you can do is boost one stat per IC year. Whatever the limits, even a small amount of improvement would be very meaningful.


    Title: Re: Player retention and you: brainstorming
    Post by: Lizzie on November 08, 2015, 08:10:40 AM
    Harmless, your attributes already go up/down dependent on character age.

    If you start out as a teen, your wisdom will be lower than if that exact same dice-roll occurred with a character 10 years older.
    The same teen's strength will be better than if the same dice roll was on the same character at age 60.

    If that teen lives to be 60, you will see a few changes in those attributes, simply for longevity.

    You're frustrated that your 30-day-old character dies to an NPC. I'm not sure what else you're expecting. Are you expecting for your characters to die of old age? If you are, then your character shouldn't leave home, ever. That is the "solution" to the problem of a 30-day-played character dying to an NPC, whether staff animated or random generated. Or, arrange for a PC to kill yours instead.
    Title: Re: Player retention and you: brainstorming
    Post by: Jave on November 08, 2015, 09:09:50 AM
    Quote from: Harmless on November 08, 2015, 05:32:27 AM
    I've been trying to figure out what it is that keeps me from enjoying the game like I used to. In my brainstorming I have determined that it boils down mostly to incredible fatigue at having played so many characters and "failed" at achieving my goals for those PCs, despite hundreds of hours of work (a 25 days played PC is 600 hours of gaming time).

    The most upsetting losses are those to combat against NPCs or imm-controlled NPCs. Losing a 25-35 days played PC to threats like drov beetles/carru/kryl/tarantula/etc is likely the least interesting death I can think of [...]

    I'm sorry to hear that. Losing a character that you've invested a lot of time in is rough under any circumstance, let alone when the death feels arbitrary. But that is the nature of a game with permadeath and automated conflict resolution: Characters will often die unexpectedly.

    History is littered with these sorts of underwhelming ends from famous musicians dying on the toilet to emperors choking on some food or falling ill in the middle of a great military campaign.

    I do feel that in the end, permadeath provides more benefit than detriment to the game world though, and wouldn't want to see it go.

    Quote from: Harmless on November 08, 2015, 05:32:27 AM
    I thought of a solution, however. [...] we should be allowed to use karma/CGP to boost our attributes.

    I don't understand how boosting attributes is a solution for the burnout that follows losing a long lived character.  ???
    It seems non sequitur to me.
    Title: Re: Player retention and you: brainstorming
    Post by: The Silence of the Erdlus on November 08, 2015, 09:13:31 AM
    It is frustrating to lose a long-lived to something arbitrary sometimes and we feel for you. But the only alternative is less appealing.
    Title: Re: Player retention and you: brainstorming
    Post by: RogueGunslinger on November 08, 2015, 09:14:53 AM
    Because long lived character don't have much to gain anymore. Attributes/skills and special little things  like unique tattoo's or story-based knick-nacks from the last RPT.

    I know a lot of this is done to some extent, but I think he's saying more would help keep long-lived characters around without wanting to store, suicide, or just be reckless.
    Title: Re: Player retention and you: brainstorming
    Post by: nauta on November 08, 2015, 10:15:05 AM
    Quote from: Adhira on November 07, 2015, 07:37:40 PM
    The staff side rule is that if you add a negative note to a players account you are meant to open up a request  to let them know, if appropriate give suggestions for improvement/change or further discuss and clarify the issue with them.

    In general staff only send messages about notes added to accoun info, not player info.  The reason for this is that notes placed in pinto are generally just informational notes for that PC to aid with animations.  For example if they've visited a particular spot and got a certain reaction we will know to 'ramp up' the reaction next time.  Or maybe they pissed off an npc and we want to note it in case we go anywhere with it plot wise.  In other words we don't consider this field of notes to be the place where we are commenting on RP or the account t and it should not be the place for a negative note type,  just j to for staff on the PC.

    Thanks!
    Title: Re: Player retention and you: brainstorming
    Post by: nauta on November 08, 2015, 10:35:17 AM
    The casuals and you:

    I'm sympathetic to a lot of the ideas that seem to be motivated by what folks out there call the 'casuals' (that is, people who might not have a load of time to dedicate to the game, or a load of time in one sitting).  From what I can tell, a lot of the skill bump suggestions (in some form or other) are motivated by this concern.  Here's some other suggestions that might make life better for casuals:

    Ranger Quit: Perhaps you could, with a certain amount of karma, get ranger quit (i.e., quit anywhere) for free, or maybe you can buy ranger quit with CGP, or maybe you can QUIT OOC an unlimited amount of times after reaching a certain karma threshold, or providing staff with some justification or something.

    Meta-Movement Points: So there's a big RPT coming up, but you have a dozen things to do, and can only make it in the middle, or have to leave during the middle, or it takes an hour to get to the RPT, etc.  Again, perhaps players with a certain amount of karma, or maybe purchased with CGP, can have the ability to meta-poof from point A to point B, or teleport to a certain person.  (Details could be sorted to avoid abuse -- e.g., it could log it to staff or whatever whenever this happens, limited to once a month, requires a report to be filed, or something.)  We suspend our disbelief when people quit out during a scene; we can suspend our disbelief when they re-enter a scene too.

    Add more Quit rooms around the Known.

    Something about making apartments easier to maintain as a casual player.  Maybe expand Nenyuk's 'store item' option (not even sure how that works); or maybe you can file off an 'absent request' to staff or something to have your items stored in a special space.

    Some form of off-line communication.  A messenger bot has been suggested before.  You'd have to rig this so that it doesn't get abused, e.g., limit messages to once a week or something, or three messages a week.
    Title: Re: Player retention and you: brainstorming
    Post by: ibusoe on November 08, 2015, 10:47:41 AM
    Quote from: Harmless on November 08, 2015, 05:32:27 AM
    The solution therefore is that we should be allowed to use karma/CGP to boost our attributes. One possible mechanism is allowing us to select a few attributes to boost soon after character creation; let us get the attributes to where we think they need to be and we'll be more willing to take the plunge of hundreds of hours of gaming time to build a character and flesh out their story. Another possibility would be to allow attribute boosting requests once again for more long-lived PCs; give us that hope that even if the initial roll wasn't so good that we can eventually improve it up to a reasonable limit.

    I think plenty of you overlooked what I took to be Harmless central point.

    Might I ask why it is some feel that having random stats contributes to players ability to create living, breathing characters rather than detracts from it?
    Title: Re: Player retention and you: brainstorming
    Post by: The Silence of the Erdlus on November 08, 2015, 10:49:14 AM
    What about giving a very few of the right kind of long-lived pcs who ask for them their own npc slaves/servants/guards? They could store them in their apartment or have them guard their warehouses, and require staff approval from their clan or the right clan to have them. Something for a percentage of the long-liveds to strive for, an extra bit of power that still means nothing in the face of a Templar.
    Title: Re: Player retention and you: brainstorming
    Post by: Qzzrbl on November 08, 2015, 11:28:27 AM
    Quote from: ibusoe on November 08, 2015, 10:47:41 AM
    I think plenty of you overlooked what I took to be Harmless central point.

    Might I ask why it is some feel that having random stats contributes to players ability to create living, breathing characters rather than detracts from it?

    ::Edit:: Holy balls I misread your post hard. Disregard me.
    Title: Re: Player retention and you: brainstorming
    Post by: The Silence of the Erdlus on November 08, 2015, 12:09:43 PM
    And give those same few (and maybe a couple of others who do the right things) limited access to those Tuluki wines that are now unavailable? A perk of power.
    Title: Re: Player retention and you: brainstorming
    Post by: Norcal on November 08, 2015, 12:21:59 PM
    Quote from: Harmless on November 08, 2015, 05:32:27 AM
    Lots of really valid stuff.

    I agree with this post.  Stats are supposed to be a measure of realism and randomness, as far as I can tell at least.

    However, your main guild is decided before you get a stat roll.  Realistically, someone with stats that make them suck at combat would not really have become a warrior. Yet there you are, stuck with a bad roll.  You can reroll, and maybe it will be better, maybe not.

    And what if that warrior with terrible stats is also one of your precious special apps, and a concept that you have spent hours or days working up, with a name and a description you cannot use again?  This is really not nice. Not fun at all.  

    Now you want to be a good Arm player, so you tough it out, like Harmless says.  You invest. You play realistically and then your PC dies, and you have not reached even one goal.  That is also not very nice. Stats do increase and decrease with age.  Yet the increases may not always be enough.

    Then repeat this process as Harmless mentioned, many times, never reaching even one goal.  That is the reason for burnout Jave.  And allowing for stat increases would alleviate some (not all) of the problem. I do not see anyone advocating for a removal or permadeath.

    The idea of this thread is for players to express the ways they feel player retention could be improved.  Harmless has suggested allowing players to improve stats, or by somehow changing the stat system to make it more favorable.  I think she is right, and there are lots of ways to do this and still keep the same style, feel and uniqueness to Arm.
    Title: Re: Player retention and you: brainstorming
    Post by: nauta on November 08, 2015, 12:31:33 PM
    Quote from: Harmless on November 08, 2015, 05:32:27 AM
    The solution therefore is that we should be allowed to use karma/CGP to boost our attributes. One possible mechanism is allowing us to select a few attributes to boost soon after character creation; let us get the attributes to where we think they need to be and we'll be more willing to take the plunge of hundreds of hours of gaming time to build a character and flesh out their story. Another possibility would be to allow attribute boosting requests once again for more long-lived PCs; give us that hope that even if the initial roll wasn't so good that we can eventually improve it up to a reasonable limit.

    +1 on this idea and any idea that gives us more control over the character creation process.  That said, isn't this possible already? -- I noticed there's a "Stat Change" pulldown on the Request Tool...  Maybe we should have to use CGP/karma to do it, but I'd like to think a reasonable explanation to staff would be granted-- hey guys, totally envisioned this guy as a wimpy guy with great hand-eye coordination, or as a clumsy meat-head, but the rolls didn't come out right!  check out my background.  TIA.  

    Maybe you have something else in mind, or maybe you think the current system is clunky?

    ETA: Checked out the pulldown for "Stat Change', this is what it says:

    "Use this to request a stat change for your character. Due to a recent policy change this is only to address playability issues. Do not submit logs of you working out to gain more strength."

    Perhaps the language could change to be more receptive and inclusive: "Use this feature if the attributes you got out of chargen don't reflect what you had visualized your character being.  Reasonable requests will be considered."
    Title: Re: Player retention and you: brainstorming
    Post by: Eurynomos on November 08, 2015, 01:05:11 PM
    As promised, we've developed a formal system for Staff giving kudos (Positive Reinforcement) to players. So it isn't nebulous anymore.
    Title: Re: Player retention and you: brainstorming
    Post by: Dresan on November 08, 2015, 01:14:44 PM
    What would be nice to see is more in game customization so characters have more room to grow beyond their original mold.

    I rather keep things random but still allow for small improvement, assuming your character starts off really weak. If you want to work your character up to be stronger, you should be able to within reason, perhaps with very good being the cut off. Or maybe people should just be able to apply to reroll a single skill...it could go up, stay the same or it could go down, working out can hurt you after all (i busted my shoulder once, and it took months before it got better) . Its the same with skills, there should be no reason why your character can't learn a skill at sub-guild levels, perhaps mid-journeyman or no higher then advanced depending on the skill.

    But there should be a significant cost to this for the player. Perhaps maybe once every six months per stat boost or to add a single sub-guild skill, and it should cost you a special app. It would allow people to always have something to strive for and look forward too, no matter how long they've played a character. This would satisfy the achievers, while allowing people like me, to have slightly more useful character in the beginning with less grind.

    Again this would be nice to have, but in terms of player retention, losing your character, contacts and story hurts enough in a perma-death game....its just that initial two weeks to month long grind to mediocrity that just adds insult to injury.
    Title: Re: Player retention and you: brainstorming
    Post by: The Silence of the Erdlus on November 08, 2015, 01:18:31 PM
    One thing I think would make the people who play mostly gickers stay more and burn out less is a single skill add-on.

    Like a subguild, but this is a single extra skill you choose at chargen from the non-profitable crafting skills and less advantageous other skills.

    Accidental guild sniffing becomes vastly harder, every elf knows how to sneak now, the mercenary can make clubs and knives together, the secret witch in Kadius can make clothes and jewelry both, etc.
    Title: Re: Player retention and you: brainstorming
    Post by: Dresan on November 08, 2015, 01:38:26 PM
    I`ve thinking magickers should start with a few more sub-level guild mundane skills, and slightly better combat skills so non-gemmers could join combat clans by just taking mercenary sub-guild. Considering they can really only use their magick outside the walls of a city, village or outpost perhaps giving some of them novice level direction sense which they can then train to journeyman IF they do go out wouldn`t be the worst of ideas. As I said on the other thread, I dunno, and I`m often more concerned with mundanes then magickers, though that isn`t really that fair to people who enjoy those roles from time to time.

    I sometimes feel like there should be a lot more hidden skills, like direction sense. Rangers starting off amazing in them, but every other player with a lot of work still being able to become good at them abeit slowly. Again the idea being that you start off good with the skills intended for your guild making you useful from the start but you should still be able to practice climbing, or riding with your warrior and eventually be able to invisibly cap at sub-guild levels with a lot of grind, if you didn`t want to grind those particular skills you should have picked it as a visible sub-guild skill.  
    Title: Re: Player retention and you: brainstorming
    Post by: CodeMaster on November 08, 2015, 01:41:03 PM
    Quote from: nauta on November 08, 2015, 10:35:17 AM
    Ranger Quit: Perhaps you could, with a certain amount of karma, get ranger quit (i.e., quit anywhere) for free, or maybe you can buy ranger quit with CGP, or maybe you can QUIT OOC an unlimited amount of times after reaching a certain karma threshold, or providing staff with some justification or something.

    One of the restrictions I like about quit ooc is you have to touch a quit exit at least once every two log-offs.  This keeps you anchored to society unless you're a ranger.

    But "touching" the quit room entails logging off and back in again (I wonder how staff view doing this rapidly just to lose the flag).  I wouldn't mind, say, a compromise where simply walking through a quit room (or typing quit touch or something) reset your quit ooc status?

    Quote from: nauta on November 08, 2015, 10:35:17 AM
    Meta-Movement Points: So there's a big RPT coming up, but you have a dozen things to do, and can only make it in the middle, or have to leave during the middle, or it takes an hour to get to the RPT, etc.  Again, perhaps players with a certain amount of karma, or maybe purchased with CGP, can have the ability to meta-poof from point A to point B, or teleport to a certain person.  (Details could be sorted to avoid abuse -- e.g., it could log it to staff or whatever whenever this happens, limited to once a month, requires a report to be filed, or something.)  We suspend our disbelief when people quit out during a scene; we can suspend our disbelief when they re-enter a scene too.

    Potentially solved by the wagon code, maybe?  What if for large campaigns the Byn had a wagon (not a wagon necessarily, but a "vanguard" or a "detachment") that players could enter/exit and quit out from, thereby enabling them to be near the action whenever?

    Same before any big RPT: if templars are amassing a citizen militia, maybe there could be an enterable quit-room object initially described as a "training camp" that would later be moved close to the RPT action and re-described as a "desert trench" or something.  Entering the object would give a warning to the player:

    [WARNING: this room represents a mobile troop.  If you quit in this room, you may log back in to find yourself in another part of the game.].
    Title: Re: Player retention and you: brainstorming
    Post by: Rokal on November 08, 2015, 01:53:00 PM
    Quote from: CodeMaster on November 08, 2015, 01:41:03 PM
    Quote from: nauta on November 08, 2015, 10:35:17 AM
    Ranger Quit: Perhaps you could, with a certain amount of karma, get ranger quit (i.e., quit anywhere) for free, or maybe you can buy ranger quit with CGP, or maybe you can QUIT OOC an unlimited amount of times after reaching a certain karma threshold, or providing staff with some justification or something.

    One of the restrictions I like about quit ooc is you have to touch a quit exit at least once every two log-offs.  This keeps you anchored to society unless you're a ranger.

    But "touching" the quit room entails logging off and back in again (I wonder how staff view doing this rapidly just to lose the flag).  I wouldn't mind, say, a compromise where simply walking through a quit room (or typing quit touch or something) reset your quit ooc status?

    Quote from: nauta on November 08, 2015, 10:35:17 AM
    Meta-Movement Points: So there's a big RPT coming up, but you have a dozen things to do, and can only make it in the middle, or have to leave during the middle, or it takes an hour to get to the RPT, etc.  Again, perhaps players with a certain amount of karma, or maybe purchased with CGP, can have the ability to meta-poof from point A to point B, or teleport to a certain person.  (Details could be sorted to avoid abuse -- e.g., it could log it to staff or whatever whenever this happens, limited to once a month, requires a report to be filed, or something.)  We suspend our disbelief when people quit out during a scene; we can suspend our disbelief when they re-enter a scene too.

    Potentially solved by the wagon code, maybe?  What if for large campaigns the Byn had a wagon (not a wagon necessarily, but a "vanguard" or a "detachment") that players could enter/exit and quit out from, thereby enabling them to be near the action whenever?

    Same before any big RPT: if templars are amassing a citizen militia, maybe there could be an enterable quit-room object initially described as a "training camp" that would later be moved close to the RPT action and re-described as a "desert trench" or something.  Entering the object would give a warning to the player:

    [WARNING: this room represents a mobile troop.  If you quit in this room, you may log back in to find yourself in another part of the game.].

    This is a super cool idea.
    Title: Re: Player retention and you: brainstorming
    Post by: Dresan on November 08, 2015, 02:26:05 PM
    Something else I wanted to mention was elves.

    You know I really like playing humans, and once in a blue moon I play half-elves. Half-elves have interesting role play and nice upside to help you along as you wade through all the shit thrown at you. People love dwarves too, nice stats, interesting roleplay, not my cup of tea but I can understand why people enjoy playing them.

    Basically these are changes of pace from just playing humans, which is great, adds to the game being able to play different things and different races is one of the things that really adds variety to the game. Now, considering there is really only one city elves can thrive in perhaps a few more benefits with city life wouldn`t be the worst.

    It is not that I don`t see people playing elves, and kudos to those that play but man, they need some love. I`m sure elven clans are being work on but honestly I don`t want to see an elf only clan, rather having more options within the current system.

    I also think the coded upside to elves fall short in comparison to almost any other race in the game. Shit strength sucks when leather armors are so damn heavy, my human can easily run around the city, they inability to ride is such a loss when ride is a powerful skill for both movement and combat.To add insult to injury, the one thing they do get as a benefit is the same thing that has caused the death of two or three of some really fun characters... gee not much of a benefit in my books.  

    I mean considering we now have rooftops, perhaps all elves should at least start with climb and a few other city skills to represent their adaptability and mobility in the city. Perhaps city sneak, or flee....if they can`t ride or play the op ranger class, they should be able to do as they please on their legs within the city.

    Again the only reason I mention this in this thread is it all adds to the variety of the game and ultimately will help with retention. For example, if I can`t pick allanak or tuluk every other character, perhaps I can pick human or elf, and get two different experiences with in the same city, but right now, elves feels like its lacking, since you have so many RP and coded restrictions.  Again though, kudos to those people who do play them.    
    Title: Re: Player retention and you: brainstorming
    Post by: Old Kank on November 08, 2015, 02:29:14 PM
    Perhaps "special applications" could be changed to "special requests?"  Three times a year, you can go to staff and request the addition of one skill, one stat change, or one skill bump, more or less no questions asked.  No need for exhaustive logs or whatever.  Keep your character alive for 3-4 years and you can pick up the equivalent of two or three extended subguilds.
    Title: Re: Player retention and you: brainstorming
    Post by: nauta on November 08, 2015, 02:51:29 PM
    Quote from: Old Kank on November 08, 2015, 02:29:14 PM
    Perhaps "special applications" could be changed to "special requests?"  Three times a year, you can go to staff and request the addition of one skill, one stat change, or one skill bump, more or less no questions asked.  No need for exhaustive logs or whatever.  Keep your character alive for 3-4 years and you can pick up the equivalent of two or three extended subguilds.

    I love this idea, especially the 'more or less no questions asked' part of it.  Submitting logs for scrutiny is tedious for both parties; subjective; and, at least for me, a bit arbitrary: my dudette was training sword while I was offline, guys, honest.
    Title: Re: Player retention and you: brainstorming
    Post by: Taven on November 08, 2015, 03:02:16 PM
    Quote from: Old Kank on November 08, 2015, 02:29:14 PM
    Perhaps "special applications" could be changed to "special requests?"  Three times a year, you can go to staff and request the addition of one skill, one stat change, or one skill bump, more or less no questions asked.  No need for exhaustive logs or whatever.  Keep your character alive for 3-4 years and you can pick up the equivalent of two or three extended subguilds.

    I'm all for long-lived characters getting something, but having what amounts to 2-3 subguilds on one PC, who might even be already maxed in their main guild, seems like way too much.

    Title: Re: Player retention and you: brainstorming
    Post by: nauta on November 08, 2015, 03:03:53 PM
    Quote from: Taven on November 08, 2015, 03:02:16 PM
    Quote from: Old Kank on November 08, 2015, 02:29:14 PM
    Perhaps "special applications" could be changed to "special requests?"  Three times a year, you can go to staff and request the addition of one skill, one stat change, or one skill bump, more or less no questions asked.  No need for exhaustive logs or whatever.  Keep your character alive for 3-4 years and you can pick up the equivalent of two or three extended subguilds.

    I'm all for long-lived characters getting something, but having what amounts to 2-3 subguilds on one PC, who might even be already maxed in their main guild, seems like way too much.
    I was just about to edit my entry to say the same -- you might want to limit the "special requests" to once a year or three-times per PC or something.  (Just tweak the number: but the general idea here is that it gives players the very real possibility to change their characters, which I think a lot of people want.)
    Title: Re: Player retention and you: brainstorming
    Post by: Dresan on November 08, 2015, 03:05:38 PM
    How about twice a year, once every six months, and it still costs you a special app for a regular sub-guild skill. Some skills available in extended subguilds like backstab would cost much more, and be one request per year only.  The first time you app for a skill, it should be awarded at journeyman level, the second time bumped to low advanced and that's it.


    So if you've invested two years of your RL in this game, your character might have an extra sub-guild worth of skills, or two extra advanced skills to show for it. Four years of your 80~ years on this earth would double that, assuming you haven't been using requests for stat or other skill bumps. Not to mention four RL years is like what, around 32 years in the game? 
    Title: Re: Player retention and you: brainstorming
    Post by: Taven on November 08, 2015, 03:09:19 PM
    Quote from: Dresan on November 08, 2015, 03:05:38 PM
    How about twice a year, once every six months, and it still costs you a special app.

    Okay, but how does this negate long-lived PCs from becoming even more unstoppable superhouses then they already are?

    Title: Re: Player retention and you: brainstorming
    Post by: BadSkeelz on November 08, 2015, 03:13:24 PM
    They're really not.

    A good assassin, a few moderately skilled warriors, enough coin to a Templar...

    Anyone can be killed.
    Title: Re: Player retention and you: brainstorming
    Post by: Taven on November 08, 2015, 03:18:30 PM
    Quote from: BadSkeelz on November 08, 2015, 03:13:24 PM
    They're really not.

    A good assassin, a few moderately skilled warriors, enough coin to a Templar...

    Anyone can be killed.

    Yeah, but a maxed out 5-RL-year warrior (for example) is going to be a lot harder to kill then anyone else. Giving them even more random things just because they happen to be old (no questions asked) doesn't make sense to me.

    Now if you wanted to take a non-ext subguild old PC and expand their subguild into a related extended subguild, which would require a special app slot or two, sure. That's not pushing them past what a different PC could do. That's enabling them to expand a PC's interests in a way that makes sense to me.

    Title: Re: Player retention and you: brainstorming
    Post by: Dresan on November 08, 2015, 03:22:15 PM
    Stat loss on a aging warrior or ranger is a heartbreaking thing....I've seen it.  :'(

    Ranger with the right extended sub-guild already reaches those levels of op, so its not too much of a concern. They still die just as easily.


    What might be op is this system on a magicker though, I will admit that
    Title: Re: Player retention and you: brainstorming
    Post by: Taven on November 08, 2015, 03:24:08 PM
    Quote from: Dresan on November 08, 2015, 03:22:15 PM
    Stat loss on a aging warrior is a heartbreaking thing....I've seen it.  :'(

    Well... This is a permadeath game. Sometimes the death is immediate. Othertimes it's a year at a time, watching your hp dip slowly lower.

    The second way isn't fun, but that doesn't make it any less valid a form of death. People get old.

    Title: Re: Player retention and you: brainstorming
    Post by: nauta on November 08, 2015, 03:26:22 PM
    Quote from: Taven on November 08, 2015, 03:18:30 PM
    Quote from: BadSkeelz on November 08, 2015, 03:13:24 PM
    They're really not.

    A good assassin, a few moderately skilled warriors, enough coin to a Templar...

    Anyone can be killed.

    Yeah, but a maxed out 5-RL-year warrior (for example) is going to be a lot harder to kill then anyone else. Giving them even more random things just because they happen to be old (no questions asked) doesn't make sense to me.

    Now if you wanted to take a non-ext subguild old PC and expand their subguild into a related extended subguild, which would require a special app slot or two, sure. That's not pushing them past what a different PC could do. That's enabling them to expand a PC's interests in a way that makes sense to me.

    Dunno about that.  First, 5-RL-year warriors are extremely rare.  The proposal seems (at first blush at least, with some tweaking) to address a large swathe of concerns in a single easy way: some people want new skills (Jihelu and his precious sword); some people want skill bumps (people without much time to grind); some people want stat tweaks (people with bad rolls but good concepts): boom, there's one easy way to achieve that.

    I see the concern, but capping it at X times per PC seems to address even the worry about the 5-RL-year warrior.  (X being three, maybe.)
    Title: Re: Player retention and you: brainstorming
    Post by: Dresan on November 08, 2015, 03:32:16 PM
    Quote from: Taven on November 08, 2015, 03:24:08 PM
    Quote from: Dresan on November 08, 2015, 03:22:15 PM
    Stat loss on a aging warrior is a heartbreaking thing....I've seen it.  :'(

    Well... This is a permadeath game. Sometimes the death is immediate. Othertimes it's a year at a time, watching your hp dip slowly lower.

    The second way isn't fun, but that doesn't make it any less valid a form of death. People get old.



    My point was that if someone lives that long, their character will start to begin experiencing stat loss, making the skills they have feel less op anyways. Again as others have pointed out, they'd still be easy to kill. I mean no amount of mundane skills would make them like full sorcerers were in the game.  And we are just talking about mundane skills here.
    Title: Re: Player retention and you: brainstorming
    Post by: Taven on November 08, 2015, 03:35:16 PM
    Quote from: nauta on November 08, 2015, 03:26:22 PMDunno about that.  First, 5-RL-year warriors are extremely rare.  The proposal seems (at first blush at least, with some tweaking) to address a large swathe of concerns in a single easy way: some people want new skills (Jihelu and his precious sword); some people want skill bumps (people without much time to grind); some people want stat tweaks (people with bad rolls but good concepts): boom, there's one easy way to achieve that.

    I see the concern, but capping it at X times per PC seems to address even the worry about the 5-RL-year warrior.  (X being three, maybe.)

    I wouldn't mind a system that allowed to get changes to a PC after they have already existed in the game. I agree that once you have a concept, once a PC is created, you're locked into whatever they picked.

    I don't think that there should be a lot of extras you can get, though. I don't want everyone capable of doing everything. It's like Lizzie talked about: The limitations of what a PC can do make them reliant on other PC types. It makes it so you have to find others, it encourages plots, and so on. Likewise, it's realistic.

    So I'm fine with swapping some skills out for others, I'm fine with changing a subguild into an extended subguild, I'm wary of stat bumps, and I don't really like the idea of arbitrarily adding extra skills. If you have a solid reason for a skill, and pursue it a long time, maybe so. But... I think that should take RL years to accomplish, keeping imms informed. That's a lot of work for staff, and maybe not realistic, so there's that.

    I just don't like the idea of everyone able to do a large variety of things.



    Title: Re: Player retention and you: brainstorming
    Post by: Taven on November 08, 2015, 03:38:42 PM
    Quote from: Dresan on November 08, 2015, 03:32:16 PMMy point was that if someone lives that long, their character will start to begin experiencing stat loss, making the skills they have feel less op anyways. Again as others have pointed out, they'd still be easy to kill. I mean no amount of mundane skills would make them like full sorcerers were in the game.  And we are just talking about mundane skills here.

    Yes, they're older and less powerful. Why is this a bad thing? How is that an unrealistic thing?

    I feel your argument is "I should have skills because I'm old".

    I don't think that's a legitimate reason.

    Title: Re: Player retention and you: brainstorming
    Post by: Norcal on November 08, 2015, 03:40:25 PM
    Quote from: BadSkeelz on November 08, 2015, 03:13:24 PM
    They're really not.

    A good assassin, a few moderately skilled warriors, enough coin to a Templar...

    Anyone can be killed.

    This is true.
    Title: Re: Player retention and you: brainstorming
    Post by: nauta on November 08, 2015, 03:47:40 PM
    Quote from: Taven on November 08, 2015, 03:35:16 PM
    Quote from: nauta on November 08, 2015, 03:26:22 PMDunno about that.  First, 5-RL-year warriors are extremely rare.  The proposal seems (at first blush at least, with some tweaking) to address a large swathe of concerns in a single easy way: some people want new skills (Jihelu and his precious sword); some people want skill bumps (people without much time to grind); some people want stat tweaks (people with bad rolls but good concepts): boom, there's one easy way to achieve that.

    I see the concern, but capping it at X times per PC seems to address even the worry about the 5-RL-year warrior.  (X being three, maybe.)

    I wouldn't mind a system that allowed to get changes to a PC after they have already existed in the game. I agree that once you have a concept, once a PC is created, you're locked into whatever they picked.

    I don't think that there should be a lot of extras you can get, though. I don't want everyone capable of doing everything. It's like Lizzie talked about: The limitations of what a PC can do make them reliant on other PC types. It makes it so you have to find others, it encourages plots, and so on. Likewise, it's realistic.

    So I'm fine with swapping some skills out for others, I'm fine with changing a subguild into an extended subguild, I'm wary of stat bumps, and I don't really like the idea of arbitrarily adding extra skills. If you have a solid reason for a skill, and pursue it a long time, maybe so. But... I think that should take RL years to accomplish, keeping imms informed. That's a lot of work for staff, and maybe not realistic, so there's that.

    I just don't like the idea of everyone able to do a large variety of things.

    The cap combats any slippery slopes, and it seems like a moderate solution: we don't have unbridled post-chargen stat bumps, skill additions, or skill bumps.  But at least we have some.  The current system, as mentioned, strikes me as, if not outright making it impossible, at least making it seem very hard.  (Moreover, it is subjective, and so prone to some worries about favoritism, creates paperwork, and, at least for me, arbitrarily restrictive.)

    You could restrict it to karma, or have it track karma, so everyone has karma+1 as the cap (up to a maximum of three or four or something).
    Title: Re: Player retention and you: brainstorming
    Post by: Old Kank on November 08, 2015, 03:53:52 PM
    Let's say staff give you three skills per year.  You play a warrior with magicked aspirations.  After surviving 6 years, yeah, you now have 18 spells or so.  Less if you stopped to skill-bump your warrior past the dreaded warrior plateau, or pick up skills like sneak or scan.  So what?

    A six year old warrior alone, without any added skills, is already damned powerful.  Very few characters make it that far, and as others have mentioned, by that point you're looking at a completely different set of challenges from aging and playing what amounts to an institution.  And what if it takes an army to kill your character?  Isn't that kind of awesome?
    Title: Re: Player retention and you: brainstorming
    Post by: Dresan on November 08, 2015, 03:54:24 PM
    Quote from: Taven on November 08, 2015, 03:38:42 PM
    Quote from: Dresan on November 08, 2015, 03:32:16 PMMy point was that if someone lives that long, their character will start to begin experiencing stat loss, making the skills they have feel less op anyways. Again as others have pointed out, they'd still be easy to kill. I mean no amount of mundane skills would make them like full sorcerers were in the game.  And we are just talking about mundane skills here.

    Yes, they're older and less powerful. Why is this a bad thing? How is that an unrealistic thing?

    I feel your argument is "I should have skills because I'm old".

    I don't think that's a legitimate reason.



    I think this is a fairly legitimate reason. They are older, less strong, but have had the time to pick up some things younger character have not...what those things are have been their choice. They are unique and no longer fit in a cookie cutter mode. They are special, and when they die, they'll be gone. Once upon a time there used to be a lot of older character that used to have something special about them. It would be nice to have that back without there being any favoritism about it.

    Quote from: Taven on November 08, 2015, 03:35:16 PM

    I just don't like the idea of everyone able to do a large variety of things.


    Now this is a good point, and one I do agree with.

    However, I am okay with people being able to be decent at archery, I'm not okay with anyone other then ranger being able to master it. The same thing with backstab, I'm okay with an extended sub-guild version of the skill (maybe lower if its something someone picked up along the way). I'm not okay with anyone being able to master it like assassins can. I'm okay with people picking up more skills, but I'm not okay with people being able to master them or get anywhere as good as the main guilds can. I think mid-journeyman to low advanced man for most additional skills is reasonable without beginning to overlap the power of the people who can actually master them.

    Again rangers and the right extended sub-guild get so many skills already, one or two more won't change much for them, and it would take other characters years and years to even begin to match them.  
    Title: Re: Player retention and you: brainstorming
    Post by: Taven on November 08, 2015, 03:58:09 PM
    Quote from: nauta on November 08, 2015, 03:47:40 PMThe cap combats any slippery slopes, and it seems like a moderate solution: we don't have unbridled post-chargen stat bumps, skill additions, or skill bumps.  But at least we have some.  The current system, as mentioned, strikes me as, if not outright making it impossible, at least making it seem very hard.  (Moreover, it is subjective, and so prone to some worries about favoritism, creates paperwork, and, at least for me, arbitrarily restrictive.)

    You could restrict it to karma, or have it track karma, so everyone has karma+1 as the cap (up to a maximum of three or four or something).

    I don't like it being something you can do more then once in a PC's lifetime.

    Maybe if it was something you could do once, after x amount of time, with a certain amount of karma (equal to if you had originally apped that way), for a special app slot or two (making it more inconvenient to get it after the PC is IG).

    That way it wouldn't feel like the longer you lived, the more special options you'd get for your PC.

    Title: Re: Player retention and you: brainstorming
    Post by: Dresan on November 08, 2015, 04:00:16 PM
    Quote from: Old Kank on November 08, 2015, 03:53:52 PM
    Let's say staff give you three skills per year.  You play a warrior with magicked aspirations.  After surviving 6 years, yeah, you now have 18 spells or so.  Less if you stopped to skill-bump your warrior past the dreaded warrior plateau, or pick up skills like sneak or scan.  So what?

    A six year old warrior alone, without any added skills, is already damned powerful.  Very few characters make it that far, and as others have mentioned, by that point you're looking at a completely different set of challenges from aging and playing what amounts to an institution.  And what if it takes an army to kill your character?  Isn't that kind of awesome?

    Despite the fact that the old sorcerer was still more powerful and that you can kinda do this already with warrior/magickal extended sub-guild....please no magickal skills additions. Those should be extremely special, and done case by case only with a lot IC work and collective staff approval.
    Title: Re: Player retention and you: brainstorming
    Post by: Molten Heart on November 08, 2015, 04:04:18 PM
    Quote from: Dresan on November 08, 2015, 04:00:16 PM
    Quote from: Old Kank on November 08, 2015, 03:53:52 PM
    Let's say staff give you three skills per year.  You play a warrior with magicked aspirations.  After surviving 6 years, yeah, you now have 18 spells or so.  Less if you stopped to skill-bump your warrior past the dreaded warrior plateau, or pick up skills like sneak or scan.  So what?

    A six year old warrior alone, without any added skills, is already damned powerful.  Very few characters make it that far, and as others have mentioned, by that point you're looking at a completely different set of challenges from aging and playing what amounts to an institution.  And what if it takes an army to kill your character?  Isn't that kind of awesome?

    Despite the fact that the old sorcerer was still more powerful and that you can kinda do this already with warrior/magickal extended sub-guild....please no magickal skills additions. Those should be extremely special, and done case by case only with a lot IC work and collective staff approval.


    Except when someone is discovered to be a sorcerer... they're pretty much living a life of exile and isolation, shunned by society and hunted by those with the means to do so. Pretty much the whole world becomes their enemy. Seems like fun.
    Title: Re: Player retention and you: brainstorming
    Post by: Taven on November 08, 2015, 04:07:22 PM
    Quote from: Dresan on November 08, 2015, 03:54:24 PM
    I think this is a fairly legitimate reason. They are older, less strong, but have had the time to pick up some things younger character have not...what those things are have been their choice. They are unique and no longer fit in a cookie cutter mode. They are special, and when they die, they'll be gone. Once upon a time there used to be a lot of older character that used to have something special about them. It would be nice to have that back without there being any favoritism about it.

    I don't think you should get something special because you're old, I believe you should get something special because you worked hard for it.

    I'm in favor of PCs getting something neat about them, be it a coded skill or an IC rank or designation, if they worked hard and put in the time for it.



    Quote from: Dresan on November 08, 2015, 03:54:24 PM
    Quote from: Taven on November 08, 2015, 03:35:16 PM

    I just don't like the idea of everyone able to do a large variety of things.


    Now this is a good point, and one I do agree with.

    [stuff]

    Again rangers and the right extended sub-guild get so many skills already, one or two more won't change much for them, and it would take other characters years and years to even begin to match them.  

    Isn't this why we have extended subguilds to begin with? To provide flexibility?

    If you have an extended subguild, you're already flexible. You've already spent the karma and special app splot and gotten the perks for it.

    I don't think anyone with an extended subguild should get more skills on top of that.

    I think that PCs who aren't extended subguild or who haven't had any special adjustments could maybe benefit from something. But taking a special PC who's already got all sorts of perks and giving them more? That's silly to me.

    Title: Re: Player retention and you: brainstorming
    Post by: nauta on November 08, 2015, 04:24:43 PM
    Quote from: Taven on November 08, 2015, 04:07:22 PM
    I think that PCs who aren't extended subguild or who haven't had any special adjustments could maybe benefit from something. But taking a special PC who's already got all sorts of perks and giving them more? That's silly to me.
    Now that's an idea.

    First, the goal here is to have some mechanism for post-chargen adjustments to your PC (skill additions, stat boosts, and skill boosts) that is easy and quasi-automatic -- it doesn't require hours of logs and 'less' rather than 'more' justification. 

    I think we agree on the goal, but disagree on the frequency: you want just one of these per PC; others want more than that.

    Your solution above actually looks pretty OK to me.  If I can try to formulate it a bit different:

    Quote
    A special application can be spent either on things prior to chargen (extended subguilds, skill boosts, as it is now) or things after you have created the character where you can boost a stat, a skill, or add a new skill X times to your PC.  (Where X is 3; or 3 times a year capped at karma+1)

    Does that pretty much capture it?

    Personally, I like Old Kank's solution, because I'm more anti-innativist about skills than you are, but I can see the  innativist's viewpoint on this (we are born with the skills or skill potentials we got).
    Title: Re: Player retention and you: brainstorming
    Post by: Molten Heart on November 08, 2015, 04:25:54 PM
    I like the idea of time and hard work not being a requirement for special skills that would come by way of special requests (currently called special application).
    Title: Re: Player retention and you: brainstorming
    Post by: Harmless on November 08, 2015, 05:19:58 PM
    Quote from: RogueGunslinger on November 08, 2015, 09:14:53 AM
    Because long lived character don't have much to gain anymore. Attributes/skills and special little things  like unique tattoo's or story-based knick-nacks from the last RPT.

    I know a lot of this is done to some extent, but I think he's saying more would help keep long-lived characters around without wanting to store, suicide, or just be reckless.

    Thanks RGS, you encapsulated my point perfectly.

    Liz: I'll tell you why it's frustrating; it's frustrating to frequently be "the one" to not last. Whereas many players here have created truly lasting characters, I never have, and I am pretty sure that unfortunate features like 82 maximum hp or a wisdom too low to advance past journeyman in weapons creates a serious limitation on survivability.

    Anyway, I know RGS and Norcal get my point and why it'd help so I don't think I need to explain it much further.
    Title: Re: Player retention and you: brainstorming
    Post by: CodeMaster on November 08, 2015, 05:25:56 PM
    These ideas seem to address veteran burnout, which is a real issue.  But I wonder if it might also be fruitful to focus on making the first 24 hours of play more interesting to help loop in newbies.

    Right now you have to 1. create an account, 2. app a suitable background and description, 3. wait for your acceptance email, 4. navigate through the starter shops (and optional newbie school), and then 5. you're in the game... hopefully not off-peak.

    We've talked about pre-apped characters, and I've mentioned something like being able to play a rat with no skills and no ability to see sdescs while you're waiting for [approval].

    But what could feasibly be done about #4?

    What if new players skipped the starter shop and jumped right into the game?  This way these new players also become more identifiable, have a pending mini-quest (explore the bazaar and buy some gear!) and also have coins leftover to buy other things that might be more fun -- check out the mount system, or hire another player to be their guide, [rent an apartment] etc.

    Just to harp on this point further, the starter shops are cool but new players might not understand equipment yet.  Buying gear and wearing it can be unintuitive and challenging (wear sash belt, wear toolbag back, wield dagger; sheath dagger anyone?).  Starter-shopping becomes a chore new players probably feel they must perform (and decipher) before they can go and start roleplaying.

    [edited]
    Title: Re: Player retention and you: brainstorming
    Post by: CodeMaster on November 08, 2015, 05:35:16 PM
    Quote from: Harmless on November 08, 2015, 05:19:58 PM
    Liz: I'll tell you why it's frustrating; it's frustrating to frequently be "the one" to not last. Whereas many players here have created truly lasting characters, I never have, and I am pretty sure that unfortunate features like 82 maximum hp or a wisdom too low to advance past journeyman in weapons creates a serious limitation on survivability.

    Might be interesting if you could use CGP to buy rerolls.  Each reroll costs 1 CGP.

    FWIW, I believe journeyman in weapons is "frickin awesome" if you grade it on the curve, wisdom be damned.
    Title: Re: Player retention and you: brainstorming
    Post by: solera on November 08, 2015, 05:50:19 PM
    I thought your initial post , harmless, was saying , for example, your 20 day  Kurac Fist ranger with 100 hp, average to good stats, journeyman slash, got stomped by an unluckily strong gith, after disarminig your tainted blades, killed you or chasesd you into an ambush? Before you could become that badass sergeant.
    Are you talking more about low starting stats?
    Title: Re: Player retention and you: brainstorming
    Post by: Narf on November 08, 2015, 06:18:46 PM
    Quote from: solera on November 08, 2015, 05:50:19 PM
    I thought your initial post , harmless, was saying , for example, your 20 day  Kurac Fist ranger with 100 hp, average to good stats, journeyman slash, got stomped by an unluckily strong gith, after disarminig your tainted blades, killed you or chasesd you into an ambush? Before you could become that badass sergeant.
    Are you talking more about low starting stats?

    This is not a situation where journeyman skill would help much. In situations where your weapon skill matters, journeyman is about all you ever need since it's where you stop missing your targets ever.
    Title: Re: Player retention and you: brainstorming
    Post by: Harmless on November 08, 2015, 06:37:46 PM
    Quote from: solera on November 08, 2015, 05:50:19 PM
    I thought your initial post , harmless, was saying , for example, your 20 day  Kurac Fist ranger with 100 hp, average to good stats, journeyman slash, got stomped by an unluckily strong gith, after disarminig your tainted blades, killed you or chasesd you into an ambush? Before you could become that badass sergeant.
    Are you talking more about low starting stats?

    Both of those scenarios are related to the same concept which is how limiting stats are in general. They are not fixed but they are limiting; the benefit of aging is often minimal. It has been said by several other vets here that as you age, you may either be lucky and get a decent boost to strength and endurance but you may also barely see an improvement -- an example I think Malken gave was going from poor to below average, or below average to average, from a young age until peak age (~6 IC years). Anyone who has gone through the grind enough times knows how little of a difference below average to average is when you're finding yourself in a large group battle and you suddenly have to kill say a poisonous, highly agile kryl one on one. You'll die even with defensive skills at their cap and journeyman skill in your weapon. Whereas someone who from the beginning of character creation has exceptional strength can tear through three such enemies without stopping if their skills are at the same level, both because their damage is greatly improved and they can wear very protective armor without being burdened and suffering a penalty to their agility.

    Aging often only bumps attributes by one category, two at most, in my experience (which isn't very much). Thankfully others have posted in older GDB threads about how little aging improves stats; only rarely do you get lucky. I think Malken has made this point a few times in random thoughts. It seems to have something to do with the initial stat roll. The hardest part is that the potential for your PC is hidden from you and you won't really know if you'll ever break "very good" strength, for example.

    I enjoy the idea of adding the skills of an extended subguild late to a regular one, as well. As it stands each extended subguild has a related regular subguild. For example I once played a caravan guide subguild for half a year, and it would have been cool to have that PC mature into a "master trader," gaining the benefits of bendune AND listen so I could be an expert tavern sitter later in life. It would have been huge, actually. Guards could mature into protectors. Hunters into outdoorsmen. Thieves into rogues. Etc.

    Veteran burnout is a problem. I know hooking new players matters, but I was hooked to this game because of the RP and little bonus features would have made very little difference back then. I think if a player has dedication to realism, immersion, and high-stakes interactions they'll love this game no matter what. When many of us remember when peak playtimes would REGULARLY have 70-80 players, or those few sweet moments when there'd be triple digit players, I think the point that veteran burnout is at least an equally important half to the retention question is made in full.

    And to Narf: Jman skill is when you stop missing, yes, but purportedly higher skill levels improve damage. If the end all, be all of an attack in combat is total damage output, the only way to improve your damage once reaching Jman is to have better strength, ergo the reason behind my post on page 21
    Title: Re: Player retention and you: brainstorming
    Post by: Jave on November 09, 2015, 01:40:38 AM
    Quote from: Harmless on November 08, 2015, 06:37:46 PM
    Both of those scenarios are related to the same concept which is how limiting stats are in general. They are not fixed but they are limiting; the benefit of aging is often minimal. It has been said by several other vets here that as you age, you may either be lucky and get a decent boost to strength and endurance but you may also barely see an improvement -- an example I think Malken gave was going from poor to below average, or below average to average, from a young age until peak age (~6 IC years). Anyone who has gone through the grind enough times knows how little of a difference below average to average is when you're finding yourself in a large group battle and you suddenly have to kill say a poisonous, highly agile kryl one on one. You'll die even with defensive skills at their cap and journeyman skill in your weapon. Whereas someone who from the beginning of character creation has exceptional strength can tear through three such enemies without stopping if their skills are at the same level, both because their damage is greatly improved and they can wear very protective armor without being burdened and suffering a penalty to their agility.

    I've always been curious about this common knowledge that stats are far more important than skills when determining the outcome of combat, and this gave me the impetus to do something I was never able to do as a player: test it.

    So I loaded up 2 basic warrior template NPCs that were clones of one another in gear, attributes, and skills.

    I set one to have apprentice level weapon skills, offense, and defense, but AI stats across the board.
    I set the other to have low end journeyman level weapon skills, offense, and defense, but dead average stats across the board.

    I had them fight.

    The more skilled but average stat'd warrior ate the AI warrior's face. I restored them both to full health and tried again 5 times. Same result.

    I couldn't get the attributes to trump skills until I boosted them noticeably above the human racial parameters.
    By that I mean, for a human with newbie skills to trump a human with jman skills, the jman guy had to have average stats, and the newbie guy had to have stats it is impossible to roll.




    I understand the perception of stats being very important and limiting, especially when there is a random chance introduced into the generation process. Anyone who has ever played D&D knows that one person who would obsess to the point of madness over getting an all powerful attribute roll for their character, and we all know a lot more people (myself included) who would just casually fudge a number up 2-3 points if the DM wasn't looking while we rolled.

    This kind of fixation, in my experience, happened less in a game with a point based chargen system like WhiteWolf.

    But in either game, a mid-level ranged character was going to mop the floor with a starting level character unless the stat discrepancy was  so large as to break the parameters of the system.

    Armageddon appears to be no exception to this trend.

    I'm quite sympathetic to the warrior's glass ceiling issue when it comes to weapon skills, but aside from the psychological satisfaction one might derive from seeing very good, very good, exceptional, absolutely incredible every time they type score ... those stats really won't make nearly the difference skills do when it comes to surviving an encounter with a swarm of kryl.
    Title: Re: Player retention and you: brainstorming
    Post by: Kryos on November 09, 2015, 02:02:16 AM
    That's the kind of test I'd enjoy doing myself.  Thank you for sharing it:  and putting a touch of a boot to 'common knowledge.'
    Title: Re: Player retention and you: brainstorming
    Post by: Jave on November 09, 2015, 02:40:01 AM
    Like I said, I'm no exception to this "stats need to be amazing" impulse. I sit there at the character generation screen of Baldur's Gate spam clicking the reroll button while watching the "total value" of my combined attributes waiting for it to exceed 100 just like the rest of you  ;)

    ... And I still die to the first wolf that attacks me out of Candlekeep because level 1.  >:(




    I don't think attributes are strongly tied to player retention, but I understand the desire to have them be high.
    Title: Re: Player retention and you: brainstorming
    Post by: Erythil on November 09, 2015, 03:09:56 AM
    Thanks for the info, I enjoy that kind of transparency about how coded systems work.
    Title: Re: Player retention and you: brainstorming
    Post by: Lizzie on November 09, 2015, 07:30:12 AM
    I've always considered it 100% playable as long as my primary stat was something higher than just "average" and the others were at least average.

    My character stats tend to be something like - good, average, very good, average.
    or EG, good, below average, good.

    I think in the entire course of my playing Arm, I've had one AI. My Kurac Sergeant was mostly "above average." My ranger who could one-shot carru with a bow had just one VG as her best stat. My Sun Runner who could punch a gith to death without getting hit had, I believe, two goods and two averages. My best-statted character, in my opinion, had all four "good."

    Of course no stats make any damned bit of difference if you - or your opponent - has access to spice.
    Title: Re: Player retention and you: brainstorming
    Post by: Marauder Moe on November 09, 2015, 07:48:18 AM
    I'm not in the disgruntled crowd, and I was already pretty sure that's how it worked, but thanks for running that test and letting us know how it went.  It's like Armageddon Mythbusters.   :)
    Title: Re: Player retention and you: brainstorming
    Post by: Is Friday on November 09, 2015, 07:49:11 AM
    While reading this thread I keep thinking of all the long lived warriors or "unkillable" characters that died unexpectedly in my Arm career.
    Title: Re: Player retention and you: brainstorming
    Post by: Jave on November 09, 2015, 08:58:12 AM
    Quote from: Lizzie on November 09, 2015, 07:30:12 AM
    I've always considered it 100% playable as long as my primary stat was something higher than just "average" and the others were at least average.

    If you're playing a character who ends up with a crap primary attribute for their guild (like poor strength on a warrior for example), and prioritizing it during chargen didn't save you, AND reroll self didn't save you, AND it's not the result of the age code adjusting your base roll, then you can submit a request to have the stat brought up to play-ability.

    We don't want people to have to deal with a character that is unplayable.
    Title: Re: Player retention and you: brainstorming
    Post by: nauta on November 09, 2015, 08:58:48 AM
    Quote from: CodeMaster on November 08, 2015, 05:25:56 PM
    What if new players skipped the starter shop and jumped right into the game?
    It has been a while, but I believe you can bypass most if not all of the starter shops and jump right into game.  It'd be worth someone going in and checking (since I totally agree: as a newbie, I was not interested in all that gear, but I was interested in whether or not people on this mud could roleplay), but I think it is possible.
    Title: Re: Player retention and you: brainstorming
    Post by: Marauder Moe on November 09, 2015, 09:02:27 AM
    There's some solid gear at discount prices in them shops, though.
    Title: Re: Player retention and you: brainstorming
    Post by: nauta on November 09, 2015, 09:51:02 AM
    Quote from: Eurynomos on November 08, 2015, 01:05:11 PM
    As promised, we've developed a formal system for Staff giving kudos (Positive Reinforcement) to players. So it isn't nebulous anymore.

    Cool!  I at least am looking forward to hearing more about it.
    Title: Re: Player retention and you: brainstorming
    Post by: nauta on November 09, 2015, 10:27:12 AM
    I've said this before, but I also think one simple thing that might help things: adding a 'Staff Feedback' feature to the Report Tool, where you could:

    o Debrief about your experiences playing in area X (like an exit questionnaire).

    o Have a non-public dialogue about play experiences.  (So it avoids the rhetoric of the gdb forum, or the public shaming if you suggest that, say, maybe elves or gemmed might need more love.)

    I suppose this falls somewhere between 'Idea' and 'Staff Complaint'.  ETA: The idea is to have a space where you and staff can chit-chat about the 'play experience' -- from sponsored rolls, to the RPTs, to the level of conflict, to the level of boredom, and so on.
    Title: Re: Player retention and you: brainstorming
    Post by: Narf on November 09, 2015, 10:28:27 AM
    Quote from: nauta on November 09, 2015, 09:51:02 AM
    Quote from: Eurynomos on November 08, 2015, 01:05:11 PM
    As promised, we've developed a formal system for Staff giving kudos (Positive Reinforcement) to players. So it isn't nebulous anymore.

    Cool!  I at least am looking forward to hearing more about it.

    Agreed. Kudos (whether from staff or players) are probably one of the overall most cost effective ways to keep people interested in the game. Everyone likes being appreciated.
    Title: Re: Player retention and you: brainstorming
    Post by: Eurynomos on November 09, 2015, 11:15:27 AM
    Quote from: nauta on November 09, 2015, 09:51:02 AM
    Quote from: Eurynomos on November 08, 2015, 01:05:11 PM
    As promised, we've developed a formal system for Staff giving kudos (Positive Reinforcement) to players. So it isn't nebulous anymore.

    Cool!  I at least am looking forward to hearing more about it.

    It's not terribly exciting. We just came up with a protocol as to 'how to do this'. Before it was clunky -- Do Staff members submit a player kudos request themselves? This puts the onus on another Staff member to see the request, resolve the request, and send the email...It sort of dumps the work on someone else's lap. Contrariwise, before, we would just put positive 'pinfos' or 'ainfos' and a player would see it when their PC died. However, this doesn't really have the same effect as 'I noticed you RPing and this is what I liked about it'. It can be much more encouraging to know you are being watched, rather than you were watched at some point in the past, if that makes sense. Sort of a perception thing.

    So, we wrote up some guidelines for Staff to get in touch with players when they notice positive RP/play. Accounts will be modified (New ainfo set) which is taken into account for future roles and karma.

    I'd like to get to a point where a player can ask for RP Feedback -- Either via the Account Notes or Karma Review request, and they can be under review for a couple weeks. This can eliminate the veneer of 'favoritism'. Anyone can ask for feedback (just like the RP Feedback flag you can toggle IG but doesn't do much nowadays). We'll just need to figure out the workload associated with that, how often a player can put in that request, and other details.

    Let's try to keep this thread focused on 'player retention' not 'here are some ideas I am selling to you wholesale'. I appreciate the enthusiasm for what we can change about the game to make it better -- But the thread itself is becoming nebulous and difficult for me to bounce through.
    Title: Re: Player retention and you: brainstorming
    Post by: Eurynomos on November 09, 2015, 11:18:50 AM
    Quote from: nauta on November 09, 2015, 10:27:12 AM
    I've said this before, but I also think one simple thing that might help things: adding a 'Staff Feedback' feature to the Report Tool, where you could:

    o Debrief about your experiences playing in area X (like an exit questionnaire).

    o Have a non-public dialogue about play experiences.  (So it avoids the rhetoric of the gdb forum, or the public shaming if you suggest that, say, maybe elves or gemmed might need more love.)

    I suppose this falls somewhere between 'Idea' and 'Staff Complaint'.  ETA: The idea is to have a space where you and staff can chit-chat about the 'play experience' -- from sponsored rolls, to the RPTs, to the level of conflict, to the level of boredom, and so on.


    We actually do this / have done this in the past. We open up a request (typically clan related question/request) and have an exit discussion with them about their play. It's had middling results. It's lead to people rage quitting, and it's lead to good discussions that have sparked even better discussions staff side. I think the onus is on Staff as to whether or not to engage in that discussion. Our time is finite, and if we think it's beneficial to have that conversation with a player, we pursue it. If we think the player is experiencing burnout, jadedness, frustration, we invite them to speak with us. If we notice a player vaguebooking on the GDB about their sponsored role, or other things of this nature, we have a chat with them. Nothing close to reprimand, just touching base, seeing how things are going, and so on. So I think this does occur, now.
    Title: Re: Player retention and you: brainstorming
    Post by: Lizzie on November 09, 2015, 11:28:53 AM
    Quote from: Jave on November 09, 2015, 08:58:12 AM
    Quote from: Lizzie on November 09, 2015, 07:30:12 AM
    I've always considered it 100% playable as long as my primary stat was something higher than just "average" and the others were at least average.

    If you're playing a character who ends up with a crap primary attribute for their guild (like poor strength on a warrior for example), and prioritizing it during chargen didn't save you, AND reroll self didn't save you, AND it's not the result of the age code adjusting your base roll, then you can submit a request to have the stat brought up to play-ability.

    We don't want people to have to deal with a character that is unplayable.

    Pretty much, this. I've had stats below average, but the rest of the roll looked decent so I took the below average and ran with it. My character was still playable, it was just more of a challenge to overcome. I've never felt the need to store due to bad stats, and I haven't ever sent a request for "playability" changes.  I realize some people will have an unplayable main stat, but as Jave said - there's recourse for that: requesting to become playable.

    The only time I've ever felt at a significant disadvantage was when I played a naturally-lower-strength character with below-average strength and only average agility. I couldn't find a bow that was "appropriate" for my character. It still was playable, because my character didn't need to rely on a bow to survive. But it did limit what she was able to do, codedly.
    Title: Re: Player retention and you: brainstorming
    Post by: Norcal on November 09, 2015, 11:37:25 AM
    Eury it might be worthwhile to split the stats discussion off into a separate thread.

    I appreciate Javes arguments and data does indeed trump theory.

    However, Harmless brought up another good point;

    What about when stats impede you from being able to progress with skills? Poor wisdom not letting you progress past jman in some skills?

    I have no idea if this is a real thing or not, or how people end up knowing this stuff. Yet if true, there is a solid argument for some stat changes based on the guild.

    And if stats are so  unimportant, why have them at all? 
    And if you think they are important, why not allow players the freedom to customize and change them without all the steps listed in a post somewhere up above?  Let the players choose how to spend a certain amount of boost points, like CGP.

    If you do not like the idea of some kind of point system that players can use to boost stats, then allow four rerolls instead of one.

    And please do not look at my posts as complaining. I still love the game, play regularly (too much most likely) and have no intentions of leaving. Well, almost none.
    Title: Re: Player retention and you: brainstorming
    Post by: Jave on November 09, 2015, 11:54:36 AM
    Quote from: Norcal on November 09, 2015, 11:37:25 AM
    However, Harmless brought up another good point;

    What about when stats impede you from being able to progress with skills? Poor wisdom not letting you progress past jman in some skills?

    I have no idea if this is a real thing or not, or how people end up knowing this stuff. Yet if true, there is a solid argument for some stat changes based on the guild.

    This is, not a real thing.

    As far as I know, skill caps are determined by race/guild/subguild selection, not attributes.

    Low wisdom might make it take longer to master a skill, but it won't effect the raw potential for how competent you can ultimately become.
    Title: Re: Player retention and you: brainstorming
    Post by: Eurynomos on November 09, 2015, 11:59:16 AM
    Quote from: Jave on November 09, 2015, 11:54:36 AM
    Quote from: Norcal on November 09, 2015, 11:37:25 AM
    However, Harmless brought up another good point;

    What about when stats impede you from being able to progress with skills? Poor wisdom not letting you progress past jman in some skills?

    I have no idea if this is a real thing or not, or how people end up knowing this stuff. Yet if true, there is a solid argument for some stat changes based on the guild.

    This is, not a real thing.

    As far as I know, skill caps are determined by race/guild/subguild selection, not attributes.

    Low wisdom might make it take longer to master a skill, but it won't effect the raw potential for how competent you can ultimately become.

    This is correct.
    Title: Re: Player retention and you: brainstorming
    Post by: Desertman on November 09, 2015, 12:01:41 PM
    Quote from: Eurynomos on November 09, 2015, 11:59:16 AM
    Quote from: Jave on November 09, 2015, 11:54:36 AM
    Quote from: Norcal on November 09, 2015, 11:37:25 AM
    However, Harmless brought up another good point;

    What about when stats impede you from being able to progress with skills? Poor wisdom not letting you progress past jman in some skills?

    I have no idea if this is a real thing or not, or how people end up knowing this stuff. Yet if true, there is a solid argument for some stat changes based on the guild.

    This is, not a real thing.

    As far as I know, skill caps are determined by race/guild/subguild selection, not attributes.

    Low wisdom might make it take longer to master a skill, but it won't effect the raw potential for how competent you can ultimately become.

    This is correct.

    Truth. In my experience you are usually fine with prioritizing wisdom last anyways if you have the ability to keep a character alive.

    Why?

    Wisdom only makes you learn more slowly.

    When you are at 50 days played, you won't care that it took you 20 days instead of 15 days to master something. You will care that your strength and agility are both exceptional however.

    (Combat characters take note.)
    Title: Re: Player retention and you: brainstorming
    Post by: Alesan on November 09, 2015, 12:04:05 PM
    Quote from: Desertman on November 09, 2015, 12:01:41 PM

    Truth. In my experience you are usually fine with prioritizing wisdom last anyways if you have the ability to keep a character alive.

    Why?

    Wisdom only makes you learn more slowly.

    When you are at 50 days played, you won't care that it took you 20 days instead of 15 days to master something. You will care that your strength and agility are both exceptional however.

    (Combat characters take note.)

    I don't know about other people, but I try not to build characters with the assumption that they'll last 50 days played. You have a valid point, but it doesn't really apply to everyone, I think.
    Title: Re: Player retention and you: brainstorming
    Post by: Desertman on November 09, 2015, 12:12:01 PM
    Quote from: Alesan on November 09, 2015, 12:04:05 PM
    Quote from: Desertman on November 09, 2015, 12:01:41 PM

    Truth. In my experience you are usually fine with prioritizing wisdom last anyways if you have the ability to keep a character alive.

    Why?

    Wisdom only makes you learn more slowly.

    When you are at 50 days played, you won't care that it took you 20 days instead of 15 days to master something. You will care that your strength and agility are both exceptional however.

    (Combat characters take note.)

    I don't know about other people, but I try not to build characters with the assumption that they'll last 50 days played. You have a valid point, but it doesn't really apply to everyone, I think.

    I agree.

    But, Harmless was specifically talking about making characters that last. So I am assuming they are wanting to plan for a character that will "last" and be very long-lived.
    Title: Re: Player retention and you: brainstorming
    Post by: nauta on November 09, 2015, 01:18:19 PM
    Quote from: Eurynomos on November 09, 2015, 11:18:50 AM
    Quote from: nauta on November 09, 2015, 10:27:12 AM
    I've said this before, but I also think one simple thing that might help things: adding a 'Staff Feedback' feature to the Report Tool, where you could:

    o Debrief about your experiences playing in area X (like an exit questionnaire).

    o Have a non-public dialogue about play experiences.  (So it avoids the rhetoric of the gdb forum, or the public shaming if you suggest that, say, maybe elves or gemmed might need more love.)

    I suppose this falls somewhere between 'Idea' and 'Staff Complaint'.  ETA: The idea is to have a space where you and staff can chit-chat about the 'play experience' -- from sponsored rolls, to the RPTs, to the level of conflict, to the level of boredom, and so on.

    We actually do this / have done this in the past. We open up a request (typically clan related question/request) and have an exit discussion with them about their play. It's had middling results. It's lead to people rage quitting, and it's lead to good discussions that have sparked even better discussions staff side. I think the onus is on Staff as to whether or not to engage in that discussion. Our time is finite, and if we think it's beneficial to have that conversation with a player, we pursue it. If we think the player is experiencing burnout, jadedness, frustration, we invite them to speak with us. If we notice a player vaguebooking on the GDB about their sponsored role, or other things of this nature, we have a chat with them. Nothing close to reprimand, just touching base, seeing how things are going, and so on. So I think this does occur, now.

    That's great to solicit feedback now and then, especially in the ways you describe it.  However, I suppose I was thinking that unsolicited feedback might also be something you'd want.  (But perhaps there's a reason for not wanting it.)
    Title: Re: Player retention and you: brainstorming
    Post by: Timendainum on November 09, 2015, 03:39:16 PM
    Sorry, I probably shouldn't even post.

    I used to play Armageddon a lot YEARS ago. Like the 90's (when I was in college and Armageddon was hosted in Iowa City). I remember a dwarven character, Thain, Thrain? Something like that, he was around in those days.

    Anyways, Armageddon is one of my favorite games ever, but I don't play. Probably never will again. I tell people about this game all the time, every few months I come here and read what is going on in the forums. I've tried to get back into it over the years several times. I bet I have a character that is alive now (assuming I could even remember my login info, but I think I've created one in the last year or 2).

    The reason why I haven't been able to play is because honestly I was bored off my mind. I found finding people hard. The game is pretty boring when there is nothing to do besides emote to NPCs. Admittedly, I probably haven put in the effort I should have, but an hour or so a wandering around 'nak without seeing anyone I got bored and played Skyrim.

    One of my stints trying to play I did end up hook up with some guys from the Byn. But, of course a leader wasn't on, so there wasn't much we could do, so again, got bored and moved on.

    I hope you guys figure this out, and are able to keep a good population playing. I love this game!
    Title: Re: Player retention and you: brainstorming
    Post by: Eyeball on November 09, 2015, 04:11:34 PM
    Quote from: Timendainum on November 09, 2015, 03:39:16 PM
    The reason why I haven't been able to play is because honestly I was bored off my mind. I found finding people hard.

    Here is one problem in a nutshell. Closing Tuluk has helped somewhat, but there is still too much of people all compartmentalized off in their compounds, apartments, estates and so on. Long gone are the days when Flint's Tavern and the Trader's Inn were the center of all the action.

    I don't really have a suggestion on how to improve things, except for a vague "motivate people to visit taverns more somehow".
    Title: Re: Player retention and you: brainstorming
    Post by: ibusoe on November 09, 2015, 04:56:34 PM
    Quote from: Eyeball on November 09, 2015, 04:11:34 PM
    Quote from: Timendainum on November 09, 2015, 03:39:16 PM
    The reason why I haven't been able to play is because honestly I was bored off my mind. I found finding people hard.

    Here is one problem in a nutshell. Closing Tuluk has helped somewhat, but there is still too much of people all compartmentalized off in their compounds, apartments, estates and so on. Long gone are the days when Flint's Tavern and the Trader's Inn were the center of all the action.

    I don't really have a suggestion on how to improve things, except for a vague "motivate people to visit taverns more somehow".

    I think we all owe Timendainum a huge round of applause.  This is not easy for someone to tell us, but it's the exact sort of feedback we need from the actual target demographic we're looking for.

    I disagree with your proposal Eyeball because most player characters simply can't get along with each other.  Any difference in attributes or opinions over several vectors including race/religion/criminality/tribe etc. will prevent most characters from having meaningful interaction.

    There's a very easy solution to this:  The Byn.  When the Byn is firing on all cylinders, it serves as a catch all for people looking to jack up their characters, people looking to make friends, people looking to have crazy adventures and people looking for something to do.

    When the Byn fails though, we all fail. 
    Title: Re: Player retention and you: brainstorming
    Post by: Eyeball on November 09, 2015, 05:00:07 PM
    Quote from: ibusoe on November 09, 2015, 04:56:34 PM
    There's a very easy solution to this:  The Byn.  When the Byn is firing on all cylinders, it serves as a catch all for people looking to jack up their characters, people looking to make friends, people looking to have crazy adventures and people looking for something to do.

    When the Byn fails though, we all fail. 

    Move the Byn closer to the Gaj then. Why is the main mercenary bar three quarters of the way across the city from the main mercenary compound?
    Title: Re: Player retention and you: brainstorming
    Post by: Lizzie on November 09, 2015, 06:03:27 PM
    Quote from: Eyeball on November 09, 2015, 05:00:07 PM
    Quote from: ibusoe on November 09, 2015, 04:56:34 PM
    There's a very easy solution to this:  The Byn.  When the Byn is firing on all cylinders, it serves as a catch all for people looking to jack up their characters, people looking to make friends, people looking to have crazy adventures and people looking for something to do.

    When the Byn fails though, we all fail. 

    Move the Byn closer to the Gaj then. Why is the main mercenary bar three quarters of the way across the city from the main mercenary compound?

    I always wondered this.
    Title: Re: Player retention and you: brainstorming
    Post by: CodeMaster on November 09, 2015, 08:02:33 PM
    Quote from: Lizzie on November 09, 2015, 06:03:27 PM
    Quote from: Eyeball on November 09, 2015, 05:00:07 PM
    Quote from: ibusoe on November 09, 2015, 04:56:34 PM
    There's a very easy solution to this:  The Byn.  When the Byn is firing on all cylinders, it serves as a catch all for people looking to jack up their characters, people looking to make friends, people looking to have crazy adventures and people looking for something to do.

    When the Byn fails though, we all fail.  

    Move the Byn closer to the Gaj then. Why is the main mercenary bar three quarters of the way across the city from the main mercenary compound?

    I always wondered this.


    It used to be longer, before Adhira (I believe) nip-tucked some of the roads in Nak.

    From a gameplay standpoint, I wonder if the ideal city layout would force characters from different castes to walk along the same roads around the same times of day.  Crossroads are good for player interaction.

    The optimal path between the Atrium and Red's seems to have limited (if any) intersection with the optimal path between the Gaj and the T'zai Byn compound.  I don't think they even intersect by one room.
    Title: Re: Player retention and you: brainstorming
    Post by: Harmless on November 10, 2015, 12:06:32 AM
    Wisdom slows down your progress, this is a key problem. If you're expected by 2 years to be an amazing warrior in your clan, but you're not, because you have below average or average wisdom, then you will find yourself being asked to perform impossible feats of combat prowess before you're ready for it, and you'll die.

    If you don't have a great stat roll to back up the below average wisdom, you'll be killed even faster.

    Jave states that they pitted a high-skill, avg stat fighter against a max-stats, low skill fighter.

    A key difference between these two PCs is, in reality, they'll be crossing blades after having played for many days. After a full byn year or two of training, the fighter with higher wisdom will have gained much more skill than the one with lower wisdom. Because skill levels are directly derived from wisdom (and due to differing rates of failure, other stats as well), stats DO matter, moreso averaged over a period of time advancing.

    They don't matter only in the artificial scenario you've created, which is to have one totally untrained fighter go against a trained one without any crippling disadvantages.

    Basically your scenario is unrealistic. Pit a warrior with journeyman levels in everything against a warrior with journeyman to advanced in everything and exceptional strength and agility, go ahead. Watch the results, though I don't need you to tell me what those are, I already know.

    The period of building skill is perhaps one of the most agonizing aspects of the game. You're insignificant, a nobody. As a merchant you can't craft things people want, yet are totally dependent on others. As a fighter you still fail in all your basic combative duties for years, looking like a fool. having low wisdom throughout this period sucks. That I have had to endure this phase in basically every PC's life I've played and never enjoyed that sweet feeling of success at being reliably alive and useful and wanted, is why I don't play anymore. I have no desire to keep LOSING when other people not only win, but rub it in the losers' faces (both in game in an IC manner and here, on the GDB, where attitudes about stats, karma, and skill grinding/character building have been condescending for as long as I can remember playing).
    Title: Re: Player retention and you: brainstorming
    Post by: Malken on November 10, 2015, 12:11:58 AM
    Why not pit a high strength, high agility warrior with journeyman weapon skills vs a shitty stats'ed warrior with journeyman weapon skills and then tell us how it goes? That's the reality of any serious Armageddon combat character study.
    Title: Re: Player retention and you: brainstorming
    Post by: Harmless on November 10, 2015, 12:20:41 AM
    correct.

    Anyway, why do I harp on stats? Because people care about it. It's not the focus of RP but it determines the outcome of competitive RP, and all RP in Zalanthas is competitive, in order to be interesting. It matters who wins and who loses, and why they won or lost. To state that stats don't matter and skills alone do, hence all players have equal chance at success in this competitive, murderous world, is really disingenuous. You're pretending that it ISN'T annoying to be fucked over by the RNG ten months ago and therefore lose that promotion/duel/fight for your life to escape from death scene. For the 30th time.
    Title: Re: Player retention and you: brainstorming
    Post by: BadSkeelz on November 10, 2015, 12:30:09 AM
    Your merchant did take a surprisingly long time to die, Harmless. Even then, I don't think you'd have walked out of that particular incident if she had better stats.

    If you have a PC with bad stats or skill levels, don't put yourself in positions where those numbers are going to become important.
    Title: Re: Player retention and you: brainstorming
    Post by: Dresan on November 10, 2015, 01:34:14 AM
    There only a few instances in the game where I think stats might matter.

    1. Arena competitions. However, the longest lived warrior in the game is usually the ones that win this anyways. Mostly because its defense/offense skills that decide the match, with agility and weapon skills(yours vs your enemies) probably being the other deciding factors. Before the defense nerf long lived warriors could fight on for days without touching each other, they usually had to rely on wrist razors, and other scripted attack gear to hurt each other. So yeah defense skill is op.

    2. When killing someone. Stats like strength and agility decide how much damage you are doing and how fast. However, if you are planning to do this...perhaps some preparation might help. That said, I really hope the changes to spice make it more convinient and tempting to use...assuming you have the sid for it. If they change that, then stats really become even more moot. Its really hard to kill someone in straight combat outside of a locked room, unless you are much much better than them. Again qucik reflexes, flee and defense/shield skill usually are better than pure stats in these situation.  But if all else fails, buy your self a shield...a shield made out of meat preferably.

    3.  General Survival. Stats help here I suppose, but against NPCs I think fast reflexes are much better and defense/offense will eventually allow you to fight bahamets regardless of stats. At the start of the game, new warriors with riding skill and shield should be able to survive long enough to flee against something nasty. While a  new ranger, should also be able to move and then shoot it down, like a proper hunter (without having to spend a month training for it).   So instead of stats, you might just need to type flee faster or be quick enough to move before something attacks you.  Other than that though I've had amazing agi and master climb and I've still fallen to my death in pits.

    Stats do make some things more convenient, strength vs encumbrance being the most glaring thing, which I wish they would re-evaluate slightly.  I can't really say stats matter that much otherwise, certainly nice to have but not really that important.

    I think improvements to spice (make it more last longer, a solid ic day would great start) would make stats even more of a  moot points. If you have the sid, going on a dangerous journey, sniff some spice and poof you are ready to go for a day or two. How strong and quick you are just becomes a measure of how much sid you make.  I also think you should be able to discretely sniff spice if you have the sleight of hand skill or if you are hidden(never actually tried before though).

    Otherwise, who gives a damn who wins in the sparring ring, they'd still die easily to a couple poison arrow or knife to the neck anyways and then you can get that promotion. I'm pretty sure duels in zalanthas are settled by who can bring more people to a fight. For example if your warrior brings his sword, while the merchant bring his buddy the templar,  it can pretty much make you super high stats and years in the sparring ring seem pretty pointless.  
    Title: Re: Player retention and you: brainstorming
    Post by: Harmless on November 10, 2015, 01:40:33 AM
    "Don't put yourself in situations where.."

    It is true that surviving requires this outlook, but I think this creates stagnation and feelings of powerlessness. To some it is obviously a problem (me included) that some PCs are so clearly "haves" and others are "have nots," and that a defining difference between them is rooted in playing style: rolling the dice until you have a good result, being extremely conservative and choosy with your interactions to avoid deadly conflicts (especially early on), profit. It may takes months. It's not fun. It's agonizing, in fact. That's 500+ hours of work at stake, once you have built the character. Being totally averse to all risk is sensible. But is it interesting?

    Now, I agree that permadeath is here to stay. Clearly, I never wanted it to leave (why else would winning or losing conflict matter at all?). I am just asking that when I see mantishead, it was because I made bad decisions, but not because one of them was to play out my character's goals with a sub-par stats roll and a suboptimal guild/subguild combination for that character's activities. I want all of that aspect of the game de-mystified and made flexible, so that when we die, we know why. We made the wrong enemy. We trusted the wrong ally. We had the wrong idea. We lacked key information.

    Do I want to play a mush, though? NO. I want this to be a game also. Suggestions that take the game out of the experience are mostly disliked; that's why Adhira's suggestion to just give everyone a straight boost doesn't fly with the majority (of GDBers and staff). Having some more control would be nice, though, to reduce the helplessness. Another simple example would be to have your character start with four attribute rolls, unassigned: Very good, good, average, below average. Now, you get to pick where they go. Plop those on, then apply your racial modifiers and guild modifiers, and you're in game. If you were given absolutely incredible, average, average, poor, you will likely make a very different selection than with the first roll. Now you get to start your character off knowing what you'll have to play like, and you won't have to suffer a reroll either, because they fell in the order you actually wanted them to be in.



    Title: Re: Player retention and you: brainstorming
    Post by: Harmless on November 10, 2015, 01:56:10 AM
    Dresan is right that there are only a few instances in the game where stats might matter, and they encompass every combat situation (duels, murder attempts, surviving (i.e., all combat against NPCs in the wilderness). Yep, stats matter in those situations. Wisdom matters for all of them in determining how far you've progressed until that point (barring the 100 day PC who maxed all his skills years prior).

    In all of those situations, a PC dies. Or perhaps, they are seen to be a superior fighter and receive rewards for it; promotions, recognition, fame.

    When all your PC has is their life and their reputation, then stats matters for everything that matters to them (and by extension, you).

    I'd say the key exception to all of the above is the merchant who has access to all the mastercrafts they need to impress others, templars, nobles, born leaders (or special apped leaders). For them, stats never matter. Pretty much, only them, however, and that's still debatable. This must be why Badskeelz brings up a merchant I played in the past (not even sure who he refers to or what situation that was, btw). It's true, for merchants, stats don't matter much at all. For the struggling warrior/hunter though, they certainly matter. For the exceptions, it's more a political game and patience. (and having enough staff trust or leadership experience in advance of character creation to be given those roles by staff)
    Title: Re: Player retention and you: brainstorming
    Post by: ibusoe on November 10, 2015, 02:07:49 AM
    Quote from: Dresan on November 10, 2015, 01:34:14 AM
    There only a few instances in the game where I think stats might matter.

    1. Arena competitions. However, the longest lived warrior in the game is usually the ones that win this anyways. Mostly because its defense/offense skills that decide the match, with agility and weapon skills(yours vs your enemies) probably being the other deciding factors. Before the defense nerf long lived warriors could fight on for days without touching each other, they usually had to rely on wrist razors, and other scripted attack gear to hurt each other. So yeah defense skill is op.

    2. When killing someone. Stats like strength and agility decide how much damage you are doing and how fast. However, if you are planning to do this...perhaps some preparation might help. That said, I really hope the changes to spice make it more convinient and tempting to use...assuming you have the sid for it. If they change that, then stats really become even more moot. Its really hard to kill someone in straight combat outside of a locked room, unless you are much much better than them. Again qucik reflexes, flee and defense/shield skill usually are better than pure stats in these situation.  But if all else fails, buy your self a shield...a shield made out of meat preferably.

    3.  General Survival. Stats help here I suppose, but against NPCs I think fast reflexes are much better and defense/offense will eventually allow you to fight bahamets regardless of stats. At the start of the game, new warriors with riding skill and shield should be able to survive long enough to flee against something nasty. While a  new ranger, should also be able to move and then shoot it down, like a proper hunter (without having to spend a month training for it).   So instead of stats, you might just need to type flee faster or be quick enough to move before something attacks you.  Other than that though I've had amazing agi and master climb and I've still fallen to my death in pits.

    Stats do make some things more convenient, strength vs encumbrance being the most glaring thing, which I wish they would re-evaluate slightly.  I can't really say stats matter that much otherwise, certainly nice to have but not really that important.

    I think improvements to spice (make it more last longer, a solid ic day would great start) would make stats even more of a  moot points. If you have the sid, going on a dangerous journey, sniff some spice and poof you are ready to go for a day or two. How strong and quick you are just becomes a measure of how much sid you make.  I also think you should be able to discretely sniff spice if you have the sleight of hand skill or if you are hidden(never actually tried before though).

    Otherwise, who gives a damn who wins in the sparring ring, they'd still die easily to a couple poison arrow or knife to the neck anyways and then you can get that promotion. I'm pretty sure duels in zalanthas are settled by who can bring more people to a fight. For example if your warrior brings his sword, while the merchant bring his buddy the templar,  it can pretty much make you super high stats and years in the sparring ring seem pretty pointless.  

    Unfortunately the facts don't support this.
    Title: Re: Player retention and you: brainstorming
    Post by: roobee on November 10, 2015, 02:11:55 AM
    Add more places like shops to the directions command. Was super frustrating just getting around as a new player. Also this map http://armageddontools.searchlightsj.com/AllanakMap.html (http://armageddontools.searchlightsj.com/AllanakMap.html) would be very helpful. Also, moving the ask a helper tool to a command in-game would psychologically make more newbies use it.
    Title: Re: Player retention and you: brainstorming
    Post by: Wyrmboy on November 10, 2015, 10:00:39 AM
    Where to start :)....I've been playing this game off and on since 1998 taking time off for different reasons some in game some real life. I'm not the best role-player but I am not the worse either, but looking over some of your responses (not all of them) I think I can say you all share the passion for the game that I feel, I think we can say all the staff has that desire (or had it at one time) I am sure we test their patience all the time ;)

    I look back at the past and I try to compare it to today and see what has changed. I can some it up in -one- word.

    CONFLICT!!!!!!!
    These stories are from over 10-12 years back I hope it is ok to post them.

    Not just staff created conflict (though that is lacking too) but player driven conflict. I am not saying kill everyone you meet, but be a little moody once in awhile, we all want an experience to remember so let's help each other create it. Here is a stroll down memory lane for you. My first character in Arm way back when decided to join the Byn (like the docs says) I was a human warrior nakki, I scrubbed shit, made friends, sparred, made a few coins, bought some nice gear. I remember we had a contract to go to Tuluk and for some reason I got left behind (had to log out for RL) so I log in the next day and I am sitting at the bar, some PC comes in and starts talking to me, we start drinking, he asks me if I want to make some quick coin (In my mind I am like oh no) but my character had is eye on a new sword he had seen in a tuluk shop so he was like tell me more, the player buys a couple shots for us from the bar and we go talking in one of those alcoves you can draw the curtain closed (I am sure some of you know where this is going :)). He gives me a shot of whisky as we are discussing what I can do for him to make some coin, I drink the shot and immediately pass out, he slits my throat and my first Mantis head : ) !! The funny thing is I make a new PC and log in join the damn Byn again and guess who I see all decked out in my gear, yup the assassin who killed me. I remember laughing so much and to this day I still laugh when I think about it. That second pc became good friends with the pc who killed me, you have to create these characters with the mind set you are going to die, not to live, if that makes any sense to you.

    I also had a desert elf warrior who had a small tribe of 3-4 of us called the Bloodfeathers we were asses if we caught you outside the walls we would try and kill you. We once found some roundear in the mantis lands, after a quick chase we slaughtered him and my elf took his sword as a trophy, As we were running back to the pah, I found out the sword was made of steel and magical, it would randomly make me contact a Templar and throw random insults at him, which was awesome!!! Now I don't know if this guy with the sword was a Imm pc that he planted there or was some player pc who was at the wrong place at the wrong time, but it was some fun roleplaying and a lot of conflict resulted.

    I could go on and on.

    Do you know what a character with high stats does? one of two things.
    first it makes you feel invincible so you go outside before you are ready and a spider or beetle slaughters you or two You play so timidly you don't do anything because you are afraid to lose your Super Stat character. (I've done both and I am sure so has everyone else). Maybe there should be two systems of stat generation you can choose from in character creation the standard system which is the only system that will allow you pc to get an Exceptional or AI stat or a point system where you get so many points and all your stats start at avg for your race and you can add has many points to bring a stat to a certain level (the cap being very good or extremely good or whatever is decided on giving the player the ability to customize his or hers character or take a chance and maybe get something better?

    In my opinion we need to bring back more fantasy into the world, I am sick of political plots, where Mr. fancy pants, is butt hurt over Mrs fancy skirt's rejection. I like politics but it only applies to a limited few, now if a rumor started that a steel sword was seen in the hands of a gith or mantis, or maybe some PC found a magic ring on a dead body in the rinth, or what's that? a ash bringer has been seen in the salts? lets get a party together and go see if we can bring the bastard down. I love Nilz and the undead as story plots there is soooo much to choose from but it seems we limit ourselves for some reason these days (maybe there is a reason I don't know about).  

    In my opinion the thing about being on staff and I am going to compare them to me being a game master for path finder and D&D (yup nerd alert here) writing a story and telling a story are two different things right? I could be wrong but the limited stories I have been a part of they seem static one directional player A you do this player B you do that to complete the story I have written. Now telling a story is fluid, you have a starting point and a goal, but how you get there if you ever do is up to the players involved let them make the decisions (now you can drop hints to them, so they can't say I died because I didn't know that) then you can say, oh really what did you think this hint was for ;). I know as a GM I had to learn early that no matter how much detail and work I put into a gaming session there was going to be someone that night that was going to do something unexpected, and you know what those are the ones that made the story better, once I learned to adapt and let the story tell itself.

    I am sorry if this makes no sense, I sometimes have trouble expressing what I want to say clearly, but this game has so much history in it, some of you aren't aware of just how much is actually out there.

    Focus on having fun! If I see you in game I am going to try and do a better job of getting you involved like it or not.

    I guess I could of put this in the conflict post too!

    Title: Re: Player retention and you: brainstorming
    Post by: Dresan on November 10, 2015, 10:49:20 AM
    Quote from: ibusoe on November 10, 2015, 02:07:49 AM

    Unfortunately the facts don't support this.


    You are mistaking facts for opinion.

    The only time that stats matter the most is at the beginning when your offense and defense is shit...and everyone else's offense and defense is shit. Again the longest lived warriors are usually the ones who win any fight because their offense/defense are higher then everyone elses. And for those rare situations where you know of another warrior who's grinded as long as you, has equal skills in everything and happens to have better stats then you...well please refer to the 'murder, betray and corruption' part of the game.

    Then you'll be the best around, get all the promotions, win all the competitions regardless of stats. For every other situation the solution should be spice.
    Title: Re: Player retention and you: brainstorming
    Post by: Alesan on November 10, 2015, 10:53:59 AM
    I feel like this entire stats discussion is going to get branched off pretty soon.
    Title: Re: Player retention and you: brainstorming
    Post by: Norcal on November 10, 2015, 11:11:01 AM
    Quote from: Alesan on November 10, 2015, 10:53:59 AM
    I feel like this entire stats discussion is going to get branched off pretty soon.
    Yes. Hint hint.

    Do they matter? Obviously they do.  It might be that the way they matter is unclear to us, or me at any rate, because I am no coder.

    I once had a d-elf with poor strength.  She could not use most weapons, only a long knife. Even some hatchets were too much for her.  No spears. There was only one bow in the known she could even think about pulling. I felt she was unplayable, yet staff would not change the stat because I had not prioritized it. They were very helpful in other ways though, so no worries there.

    That elf went on to become a PK machine.  She could and did take out anyone, multi RL year warriors, witches of all stripes. She could kill dujat and most any gith.  Why?  She had very good agility, she was light weight and she could not be hit. And she knew how to use poison on the witches.

    So the stats mattered. If she had not received the high agility she would not have lived.  It allowed me to play an otherwise unplayable PC, and to have amazing fun.  
    Title: Re: Player retention and you: brainstorming
    Post by: Dresan on November 10, 2015, 11:14:08 AM
    Yeah. It should probably get branched off.

    If people are really finding the randomness of it all jarring, the only solution would be that every starts off at good or v.good. And then can use special apps/karma to bump up thier stat score by one during creation. Thats probably the only fair way I can see without having everyone and their mothers, running around with AI in all their stats because they've joined the right clans.

    Any stat allocation sytems like buldars gate would just end up making cookie cutter min/max builds with people rolling until they got the best possible outcome.
    Title: Re: Player retention and you: brainstorming
    Post by: ibusoe on November 10, 2015, 11:19:41 AM
    Quote from: Dresan on November 10, 2015, 10:49:20 AM
    You are mistaking facts for opinion.

    The only time that stats matter the most is at the beginning when your offense and defense is shit...and everyone else's offense and defense is shit. Again the longest lived warriors are usually the ones who win any fight because their offense/defense are higher then everyone elses. And for those rare situations where you know of another warrior who's grinded as long as you, has equal skills in everything and happens to have better stats then you...well please refer to the 'murder, betray and corruption' part of the game.

    Then you'll be the best around, get all the promotions, win all the competitions regardless of stats. For every other situation the solution should be spice.

    You've got that turned around.
    Title: Re: Player retention and you: brainstorming
    Post by: Malken on November 10, 2015, 11:27:10 AM
    Man, stat discussions on the GDB are useless.

    Each time someone complains about stats, you can always count on a couple of people showing up and giving example on how their most favorite PC ever had shitty strength and 60 hp, or how after two years of RL twinking they could beat nearly any new warrior n00bs showing up in the sparring circle.

    We get it, there's some players who love to play really crappy characters with everything going against them and that's super easy to do if that's what you want, roll a 13 year old kid with random stats and there you go.

    But some of us don't play games just so we can continue our shit life after a hard days' work just so we can struggle once more in virtual reality with the hope that someday we don't get devoured by the Armageddon version of turtles with teeth.

    Anyway, this is kinda moot because after years of Armageddon'ing and riding my shitty stat'ed characters into the nearest 'met, I've long discovered that these stat problems can be mitigated by 26, strength, agility, endurance, wisdom - yo.

    tldr; If all else fails, 26 the shit out of your character.
    Title: Re: Player retention and you: brainstorming
    Post by: Norcal on November 10, 2015, 11:33:37 AM
    Quote from: Malken on November 10, 2015, 11:27:10 AM
    Man, stat discussions on the GDB are useless.

    Each time someone complains about stats, you can always count on a couple of people showing up and giving example on how their most favorite PC ever had shitty strength and 60 hp, or how after two years of RL twinking they could beat nearly any new warrior n00bs showing up in the sparring circle.

    We get it, there's some players who love to play really crappy characters with everything going against them and that's super easy to do if that's what you want, roll a 13 year old kid with random stats and there you go.

    But some of us don't play games just so we can continue our shit life after a hard days' work just so we can struggle once more in virtual reality with the hope that someday we don't get devoured by the Armageddon version of turtles with teeth.

    Anyway, this is kinda moot because after years of Armageddon'ing and riding my shitty stat'ed characters into the nearest 'met, I've long discovered that these stat problems can be mitigated by 26, strength, agility, endurance, wisdom - yo.

    tldr; If all else fails, 26 the shit out of your character.

    OK Malken, , for those of us who are old, what does 26 mean in the way that you are using it?
    Title: Re: Player retention and you: brainstorming
    Post by: Malken on November 10, 2015, 11:34:39 AM
    Quote from: Norcal on November 10, 2015, 11:33:37 AM
    OK Malken, , for those of us who are old, what does 26 mean in the way that you are using it?

    Age, of course.

    If you want to play a 13 year old kid, still make him 26 but just say that he has some sort of Armageddon genetic deformation that makes him look like he's in his mid-twenties. Mutation's a bitch!
    Title: Re: Player retention and you: brainstorming
    Post by: Norcal on November 10, 2015, 11:37:52 AM
    Quote from: Malken on November 10, 2015, 11:34:39 AM
    Quote from: Norcal on November 10, 2015, 11:33:37 AM
    OK Malken, , for those of us who are old, what does 26 mean in the way that you are using it?

    Age, of course.

    If you want to play a 13 year old kid, still make him 26 but just say that he has some sort of Armageddon genetic deformation that makes him look like he's in his mid-twenties. Mutation's a bitch!

    Ahhh....kind of like the mutation that makes me look 26 in real life. Thanks. :)
    Title: Re: Player retention and you: brainstorming
    Post by: Wyrmboy on November 10, 2015, 11:50:40 AM
    I am so sick of these kids in the game, my next pc is going to be the old guy that was picked on by all the kids growing up and now wants to kill them all :)..I think I will make him look like Santa Claus so fair warning.
    Title: Re: Player retention and you: brainstorming
    Post by: Dresan on November 10, 2015, 11:52:45 AM
    I personally really dislike the initial skill grind, the month you need to play to be able to perform a role adequately, to simply be of some more use to others at the beginning and have more change of being involved in things. It should still not make anyone a monster who fights shit sitting or who can one-shot anything. This is because I don't believe offense and defense should be touched.

    Even with high stats, alot of NPC outside scrabs will still kill you. Thats not a bad thing.  
    Title: Re: Player retention and you: brainstorming
    Post by: Refugee on November 10, 2015, 01:14:51 PM
    As for initial grind, I only say that sponsored combat roles should get a pass on this.  Really.  How do you become a Byn sergeant that can hardly fight?  They've been runners and troopers for years before this.  Set them up so they can focus on doing the job, they don't really have time to do the grind and it's just jarring.

    Otherwise, I dislike grinding but it kind of seems like it should exist.  I'm not sure why, maybe I'm just trained to think so by 40 years of gaming.  I always disliked starting my D&D characters off at level 10 or 6 or whatever, it seemed to rob them of something important.  They felt more like throw-aways.  And I guess they were, since they'd just been made for some specific adventure.



    Title: Re: Player retention and you: brainstorming
    Post by: seidhr on November 10, 2015, 01:32:51 PM
    Quote from: Norcal on November 09, 2015, 11:37:25 AM
    What about when stats impede you from being able to progress with skills? Poor wisdom not letting you progress past jman in some skills?

    I have no idea if this is a real thing or not, or how people end up knowing this stuff. Yet if true, there is a solid argument for some stat changes based on the guild.

    That isn't actually how wisdom works.  Having terrible wisdom does not prevent you from getting to maximum skill level, it just slows the process down.  (and in most cases, unless you are trying to min/max your grind with some formalized process with an egg timer and a notebook - it won't impact you at all)

    In some cases, having a good stat will actually give you a lower cap on your skill advancement, a specific example:

    Some years back I had a pretty long-lived desert elf who was quite young.  Most you know that young PCs get a negative influence to strength and a positive influence to agility.  This particular PC had pretty average strength but exceptional agility.  As your character ages, these stats can go up and down.  Agility will tend to go down and the others will tend to go up.

    Anyway, I had gotten to 'advanced' climbing pretty early on in this PC's life, and he literally never failed a climb check after that point.  I went on for several months with no failed climbs and thus, no progression past advanced.  Then I got the "You have aged one year, happy birthday!" (or whatever it is) message one day upon logging in, and checked 'score' - sure enough my strength had gone up to above average, woo!  But my agility had gone down to extremely good.

    I went on about my business and while climbing, suddenly I (gasp) failed a climb.  Then later that same play session I failed again.  A few more days of playing and I was still failing climb from time to time - and it had been months, literally, since I had failed prior to this.  I checked 'skills' after a few days of this and notice that my climb skill had gone from 'advanced' to 'master' and then I never failed a climb check for the rest of that PC's life.

    So tldr is that if you have really high stats it can make it harder to gain skills because you won't ever fail at doing something, due to the bonuses given by that stat.  Climb is positively influenced by agility.  It all evens out in the end. 

    True story.
    Title: Re: Player retention and you: brainstorming
    Post by: Patuk on November 10, 2015, 02:30:17 PM
    The interaction thing people have been mentioning hits really close to home for me.

    I'm Dutch, which means it's six hours later here than it is even on the US' east coast. I can take a look at Allanak's rumor board right now and go 'oh hey nice an RPT if only IT DIDN'T FUCKING START AT 3 AM FUUUU' and chalk it up to a shitty timezone for the umpteenth time, given that this kind of things constantly. If lack of interaction were a game-killing thing for me, I'd not play at all.

    Buuuut then there are those days where I can stay up past midnight a bit and watch the amount of players rise, and I just get.. Shocked. I've seen numbers climb up to 50+ people online, and somehow have the Gaj be populated with all of two people, yours truly included, in the middle of the IC night. Does it surprise you that people might have a hard time getting into the game when there's nobody at all present in what's supposedly the go-to hub for people to socialise a bit? In a similar vein, the same Allanaki board I mentioned just now mentions frightfully few things in the way of GMH or Byn recruitment drives - compared to the way I remember(memory tends to be flawed) entire units' worth of hunters, soldiers and mercenaries hang out to drink and talk about random shit, taverns and public spaces seem to be ghost towns.

    If you want people to stay around, especially newer ones, it may reallllllly help for the game not to be so empty and interaction to happen in social cliques this much. It didn't work well for Tuluk, I don't see it working out well in our current game's incarnation.
    Title: Re: Player retention and you: brainstorming
    Post by: Alesan on November 10, 2015, 02:45:31 PM
    It really is one of the biggest issues, the more I think on it. In the other thread that sparked off this one about conflict, some good points are brought up, but before conflict can happen, there has to be interaction. Interaction can't happen if other PCs are literally nowhere to be found.
    Title: Re: Player retention and you: brainstorming
    Post by: Iiyola on November 10, 2015, 04:32:33 PM
    I did wonder where the hell everyone is when there are indeed 50+ players online and only 2 PC's in the Gaj. WHERE THE HELL IS EVERYONE??
    Title: Re: Player retention and you: brainstorming
    Post by: Delirium on November 10, 2015, 04:35:17 PM
    Out there doing stuff... instead of stuffing themselves into taverns for boring small-talk?

    I have a love/hate relationship with tavern RP - it's a great way to make connections but once you've made those connections it really detracts from Getting Stuff Done.
    Title: Re: Player retention and you: brainstorming
    Post by: nauta on November 10, 2015, 04:37:48 PM
    Quote from: Iiyola on November 10, 2015, 04:32:33 PM
    I did wonder where the hell everyone is when there are indeed 50+ players online and only 2 PC's in the Gaj. WHERE THE HELL IS EVERYONE??

    Some muds have a 'notify' system or a 'who' system that tells you who is in the area you are in.  I've liked them because it can feel frustrating to see that there are a lot of people on but nobody in the public spots.  I read in a thread why the 'clan who' system was shut off, but what about an 'allanak who' system? -- it returns the number of people in allanak itself.  Or something.

    I guess it's minutely less frustrating to know that there are 50 people on, but 30 of them aren't in the city or something.  Or maybe that's just silly.

    ETA: So that's something for staff to consider, but for the newbies: we might consider swinging by the Gaj more often, posting rumours, etc., so we can hook up with those newbies.  Everyone does their part and all that.  Because you know who is in the Gaj? Newbies, city elves, and lonely gemmed, that's who.
    Title: Re: Player retention and you: brainstorming
    Post by: Alesan on November 10, 2015, 04:45:51 PM
    Quote from: Delirium on November 10, 2015, 04:35:17 PM
    Out there doing stuff... instead of stuffing themselves into taverns for boring small-talk?

    I have a love/hate relationship with tavern RP - it's a great way to make connections but once you've made those connections it really detracts from Getting Stuff Done.

    It's replies like these that sort of discouraged me from jumping in the rat's nest of commenting on not finding players. There's always people who know how to make contacts, and then they can always find people to interact with even if all social hubs are dead. But we aren't all like that. We need that social hub. Even if you don't.


    I also realize the difficulty of this situation. It's not like we're asking players to spend more time in the Gaj or whatever if that's not what your characters want to do. But at the same time, when what's supposed to be one of the central social hubs of the game is empty for large periods of time, including peak time, it really does cut down interaction possibilities.
    Title: Re: Player retention and you: brainstorming
    Post by: Patuk on November 10, 2015, 04:53:53 PM
    It's not so much about the tavern RP for me, the Gaj could be a public square for all I care. I just think it's really unhealthy for the game if there's not a lot of large-scale socialising between different groups going on or if it's nigh-impossible for new players/characters to actually make those contacts you mentioned.

    Besides.. Why is everything about 'getting stuff done'? It's no wonder that people burn out if all you're playing is a character who's really just a tool for a desire to accomplish X. You're telling me 48 out of the 50 people who are not at the Gaj ever are doing so because they play characters who never feel like going out or drinking a beer for a bit?
    Title: Re: Player retention and you: brainstorming
    Post by: Delirium on November 10, 2015, 05:07:45 PM
    If it advances your story to be in the bar, sure.

    If you have a limited amount of time to play and want to choose between advancing X plot or getting Y done or sitting in the bar being bored just in case somebody wants interaction...
    Title: Re: Player retention and you: brainstorming
    Post by: Patuk on November 10, 2015, 05:10:43 PM
    50 people don't all have highly limited time to play and are rushing about to tell assassin X or private Y to do Z. It doesn't happen.
    Title: Re: Player retention and you: brainstorming
    Post by: Delirium on November 10, 2015, 05:14:36 PM
    So maybe they're focusing on intra-clan roleplay as that's what most immediately impacts their day to day enjoyment.

    I'm not saying that hanging out in taverns is bad. I'm saying that it's often not conducive to what the player wants to be doing.

    So... if you want to fix tavern attendance, fix that.
    Title: Re: Player retention and you: brainstorming
    Post by: Patuk on November 10, 2015, 05:20:16 PM
    You can RP with people in your clan inside public places just fine. Bynners punching each other for a bit is was a common sight.

    And, again, if people are so highly extremely very busy with their clans that they cannot roleplay normally functioning human beings who like to wind down and take things easy, we have one cause for people getting burnt out (and not joining clans) right there.
    Title: Re: Player retention and you: brainstorming
    Post by: ibusoe on November 10, 2015, 05:21:04 PM
    Quote from: Patuk on November 10, 2015, 05:10:43 PM
    50 people don't all have highly limited time to play and are rushing about to tell assassin X or private Y to do Z. It doesn't happen.

    You're request to have more PC-PC interaction doesn't really make sense with the game atmosphere.

    That being said, it's natural for any player to want this, so if you want more interaction, and you live in Holland, pick a time (next week) that's actually good for you, post about an HRPT, put in a minimum of time organizing.  
    Title: Re: Player retention and you: brainstorming
    Post by: Patuk on November 10, 2015, 05:27:26 PM
    Quote from: ibusoe on November 10, 2015, 05:21:04 PM
    Quote from: Patuk on November 10, 2015, 05:10:43 PM
    50 people don't all have highly limited time to play and are rushing about to tell assassin X or private Y to do Z. It doesn't happen.

    You're request to have more PC-PC interaction doesn't really make sense with the game atmosphere.

    Thanks. Why?
    Title: Re: Player retention and you: brainstorming
    Post by: Delirium on November 10, 2015, 05:29:30 PM
    Quote from: Patuk on November 10, 2015, 05:20:16 PM
    You can RP with people in your clan inside public places just fine. Bynners punching each other for a bit is was a common sight.

    And, again, if people are so highly extremely very busy with their clans that they cannot roleplay normally functioning human beings who like to wind down and take things easy, we have one cause for people getting burnt out (and not joining clans) right there.

    You're being hyperbolic here. You're also forgetting about virtual (offscreen) time.
    Title: Re: Player retention and you: brainstorming
    Post by: Alesan on November 10, 2015, 05:29:47 PM
    Quote from: Patuk on November 10, 2015, 04:53:53 PM
    It's not so much about the tavern RP for me, the Gaj could be a public square for all I care. I just think it's really unhealthy for the game if there's not a lot of large-scale socialising between different groups going on or if it's nigh-impossible for new players/characters to actually make those contacts you mentioned.

    Title: Re: Player retention and you: brainstorming
    Post by: Desertman on November 10, 2015, 05:30:03 PM
    You know how you retain players?

    The chain of command.

    It's the chain Rath goes and gets to beat you with when you try to leave.

    (http://29.media.tumblr.com/tumblr_lh9nyy5G951qb4chfo1_500.jpg)
    Title: Re: Player retention and you: brainstorming
    Post by: BadSkeelz on November 10, 2015, 05:32:47 PM
    You know, if there was less crimcode, it would give the Byn and Arm of the Dragon something to actively do in the cities outside their compounds (guarding, whether at large or on contract). Just saying.


    Otherwise I think it's important for clan leaders to get their name out there with a publicly available means of communication and potential recruitment.
    Title: Re: Player retention and you: brainstorming
    Post by: Patuk on November 10, 2015, 05:44:06 PM
    Quote from: Delirium on November 10, 2015, 05:29:30 PM
    Quote from: Patuk on November 10, 2015, 05:20:16 PM
    You can RP with people in your clan inside public places just fine. Bynners punching each other for a bit is was a common sight.

    And, again, if people are so highly extremely very busy with their clans that they cannot roleplay normally functioning human beings who like to wind down and take things easy, we have one cause for people getting burnt out (and not joining clans) right there.

    You're being hyperbolic here. You're also forgetting about virtual (offscreen) time.

    I am, but it's the easiest way to illustrate my point. The offscreen thing can be partially true - I could argue that my character is a very sociable and outgoing person who gets drunk all the time, (I'm aware of the hyperbole, thanks) it only happens offscreen, but I'm not a fan of such an argument. If I spent my days playing an elf with an extremely generous, trusting and altruistic personality but decided all their thinking about thieving only happened offscreen I'd not be doing very well either.
    Title: Re: Player retention and you: brainstorming
    Post by: nauta on November 10, 2015, 05:44:43 PM
    Quote from: BadSkeelz on November 10, 2015, 05:32:47 PM
    You know, if there was less crimcode, it would give the Byn and Arm of the Dragon something to actively do in the cities outside their compounds (guarding, whether at large or on contract). Just saying.


    Otherwise I think it's important for clan leaders to get their name out there with a publicly available means of communication and potential recruitment.

    Dunno about the crimcode (I know the thread you are referring to though), but one thing that had me frustrated playing a criminal was how hard it was to find a PC soldier to bugger -- they were all locked up in their compound or on an RPT doing 'clan things'.  I can't talk about it yet, but once we did find one or two to bugger, the reaction was epic.

    In any case, Patuk/Alesan are bringing up an important area of concern, relevant to player retention, and something worth thinking hard about how to fix, as players.  It really is frustrating, and it's not just a Dutch thing -- you start thinking that there are 'cliques' out there, that the players are a bunch of elitist turds who don't care about humdrum newbies; it really is hard to figure out how to 'interact' in that special Armageddon way; and, what's worse, it leads to logging out, idling, or just giving up.

    CodeWarrior has a nice suggestion to staff: try to get some of those intersections looked into.

    But as players, I think our plots should have an eye towards interaction (especially with newbies).  This can manifest itself on a lot of levels:

    o first and foremost, get those new players in clans; but that won't solve everything -- there's downtime, and time when other clan members aren't around, so...

    o break character now and then to incorporate a newbie into something

    o go to public spaces regularly and often; post rumours about clan activities; make more clan activities involve public spaces -- stab that spider head on the Gaj wall after the hunt, give your hunters some sid and tell them to bugger off and celebrate, etc.

    o don't just use think/feel, but put yourself out there in your emotes and language
    Title: Re: Player retention and you: brainstorming
    Post by: Delirium on November 10, 2015, 05:46:56 PM
    Quote from: Patuk on November 10, 2015, 05:44:06 PM
    Quote from: Delirium on November 10, 2015, 05:29:30 PM
    Quote from: Patuk on November 10, 2015, 05:20:16 PM
    You can RP with people in your clan inside public places just fine. Bynners punching each other for a bit is was a common sight.

    And, again, if people are so highly extremely very busy with their clans that they cannot roleplay normally functioning human beings who like to wind down and take things easy, we have one cause for people getting burnt out (and not joining clans) right there.

    You're being hyperbolic here. You're also forgetting about virtual (offscreen) time.

    I am, but it's the easiest way to illustrate my point. The offscreen thing can be partially true - I could argue that my character is a very sociable and outgoing person who gets drunk all the time, (I'm aware of the hyperbole, thanks) it only happens offscreen, but I'm not a fan of such an argument. If I spent my days playing an elf with an extremely generous, trusting and altruistic personality but decided all their thinking about thieving only happened offscreen I'd not be doing very well either.

    (http://www.reactiongifs.com/r/spchlss.gif)
    Title: Re: Player retention and you: brainstorming
    Post by: ibusoe on November 10, 2015, 05:52:54 PM
    Quote from: Patuk on November 10, 2015, 05:27:26 PM
    Thanks. Why?

    Most people have the ability to choose social characters, yet choose not to.  Bard?  Social character.  Beggar?  Social character.  Peddler?  Social character.  Most people don't play stuff like this.  

    You have to understand that like 50% of the human species simply aren't bar people.  

    Anyone who is playing an elf, has signed up for an isolated role.  Same for a dwarf.  Nobles are noteworthy for their extreme level of isolation.  Criminals likewise.  These are the kinds of roles that your average player wants to play.  

    I don't see Armageddon as a game where you go to socialize.  Socialization happens, but that's not the focus of the game.  The GDB is better suited for socialization.  

    I think it's difficult for people sometimes to accept that no one wants to socialize with their character, and in my opinion game policies only frustrate the problem.  For example, you aren't allowed to to organize things out of game, with the exception of HRPT.  And you aren't allowed to have a player character family, for the most part.  And you can't recruit real life people to come play in your little group or whatever.  Maybe these policies should be liberalized?
    Title: Re: Player retention and you: brainstorming
    Post by: Malken on November 10, 2015, 05:58:00 PM
    As harsh as it may sound, I shouldn't have to bore myself to death at the bar because you can't get people to take interest in your PC. If you are constantly spending hours at the bar and you still have no one that you can call a "relation" then maybe you need to take another look at your character or rp'ing style. I've met so many characters in the past that just sit at the bar and barely communicate with anyone and I shouldn't have to bend myself backward just to make sure that this person feels entertained in return.

    I've never had any problem getting myself relations of any kind within hours of my character's creation and once I've had 2-3 good people to rp with, I tend to skip the whole bar scene afterward because otherwise I just end up with too many people wishing for my presence and that just creates a whole different nightmarish scenario.

    It doesn't matter if you're playing at peak or off-peak, if you're fun people will come to you, but if you're no fun, even if there's 50 people sitting at the Gaj, you'll probably be the guy/girl bitching to your friend on AIM how annoying that other character is because he's got all the attention and no one's paying any to your PC.

    Just be fun and/or not an elf.
    Title: Re: Player retention and you: brainstorming
    Post by: Malken on November 10, 2015, 06:03:47 PM
    Quote from: ibusoe on November 10, 2015, 05:52:54 PM
    I think it's difficult for people sometimes to accept that no one wants to socialize with their character, and in my opinion game policies only frustrate the problem.  For example, you aren't allowed to to organize things out of game, with the exception of HRPT.  And you aren't allowed to have a player character family, for the most part.  And you can't recruit real life people to come play in your little group or whatever.  Maybe these policies should be liberalized?

    Considering that pretty much everyone does it anyway, probably.

    To add: Instead of making me feel guilty because I don't want to spend forever in bars just to entertain lonely PCs, I think it's about time that we start advertising clans and their players' schedule publicly so that other players could see at what times those clans are hoppin' and if there would be a good match for said clan. If I knew that Kadius was really popular after 11 pm EST and that there's three other players that play at that time there, then I might want to make a character in that clan with the knowledge that I'll have people to play with.
    Title: Re: Player retention and you: brainstorming
    Post by: Patuk on November 10, 2015, 06:06:51 PM
    Quote from: Delirium on November 10, 2015, 05:46:56 PM
    [hilarious reaction gif]

    Classy.

    Quote from: ibusoe on November 10, 2015, 05:52:54 PM
    Quote from: Patuk on November 10, 2015, 05:27:26 PM
    Thanks. Why?
    Anyone who is playing an elf, has signed up for an isolated role.  Same for a dwarf.  Nobles are noteworthy for their extreme level of isolation.  Criminals likewise.  These are the kinds of roles that your average player wants to play.  

    I guess, okay, with you so far..

    Quote
    I don't see Armageddon as a game where you go to socialize.  Socialization happens, but that's not the focus of the game.  The GDB is better suited for socialization.  

    .. Um, what?

    I like playing elves. Other people like playing dwarves. In my ideal world, playing an elf wouldn't be an isolated role. Certainly some amount of people playing dwarves would like for their roles to be more easily social, too. I have no way of measuring this, but I said 'some' rather than all for a reason.

    The problem is that none of this works out. There is a very strong mentality of 'because it is so in the game, people must want for it to be so' in the game. People don't go and play criminals or nobles because they go 'oh boy now I can go and NOT deal with people and have fun on my own!' They play criminals because they want to heist a goddamn templar's personal quarters or start up some kind of protection racket, they play nobles to get a statue of themselves placed on every street corner and their rivals in the senate in trouble every single year.

    If you don't like social roles, that's not a problem, the game doesn't force you to be as such. You posted stuff like bard or beggar as roles that force you to be social, and this make sense. For other roles, there technically is a choice. If you want to be a ranger, you can go chill at the bar all the time and still spend other days skilling up. Ditto for warriors, merchants, whatever.

    I just don't like that the public parts of the game seem really empty for some reason, and an argument along the lines of 'well they must just LIKE staying on their own' doesn't make much sense at all to me.
    Title: Re: Player retention and you: brainstorming
    Post by: Alesan on November 10, 2015, 06:11:12 PM
    Quote from: Delirium on November 10, 2015, 05:46:56 PM
    Quote from: Patuk on November 10, 2015, 05:44:06 PM
    Quote from: Delirium on November 10, 2015, 05:29:30 PM
    Quote from: Patuk on November 10, 2015, 05:20:16 PM
    You can RP with people in your clan inside public places just fine. Bynners punching each other for a bit is was a common sight.

    And, again, if people are so highly extremely very busy with their clans that they cannot roleplay normally functioning human beings who like to wind down and take things easy, we have one cause for people getting burnt out (and not joining clans) right there.

    You're being hyperbolic here. You're also forgetting about virtual (offscreen) time.

    I am, but it's the easiest way to illustrate my point. The offscreen thing can be partially true - I could argue that my character is a very sociable and outgoing person who gets drunk all the time, (I'm aware of the hyperbole, thanks) it only happens offscreen, but I'm not a fan of such an argument. If I spent my days playing an elf with an extremely generous, trusting and altruistic personality but decided all their thinking about thieving only happened offscreen I'd not be doing very well either.

    (http://www.reactiongifs.com/r/spchlss.gif)

    How very constructive.
    Title: Re: Player retention and you: brainstorming
    Post by: Narf on November 10, 2015, 06:39:50 PM
    Quote from: Malken on November 10, 2015, 06:03:47 PM
    Quote from: ibusoe on November 10, 2015, 05:52:54 PM
    I think it's difficult for people sometimes to accept that no one wants to socialize with their character, and in my opinion game policies only frustrate the problem.  For example, you aren't allowed to to organize things out of game, with the exception of HRPT.  And you aren't allowed to have a player character family, for the most part.  And you can't recruit real life people to come play in your little group or whatever.  Maybe these policies should be liberalized?

    To add: Instead of making me feel guilty because I don't want to spend forever in bars just to entertain lonely PCs, I think it's about time that we start advertising clans and their players' schedule publicly so that other players could see at what times those clans are hoppin' and if there would be a good match for said clan. If I knew that Kadius was really popular after 11 pm EST and that there's three other players that play at that time there, then I might want to make a character in that clan with the knowledge that I'll have people to play with.

    There's one or two old Kurac recruiting posts from a year or two back that advertise playtimes. I think I was in Kurac at the time of one of them, and my impression was that it did help a bit.
    Title: Re: Player retention and you: brainstorming
    Post by: bardlyone on November 10, 2015, 07:12:53 PM
    Let players have a greater affect on the world ie: items, rooms, npcs, clans, etc.

    Because the people whose playstyles cater to wanting to change things or create new content will, have, and do leave, regardless of every thing the game might have going for it, when 90% of the options for doing that are taken off the table. After all, there are other worlds that cater to that, where roleplay is just as enforced.

    RE: empty taverns problems.

    I'm torn on this one. I hate tavern sitting RP. I prefer socializing via the Way while doing things. But with character turnover, unless you only talk to the handful of people not dying each week, your social network is constantly dwindling. Taverns should feel fuller somehow, yes. But I don't think the solution to that is to make people feel bad for not liking being there, because that's not going to change the root of why they don't want to be there (typically it's because the player prefers action-based roleplay, in my experience, and it's really hard to make sitting on a stool something very... well... productive or action packed, in any but the most abstract sense).
    Title: Re: Player retention and you: brainstorming
    Post by: Taven on November 10, 2015, 07:14:22 PM
    Quote from: ibusoe on November 10, 2015, 05:52:54 PMI don't see Armageddon as a game where you go to socialize.  Socialization happens, but that's not the focus of the game.  The GDB is better suited for socialization.

    What definition are you using for "socialization" here? Because I generally think of socializing as pretty important to Armageddon. There's a good number of roles that revolve around socializing. Further, in order to hire people, expand influence, or do anything really interesting... There's usually some socializing involved. Even if I'm in a fighting clan... There'd better be some sort of socializing with my fellows, or I'm going to be bored out of my mind.

    Socializing is what makes Armageddon a role-playing game and not a hack and slash.
     

    QuoteI think it's difficult for people sometimes to accept that no one wants to socialize with their character, and in my opinion game policies only frustrate the problem.  For example, you aren't allowed to to organize things out of game, with the exception of HRPT.  And you aren't allowed to have a player character family, for the most part.  And you can't recruit real life people to come play in your little group or whatever.  Maybe these policies should be liberalized?

    Uh, you can have a PC family. It's extremely easy to do. The guidelines can be found by clicking here (http://gdb.armageddon.org/index.php/topic,42332.0.html). I've had a PC family before, and it was a pretty quick and easy process. The longest part was probably just recruiting people for the roles. Yes, you are capped at 3 other PCs besides yourself, but that's still a pretty good chunk of people.

    Organizing things can be tough sometimes. On the other hand, I don't want to entirely OOCly source this either. There's been some suggestions in this thread already about that, though--Creation of special boards or the like, to try and make it easier for large-scale RPTs to be coordinated.

    Recruitment being done IC is to facilitate IC relationships happening. That said, I do think it's nice when there's an extra advertisement for certain groups or areas. This is especially true for IC clans that have no recruitment abilities. Namely, tribals. I think that Rath advertising that Cool Stuff (tm) will be happening in that area is pretty great. I don't know if we should have players able to do this on their own or not, it would depend on the proposal. I do think that if you want a role to be filled, or feel your clan is suffering, you could always open a dialog with staff about it. I think that's why the Tuluki call for "gritty roles" (also fronted by Rath) happened.

    Title: Re: Player retention and you: brainstorming
    Post by: Alesan on November 10, 2015, 07:17:56 PM
    Quote from: bardlyone on November 10, 2015, 07:12:53 PM
    Let players have a greater affect on the world ie: items, rooms, npcs, clans, etc.

    Because the people whose playstyles cater to wanting to change things or create new content will, have, and do leave, regardless of every thing the game might have going for it, when 90% of the options for doing that are taken off the table. After all, there are other worlds that cater to that, where roleplay is just as enforced.

    RE: empty taverns problems.

    I'm torn on this one. I hate tavern sitting RP. I prefer socializing via the Way while doing things. But with character turnover, unless you only talk to the handful of people not dying each week, your social network is constantly dwindling. Taverns should feel fuller somehow, yes. But I don't think the solution to that is to make people feel bad for not liking being there, because that's not going to change the root of why they don't want to be there (typically it's because the player prefers action-based roleplay, in my experience, and it's really hard to make sitting on a stool something very... well... productive or action packed, in any but the most abstract sense).

    To speak from my part, I don't think we should be trying to make people feel bad for not wanting tavern-sitting RP. To me, it's less about the tavern sitting and more about making contacts from finding people who actually are accessible in-game and not behind a clan compound, or apartment barrier, or what have you. I don't know what the solution to this is. But many of us seem to agree that there is a problem here, we just don't seem to be coming up with any decent solutions.
    Title: Re: Player retention and you: brainstorming
    Post by: Renenutet on November 10, 2015, 08:00:53 PM
    Tavern sitting is not something to force upon anyone. Some people enjoy it. For other's it's less enjoyable. That said, I think with regards to hooking new players, Patuk is right. There's a lot to be said for having a busy hub.

    Don't change your role playing habits to include things you despise. However, if you find yourself with down time, consider going to the bars to mingle. It's got benefits beyond the attraction of bar chatter.
    Title: Re: Player retention and you: brainstorming
    Post by: bardlyone on November 10, 2015, 08:02:23 PM
    Quote from: Renenutet on November 10, 2015, 08:00:53 PM
    Tavern sitting is not something to force upon anyone. Some people enjoy it. For other's it's less enjoyable. That said, I think with regards to hooking new players, Patuk is right. There's a lot to be said for having a busy hub.

    Don't change your role playing habits to include things you despise. However, if you find yourself with down time, consider going to the bars to mingle. It's got benefits beyond the attraction of bar chatter.

    That's more or less exactly what I was trying to convey about tavern sitting but worded a hell of a lot better. +1
    Title: Re: Player retention and you: brainstorming
    Post by: Erythil on November 11, 2015, 12:00:08 AM
    Quote from: Renenutet on November 10, 2015, 08:00:53 PM
    Tavern sitting is not something to force upon anyone. Some people enjoy it. For other's it's less enjoyable. That said, I think with regards to hooking new players, Patuk is right. There's a lot to be said for having a busy hub.

    Don't change your role playing habits to include things you despise. However, if you find yourself with down time, consider going to the bars to mingle. It's got benefits beyond the attraction of bar chatter.

    I was always thought it would be interesting to have one of the taverns set up such that it is simultaneously both a fashionable meeting place for people higher up the ladder, but also welcomes the lower class.  Maybe expressed in terms of like a lower floor for the rabble, and a balcony area for the rich, but the two can see each other and it's not a faux pas for some mingling to happen.  Red's is almost this, but if you're upstairs doing GMH or noble things nobody's gonna see you from the street when they decide whether or not they want to go in.
    Title: Re: Player retention and you: brainstorming
    Post by: seidhr on November 11, 2015, 02:50:35 AM
    You can definitely be an elf and be social, even with non-elves!  It's maybe a little trickier, and it takes someone willing to play the scene(s) with you, but can be even more fun.
    Title: Re: Player retention and you: brainstorming
    Post by: solera on November 11, 2015, 04:08:37 AM
    Though my PCs didn't use it much, I liked that bench on the corner near the Sanctuary.
    Title: Re: Player retention and you: brainstorming
    Post by: Patuk on November 11, 2015, 04:52:57 AM
    I don't think people should be made to feel bad or somehow forced to head to the Gaj because reasons, either. Instead, I just pointed out how the current situation can contribute to a problem. That's it.
    Title: Re: Player retention and you: brainstorming
    Post by: Renenutet on November 11, 2015, 08:37:15 AM
    Quote from: Erythil on November 11, 2015, 12:00:08 AM

    I was always thought it would be interesting to have one of the taverns set up such that it is simultaneously both a fashionable meeting place for people higher up the ladder, but also welcomes the lower class.  Maybe expressed in terms of like a lower floor for the rabble, and a balcony area for the rich, but the two can see each other and it's not a faux pas for some mingling to happen.  Red's is almost this, but if you're upstairs doing GMH or noble things nobody's gonna see you from the street when they decide whether or not they want to go in.

    Funny you should say that.  ;)

    Title: Re: Player retention and you: brainstorming
    Post by: Jave on November 11, 2015, 08:57:44 AM
    Quote from: Harmless on November 10, 2015, 12:06:32 AM
    The period of building skill is perhaps one of the most agonizing aspects of the game. You're insignificant, a nobody. As a merchant you can't craft things people want, yet are totally dependent on others. As a fighter you still fail in all your basic combative duties for years, looking like a fool. having low wisdom throughout this period sucks. That I have had to endure this phase in basically every PC's life I've played and never enjoyed that sweet feeling of success at being reliably alive and useful and wanted, is why I don't play anymore. I have no desire to keep LOSING when other people not only win, but rub it in the losers' faces (both in game in an IC manner and here, on the GDB, where attitudes about stats, karma, and skill grinding/character building have been condescending for as long as I can remember playing).

    It's unfortunate that you don't play anymore. Sorry to hear that.

    I don't believe that allowing stat boosts would address the problem that you voice here because as Eury and I both mentioned before: Wisdom does not work the way you claim that it works, and skill levels are not derived from it.

    But it is none the less a shame that you haven't been able to gain a sense of satisfaction from any of the characters you've played. I'm a very accomplishment oriented gamer myself, and the frustration you describe would hit me hard as well.
    Title: Re: Player retention and you: brainstorming
    Post by: Delirium on November 11, 2015, 09:23:20 AM
    Quote from: Alesan on November 10, 2015, 06:11:12 PM
    Quote from: Delirium on November 10, 2015, 05:46:56 PM
    Quote from: Patuk on November 10, 2015, 05:44:06 PM
    Quote from: Delirium on November 10, 2015, 05:29:30 PM
    Quote from: Patuk on November 10, 2015, 05:20:16 PM
    You can RP with people in your clan inside public places just fine. Bynners punching each other for a bit is was a common sight.

    And, again, if people are so highly extremely very busy with their clans that they cannot roleplay normally functioning human beings who like to wind down and take things easy, we have one cause for people getting burnt out (and not joining clans) right there.

    You're being hyperbolic here. You're also forgetting about virtual (offscreen) time.

    I am, but it's the easiest way to illustrate my point. The offscreen thing can be partially true - I could argue that my character is a very sociable and outgoing person who gets drunk all the time, (I'm aware of the hyperbole, thanks) it only happens offscreen, but I'm not a fan of such an argument. If I spent my days playing an elf with an extremely generous, trusting and altruistic personality but decided all their thinking about thieving only happened offscreen I'd not be doing very well either.

    (http://www.reactiongifs.com/r/spchlss.gif)

    How very constructive.

    I saw absolutely no reason to continue debating with hyperbolic, strawman arguments. That's also nonconstructive.

    Point of fact is, I've met more characters that mine has made lasting friendships/enmities with while "out and about" than I have sitting at bars.

    One of my all-time favorite nemesis relationships started when I was scouting for someone.

    If you keep things interesting and are fun to interact with, plots will happen. If you are missing one of those ingredients, it doesn't matter how much bar sitting you do.

    So while I understand the need of having a busy hub and to draw people in, I also don't think it's fair to shake your finger at people who hate tavern sitting for hours on end. Those are usually the people who are out plotting, scheming, interacting, hunting, skulking, or doing whatever to further their characters' story, and it just happens to not involve sitting at the bar much. Deal with it?
    Title: Re: Player retention and you: brainstorming
    Post by: Alesan on November 11, 2015, 10:00:03 AM
    Quote from: Delirium on November 11, 2015, 09:23:20 AM
    I saw absolutely no reason to continue debating with hyperbolic, strawman arguments. That's also nonconstructive.

    Point of fact is, I've met more characters that mine has made lasting friendships/enmities with while "out and about" than I have sitting at bars.

    One of my all-time favorite nemesis relationships started when I was scouting for someone.

    If you keep things interesting and are fun to interact with, plots will happen. If you are missing one of those ingredients, it doesn't matter how much bar sitting you do.

    So while I understand the need of having a busy hub and to draw people in, I also don't think it's fair to shake your finger at people who hate tavern sitting for hours on end. Those are usually the people who are out plotting, scheming, interacting, hunting, skulking, or doing whatever to further their characters' story, and it just happens to not involve sitting at the bar much. Deal with it?

    I didn't think anyone was shaking fingers at people who despise bar-sitting RP. A couple of us actually said that wasn't the intention. The problem of lack of a hub was pointed out. Despite what you believe about the necessity of such a thing, other people do agree that it presents a problem. But I guess all that means to you is we're just all too boring for you to bother with.
    Title: Re: Player retention and you: brainstorming
    Post by: Delirium on November 11, 2015, 10:11:18 AM
    Whoa there negative nelly.

    It's a bit funny, every time I try to post something, get a hyperbolic response, and point it out, I get another hyperbolic response in turn.

    Everyone has room for improvement in their roleplay (including me), I was responding primarily to the idea that you're not promoting interaction if you're not bar sitting. I find that to be patently untrue.

    So, yes, if you're (colloquial you) constantly struggling to find interaction (and aren't an off-peak player), then I would definitely suggest taking an honest look at your roleplay style to see if there's something you could improve. In a lot of ways we're actually in agreement, you're just choosing me to lash out at for whatever reason. Maybe take a break from the internet and go have a nice day in the sunshine.
    Title: Re: Player retention and you: brainstorming
    Post by: Molten Heart on November 11, 2015, 10:15:01 AM
    The great thing about finding people outside of civilized areas (outside of a bar)  is I know they're not idling (or even pretending to be idle) and are available to roleplay with in meaningful ways outside of just conversation (not that bar roleplay is only limited to just conversation it just doesn't seem meaningful).
    Title: Re: Player retention and you: brainstorming
    Post by: Norcal on November 11, 2015, 11:55:58 AM
    Quote from: Delirium on November 11, 2015, 10:11:18 AM
    Whoa there negative nelly.

    It's a bit funny, every time I try to post something, get a hyperbolic response, and point it out, I get another hyperbolic response in turn.

    Everyone has room for improvement in their roleplay (including me), I was responding primarily to the idea that you're not promoting interaction if you're not bar sitting. I find that to be patently untrue.

    So, yes, if you're (colloquial you) constantly struggling to find interaction (and aren't an off-peak player), then I would definitely suggest taking an honest look at your roleplay style to see if there's something you could improve. In a lot of ways we're actually in agreement, you're just choosing me to lash out at for whatever reason. Maybe take a break from the internet and go have a nice day in the sunshine.

    (http://s2.quickmeme.com/img/51/514960c325ef85cd38a1ba0de66dde7e1c1dacf9615d9d7d815f5d9e83faadc9.jpg)

    Be nice to Delirium, and just in general.
    Title: Re: Player retention and you: brainstorming
    Post by: Malken on November 11, 2015, 11:58:41 AM
    Quote from: Alesan on November 11, 2015, 10:00:03 AM
    But I guess all that means to you is we're just all too boring for you to bother with.

    It's me who thinks that, not Delirium.
    Title: Re: Player retention and you: brainstorming
    Post by: ibusoe on November 11, 2015, 12:25:23 PM
    Quote from: Delirium on November 11, 2015, 09:23:20 AM
    Point of fact is, I've met more characters that mine has made lasting friendships/enmities with while "out and about" than I have sitting at bars.

    So to be clear, you don't like MUD Sex or bar crawling.  May I safely guess that you also don't like spice or arena matches?  Are there any other things that you don't like, that you'd care to draw to our attention?
    Title: Re: Player retention and you: brainstorming
    Post by: whitt on November 11, 2015, 01:05:08 PM
    Quote from: ibusoe on November 10, 2015, 05:52:54 PM
    I don't see Armageddon as a game where you go to socialize.

    I'm confused by this.

    Why would you play Arm (or really any RPI Mud) instead of any H&S game if not to get involved in the social aspects of the game?  You don't need a text-based RPI Mud to skill up and explore a world all by your little lonesome.
    Title: Re: Player retention and you: brainstorming
    Post by: Molten Heart on November 11, 2015, 01:11:08 PM
    Quote from: ibusoe on November 10, 2015, 05:52:54 PM
    I don't see Armageddon as a game where you go to socialize.

    What do you mean by socialize?
    Title: Re: Player retention and you: brainstorming
    Post by: Narf on November 11, 2015, 01:11:34 PM
    Quote from: whitt on November 11, 2015, 01:05:08 PM
    Quote from: ibusoe on November 10, 2015, 05:52:54 PM
    I don't see Armageddon as a game where you go to socialize.

    I'm confused by this.

    Why would you play Arm (or really any RPI Mud) instead of any H&S game if not to get involved in the social aspects of the game?  You don't need a text-based RPI Mud to skill up and explore a world all by your little lonesome.

    Probably they're using a stricter definition of the concept of "socialize"

    For instance, I wouldn't call the process of playing a tabletop RPG where you stay in character the whole time as "socializing" by my definition of the word. Shooting the shit while the GM is in the bathroom though, that would count.
    Title: Re: Player retention and you: brainstorming
    Post by: Malken on November 11, 2015, 01:14:37 PM
    Quote from: whitt on November 11, 2015, 01:05:08 PM
    Quote from: ibusoe on November 10, 2015, 05:52:54 PM
    I don't see Armageddon as a game where you go to socialize.

    I'm confused by this.

    Why would you play Arm (or really any RPI Mud) instead of any H&S game if not to get involved in the social aspects of the game?  You don't need a text-based RPI Mud to skill up and explore a world all by your little lonesome.

    Because every characters on Armageddon is unique and death is permanent, so it gives you some sort of accomplishment feeling when you achieve something. And it's not because you're not into socializing with others that it means you don't enjoy role-playing with others and the world around you. While I'm not big into the social scene either, I don't want to bump into someone in the middle of the harsh world and hear him say, "yo, u got fallout 4 yet?".
    Title: Re: Player retention and you: brainstorming
    Post by: Alesan on November 11, 2015, 01:19:28 PM
    Quote from: Malken on November 11, 2015, 01:14:37 PM
    Quote from: whitt on November 11, 2015, 01:05:08 PM
    Quote from: ibusoe on November 10, 2015, 05:52:54 PM
    I don't see Armageddon as a game where you go to socialize.

    I'm confused by this.

    Why would you play Arm (or really any RPI Mud) instead of any H&S game if not to get involved in the social aspects of the game?  You don't need a text-based RPI Mud to skill up and explore a world all by your little lonesome.

    Because every characters on Armageddon is unique and death is permanent, so it gives you some sort of accomplishment feeling when you achieve something. And it's not because you're not into socializing with others that it means you don't enjoy role-playing with others and the world around you. While I'm not big into the social scene either, I don't want to bump into someone in the middle of the harsh world and hear him say, "yo, u got fallout 4 yet?".

    I think there's a misunderstanding in what socialize means in this context.

    Is Armageddon a place for players to socialize? No.

    Is Armageddon a place for characters to socialize? Well, based on everything I've read, it must depend on the character. But it could be.

    I think the main topic, though, is characters socializing, not players.
    Title: Re: Player retention and you: brainstorming
    Post by: solera on November 11, 2015, 01:20:34 PM
    Quote from: whitt on November 11, 2015, 01:05:08 PM
    Quote from: ibusoe on November 10, 2015, 05:52:54 PM
    I don't see Armageddon as a game where you go to socialize.

    I'm confused by this.

    Why would you play Arm (or really any RPI Mud) instead of any H&S game if not to get involved in the social aspects of the game?  You don't need a text-based RPI Mud to skill up and explore a world all by your little lonesome.

    Because foraging in the scrublands was the best game experience I'd ever had. I'm different now, since one of my PCs joined the Byn and I found other treasures. I also prefer playing GW by myself.
    Just saying, there is a lot of reasons for being retained.
    Title: Re: Player retention and you: brainstorming
    Post by: Renenutet on November 11, 2015, 01:21:22 PM
    Stop it. Everyone take a breath. You can disagree about things without making it personal. Please cool it. Thanks in advance.
    Title: Re: Player retention and you: brainstorming
    Post by: Riev on November 11, 2015, 01:27:48 PM
    Quote from: Renenutet on November 11, 2015, 01:21:22 PM
    Stop it. Everyone take a breath. You can disagree about things without making it personal. Please cool it. Thanks in advance.

    It may be that people take offense to a generalized "if you cant enjoy the game you suck". Even if true, its basically the attitude that keeps people from enjoying the game.

    Related: i was taught that basically people have day jobs and then go to taverns to socialize and make contacts. This no longer seems the case. People sit at bars to make contacts but dont talk. Or contribute. Or use it as a safe AFK room.

    I cannot recount the last time i saw a clan roll into the Gaj or old Firestorm and have a clan night. I used to do it in the Byn and dogpile people that pissed off runners. Now we have no talking seat warmers that never see leadership
    Title: Re: Player retention and you: brainstorming
    Post by: Old Kank on November 11, 2015, 02:18:18 PM
    I feel like tavern use has shifted in the wake of wide-spread apartment availability.  They used to be a place for characters to meet, socialize, AND conduct business.  If you were at the right tavern at the right time, you could get an actual sense of what's happening in the game.  Now those few leaders and others with actual business to conduct do so in their estates or apartments.  This leaves the rest to slog through the same tired cliches (buff and grizzled, weird and unwanted, and sexy but dull) having the same used up interactions day in and day out.
    Title: Re: Player retention and you: brainstorming
    Post by: CodeMaster on November 11, 2015, 02:32:43 PM
    I think everyone would agree that it is good when characters interact with each other, which usually involves their characters inhabiting the same room if just for an instant.  Whether you're out at some particular resource location in the desert, or you're in a tavern is just a detail (and probably not worth disagreeing over).

    What might not be ideal is having players segregated and non-intersecting (or with a Bacon number greater than 1 or 2).  Arena events are good: they bring everyone into the same location, and they might walk past each other, even just on the road outside.  The fact that the players in the T'zai Byn walk back and forth along a route that is non-intersecting with the route the players in the Atrium take* isn't so good.

    * assumption, I might be wrong -- so just take it as an example.
    Title: Re: Player retention and you: brainstorming
    Post by: CodeMaster on November 11, 2015, 02:42:06 PM
    Quote from: Old Kank on November 11, 2015, 02:18:18 PM
    I feel like tavern use has shifted in the wake of wide-spread apartment availability.  They used to be a place for characters to meet, socialize, AND conduct business.  If you were at the right tavern at the right time, you could get an actual sense of what's happening in the game.  Now those few leaders and others with actual business to conduct do so in their estates or apartments.  This leaves the rest to slog through the same tired cliches (buff and grizzled, weird and unwanted, and sexy but dull) having the same used up interactions day in and day out.

    This is a really good point.  Maybe there is a locked-door divide between new players and established veterans that could be alleviated by encouraging more intersections.
    Title: Re: Player retention and you: brainstorming
    Post by: Narf on November 11, 2015, 03:49:46 PM
    Quote from: Old Kank on November 11, 2015, 02:18:18 PM
    I feel like tavern use has shifted in the wake of wide-spread apartment availability.  They used to be a place for characters to meet, socialize, AND conduct business.  If you were at the right tavern at the right time, you could get an actual sense of what's happening in the game.  Now those few leaders and others with actual business to conduct do so in their estates or apartments.  This leaves the rest to slog through the same tired cliches (buff and grizzled, weird and unwanted, and sexy but dull) having the same used up interactions day in and day out.

    I've actually started making it a point to conduct business openly in taverns whenever I can. I think it's IC to do business in taverns particularly for people that commonly want to do /more/ business with tavern goers. It sends a message that you're "open for business" if people do deals in public spaces.
    Title: Re: Player retention and you: brainstorming
    Post by: Eurynomos on November 11, 2015, 06:28:01 PM
    Quote from: Narf on November 11, 2015, 03:49:46 PM
    Quote from: Old Kank on November 11, 2015, 02:18:18 PM
    I feel like tavern use has shifted in the wake of wide-spread apartment availability.  They used to be a place for characters to meet, socialize, AND conduct business.  If you were at the right tavern at the right time, you could get an actual sense of what's happening in the game.  Now those few leaders and others with actual business to conduct do so in their estates or apartments.  This leaves the rest to slog through the same tired cliches (buff and grizzled, weird and unwanted, and sexy but dull) having the same used up interactions day in and day out.

    I've actually started making it a point to conduct business openly in taverns whenever I can. I think it's IC to do business in taverns particularly for people that commonly want to do /more/ business with tavern goers. It sends a message that you're "open for business" if people do deals in public spaces.

    I agree, and endorse public tavern meetings. There's always a rentable space if the conversation gets hot and heavy! Plus, having a chance of your plots being overheard just perpetuates more conflict.
    Title: Re: Player retention and you: brainstorming
    Post by: Riev on November 11, 2015, 08:25:05 PM
    I think it wouldn't be too far of a stretch to, on occasion, take over the entire bar and just have a huge clan night. Like, Kadius takes all their merchants/crafters/hunters to the Gaj and they just buy tons of beer and food. This would occasionally liven up a bar, reach more newbies coming into the game, and make the world seem a bit more alive.

    I mean. Soldiers have got to be off duty, right? Bynners in the evening? GMH employees that maybe want to work on things outside of the clan, for their own personal gain?

    It doesn't all have to be the Gaj, but I think some of the most fun times for me have been in the Gaj, with the Byn and maybe a Sergeant, causing a general ruckus. Play a game of Tek's Tower and, when you lose, punch the nearest breed in the face for breathing too heavily. Have the whole unit brawl some idiot that says something about the "Shitcloaks" while yelling 'tok pile. Buy a lot of drinks for that guy that kicks everyone's ass in morning sparring so you all have a chance. Not every day, maybe not even every week, but these kinds of things bring the world alive a bit more without resorting to staff animations and room echoes.
    Title: Re: Player retention and you: brainstorming
    Post by: Dresan on November 11, 2015, 08:58:57 PM
    I really hate to say this, but if your character is interesting and more importantly engaging, eventually the tavern ends up finding you.

    The only people I go out of my way to make conversation with are total newbies. If there was a system that alerted me to newbies entering the game for the first time, I'd probably visit the tavern even less. When i do enter a tavern its often when I really have absolutely nothing better to do. Unfortunately the tavern is not always the best place to meet people even if its full. Alot of people there are often there sitting idle, or just waiting to be entertained. Even I've been guilty of this from time to time. There are times when you greet some people, or try to get to know them, and sadly they often have very little to offer in terms of conversation, heck alot of time they don't even seem interested in talking at all. Thats fine, they are welcomed to play whatever they like, but I have better things to do than get them to open up.  

    I'm not saying this is a majority of the people, but its common enough that I try to find something else to do other than sit at a tavern. The best way to meet people seems to be to go out and do stuff anyways. Even the quiet brooding types in the tavern sudden become a bit more talkative when you find them in the salt flats and look as if you are about to charge their asses anyways. When tuluk was still around some of my characters used to sit on the bench in the intersection just east of the sanctuary before the changes to the layout of the city. I was always surprised how long I'd end up talking to people there as they went about their business.  

    If you ask me the tavern just works better when you find someone interesting to talk to first and then take them to the tavern for a drink.
    Title: Re: Player retention and you: brainstorming
    Post by: ibusoe on November 11, 2015, 10:30:07 PM
    Quote from: Molten Heart on November 11, 2015, 01:11:08 PM
    What do you mean by socialize?

    Socializing is when you
    Quote from: Malken on November 11, 2015, 01:14:37 PMbump into someone in the middle of the harsh world and hear him say, "yo, u got fallout 4 yet?".

    I'll give a nod to Malken and (*ahem*) Alleson for saying interesting things on the topic as well.

    Or if you like, you may look at it this way:

    Quote from: Narf on November 11, 2015, 01:11:34 PM
    For instance, I wouldn't call the process of playing a tabletop RPG where you stay in character the whole time as "socializing" by my definition of the word. Shooting the shit while the GM is in the bathroom though, that would count.

    Quote from: whitt on November 11, 2015, 01:05:08 PM
    Quote from: ibusoe on November 10, 2015, 05:52:54 PM
    I don't see Armageddon as a game where you go to socialize.

    I'm confused by this.

    Why would you play Arm (or really any RPI Mud) instead of any H&S game if not to get involved in the social aspects of the game?  You don't need a text-based RPI Mud to skill up and explore a world all by your little lonesome.

    Yeah, I pretty much play to socialize. 
    Title: Re: Player retention and you: brainstorming
    Post by: Harmless on November 12, 2015, 03:52:01 AM
    I think we all can agree that, ideally, the game should have all kinds of social interaction. By location: taverns, shady alleys, valleys nestled deep into dangerous hunting grounds, and pocketed away, hard-to-reach shanty-town spice-den hotspots; by race-race interaction: human to elf, elf to half-elf, dwarf to dwarf, magicker to mul. All need to be represented by players and plots; the rinth can be amazing or it can be totally fucking dead. Hunting can be a predictable experience where you know how the AI will respond or it can be a horrifying sudden encounter with a desert elf when you were most vulnerable after a fight with a Dujat. To make these interactions a regular part of the armageddon experience, all it takes are HAPPY players enjoying their character and their interactions, whatever they may be with: NPC or PC or vNPC entities. If enough players enjoy their characters' experiences, be they combative, creative, or survival struggles, before long, stories are coming to life everywhere.

    Speaking only for myself, I enjoy my character most when:

    1.) I "feel at home" controlling the PC; the skills the PC has are ones I use regularly to accomplish meaningful tasks for myself or others, they feel capable enough and their abilities are in line for what I had preferred and hoped for them (this includes skills and attributes), and they are responded to socially in a way that fits the theme I have in mind (this is where being able to wear clothing and have body modifications that fit my character's image are important)
    2.) I have goals for my PC and know ways to pursue them, except for when the only way to pursue the goal is to "stay alive" and "wait." *ahem* Clan Promotion, case in point *ahem*
    3.) I have at least one regular PC contact I can "report" to on a regular basis, one who has similar or shared goals and requires me in some way to live on for them for mutual benefit,
    4.) A sentient enemy or competitor, be it a whole group of people who hate my PC for their race/class/profession or single driven nemesis who is actively trying to destroy me
    5.) When what I am doing and involved in doesn't feel old and re-hashed: examples include mudsex scorned lover plots, pissed off tenants of apartments, mindless raider in the desert, etc.
    6.) There is some degree of "fairness" to the competition at hand, i.e. I am not up against an impossible enemy or I don't have the odds stacked ridiculously against my own character.

    So, if staff can think of ways where all of my points are met more often when I play then I'll probably enjoy my characters again, and therefore regularly play again.
    Title: Re: Player retention and you: brainstorming
    Post by: Marauder Moe on November 12, 2015, 04:05:44 AM
    I seems like asking a lot of staff to manage your feelings, goals, PC career, choice of enemies etc.  Aren't all those things under your control?   :-\
    Title: Re: Player retention and you: brainstorming
    Post by: Harmless on November 12, 2015, 04:19:30 AM
    ARE they under my control? Or are many of them factors outside my control, or any players' control? That is the point: empowerment of players along these axes. Do I have control over my background? Somewhat, but some concepts are restricted; can I make a regular contact? Somewhat; it depends on playtimes though, and we can't coordinate with others effectively due to restrictions on OOC communication; are my skills and stats the way I want them? Usually not; the way the skills work is underwhelming or the selection of skills I made ends up being the "wrong one," but I can't change it without storage or death. Is advancing in a clan more than just a matter of living the longest? It's hard to argue against that when clans are populated by so few PCs that you compete with 3 others, tops, for any given promotion, and over time it's very likely 2 of them will die a random death and 1 will get bored and leave. You stuck around for 3 IC years, enjoy your promotion. How did I have any control over that besides just.. staying alive? Is that a good kind of control or is it the kind of control that favors stagnation and inaction? Why aren't the clans that are popular allowed to just grow to their fullest potential, rather than an arbitrary cap of 10 members per clan?

    Those are just some examples of how rules, code, and staff decisions have hampered my control of my enjoyment, though I agree there is room for debate.
    Title: Re: Player retention and you: brainstorming
    Post by: Harmless on November 12, 2015, 04:28:47 AM
    I need to add this. I respect the staff enormously, think that everything they've been doing lately are steps in the RIGHT direction (I strongly favor change and experimentation in general), and have high hopes for the game. The points and arguments I am making are not meant to be indictments or threats. I am trying to give a voice to burnout in as many ways as I can; going into specifics can sometimes sound accusatory when people have had a direct hand in those aspects of the design. Or like I am just unsatisfied and can never be satisfied... etc.

    I assure staff, I wish I could play regularly, but more importantly, I wish I WANTED to play regularly. I have amazing memories of this game and would be inspired to put in the hundreds of hours of playtime back into it if it didn't feel like such an uphill battle and like pure work. I also have had some really negative experiences and interactions with staff (and players) and need to state that as well; but the goal of my posts is to stimulate ideas and discussion and re-evaluation. If we keep talking about the same things and disagreeing in circles, it isn't brainstorming, just bickering.
    Title: Re: Player retention and you: brainstorming
    Post by: The Silence of the Erdlus on November 12, 2015, 07:53:30 AM
    Quote from: Harmless on November 12, 2015, 04:19:30 AM
    Is advancing in a clan more than just a matter of living the longest? It's hard to argue against that when clans are populated by so few PCs that you compete with 3 others, tops, for any given promotion, and over time it's very likely 2 of them will die a random death and 1 will get bored and leave. You stuck around for 3 IC years, enjoy your promotion. How did I have any control over that besides just.. staying alive?

    Can always state in your clan roll call **wants to avoid promotions past <rank>** and that'll put a bandaid on it.
    Title: Re: Player retention and you: brainstorming
    Post by: Desertman on November 12, 2015, 09:55:43 AM
    Quote from: Harmless on November 12, 2015, 04:19:30 AM
    Is advancing in a clan more than just a matter of living the longest? It's hard to argue against that when clans are populated by so few PCs that you compete with 3 others, tops, for any given promotion, and over time it's very likely 2 of them will die a random death and 1 will get bored and leave. You stuck around for 3 IC years, enjoy your promotion. How did I have any control over that besides just.. staying alive?

    I can think of a few times where I've come in and specifically outperformed people with a year or more of tenure on me to snatch promotions out from under them. I did it on purpose knowing exactly what I was doing every time. On two occasions they figured it out but by the time they did it was too late and I had already usurped their claim through swaying public opinion into my favor within the clan ranks.

    Just staying alive is far from the only way to get promoted. It is A WAY to do it, but it isn't the only way, and in my opinion it's probably the least inspirational way....not only for the people below you, but also for yourself in terms of feeling you accomplished something.

    The best way to get promoted is to play someone people want to follow. If you are the guy/gal everyone wants to follow, then they will start following you before you ever even get the promotion.

    Once that starts happening the promotion is coming if you like it or not.
    Title: Re: Player retention and you: brainstorming
    Post by: Harmless on November 12, 2015, 02:51:34 PM
    I have tried to play MY version of that guy/gal. When I try to play a centered and reliable sort that people might want to follow, I get a few moments, but I never last long enough to get close. The best I can do is get 3-4 other members of my clan, both of lower and equal rank, to respect my PC, maybe to trust my PC to lead them on a few little RPTs.

    More than a year ago I played a Salarri hunter, and tried to reach for Corporal. We once found ourselves in a canyon and suddenly felt the ground shake. We looked for a source of the sound for a while. More echoes. I forget exactly what I was thinking was coming at the time, but someone suggested something ICly that sufficiently scared my PC. We had NO REASON TO STAY; there were no injured to care for, the mounts were fresh, and we were out looking for something specific. I regret this, but I led the group away from the sounds into the scrub. Here was the account note I received for this decision:

    Tends to react to echoes by immediately running away. Realistic, but a little disappointing. - 6/07/14

    I should add that later in this PC's life I made other mistakes, apparently. Another RPT, and I think we were being flooded by mobs (that we were killing but were sustaining injuries). Here are my notes:

    **** says.: Maybe the number of **** that come goes up if a bigger group enters. - 5/16/14
    Very silly metagame speak. - 5/16/14

    I don't even remember saying this, but to this day, it sits in my account notes, painting a picture of me that I'm a lazy RPer in leadership roles, or something.

    Literally, I had made thousands of "say" commands for that PC over his career. Why is 1 out of the thousand that, I admit, was not my best, become the one example of my RP in my account notes?

    There were some other interesting scenes after this. The negative account notes stopped coming once the old Corporal died. But, on one small little ride with a newer recruit later, one I had gotten to trust me somewhat and part of that trust involved taking him out.

    On one of those rides, a mob of 12-16 tarantulas stomped that PC, because an ally started to spam flee away from.. one somewhat dangerous beetle, and when he came back he brought 12 spiders with him.

    When that is all I can gain from an honest effort to become liked and lead a group, it is extremely discouraging. I have no more desire to play because I have tried 10-20 times and had 10-20 failures, so.. that's that. Especially when my earnest efforts take MONTHS... there just isn't any more time for that. I also lack the playtimes I had in my "good old days." But nothing has been encouraging throughout this process. The worst of it is that feeling EVERY TIME a leadership role call asks for "leadership experience." Because not only do I not have any ranked leadership experience, but the few examples of my leadership in my account notes are negative, without any positive ones, at all.
    Title: Re: Player retention and you: brainstorming
    Post by: Harmless on November 12, 2015, 03:05:02 PM
    But, I should share these other positive notes. None involve leadership, but just so it fairly portrays our staff:



    Wonderful thinks when deceiving others. You get the impression it's all the PC's own doing and has nothing to do with the player behind the keys. - 11/11/11
    Consistent and unique personality. I enjoy watching this one. - 11/28/11
    Really nice solo hunting RP. Realistic tracking, fear of packs of animals, bandaging of wounds, etc. - 5/02/12

    Suicided rather than store, but there was some cufusion over an agreement to store. - 1/09/13
    Sent to Luir's by FL Aon to be a spy, seems to be doing decent so far. - 3/08/14

    Of course, I don't have many stints as leaders, but.. this is a very hard wall to break through. The bolded notes were for PCs in clans with promotion scales. A threat of forced storage as a reply to a report for the PC in 11/28/11 came in reply to a report I had made. I complied with their instructions and stopped the activity immediately, and nothing else was said of it, but I didn't get much else in the way of direct guidance or feedback.

    The one in 5/2/12 I threw away, and don't have any hard feelings about. I think that was a decent character, but I got bored of it, and I knew of a way to get "out"  somewhat realistically and it went as I predicted. But there were a few trips out I took with clanmates where I was leading, and it would have been nice to have staff comment on that. They didn't, I guess because it "wasn't enough time" or whatever..

    To try and sum this shit up, it feels like I haven't really gotten even a step closer to your level of success, dman, in 4 years. I've kind of run out of time lately (I work 70 hours a week sometimes, and never less than 60), but I wouldn't even have a chance at succeeding in the "slow game" if my experiences are any indication.
    Title: Re: Player retention and you: brainstorming
    Post by: Desertman on November 12, 2015, 03:11:44 PM
    Well, if it makes you feel any better if I saw the note about you running away on your account notes I wouldn't think, "Wow that's dissapointing.", I would likely think, "Wow, this guy treats his PC like he's actually alive and not like he's a character in a video game.".

    I might tally that one up as positive, but, that's the sort of staffer I would be too. *shrug*

    (Why that even got the "disappointing" comment sort of blows my mind. It should have been worded, "Makes extremely careful decisions about his PC's life when it comes to echoes in the world. Realistic and impressive. Also, note it makes keeping him around to go further down the rabbit hole after echoes somewhat more difficult but this isn't his fault in any way, just plan ahead with future echoes if needed.".)
    Title: Re: Player retention and you: brainstorming
    Post by: Harmless on November 12, 2015, 03:18:53 PM
    negative notes are shit. The other thing is that I had several other I think BETTER attempts with later PCs, even got a few kudos, but staff had nothing to say about them, and it's been almost a year for them also.

    I know that staff time is limited and that staff aren't perfect. But a lot of the gaming experience hinges a lot on chancy interactions and coinciding playtimes, the good luck that a staffer thinks of something to say TO you or ABOUT you, and the luck of the fucking dice.

    I am not trying to say there's "bias" here, I totally understand that my situation is likely the result of bad luck more than anything. But why is the system such that luck is so fucking important? Why can't much more of the aspects of "progressing" be made automated, trouble-free, no questions asked?
    Title: Re: Player retention and you: brainstorming
    Post by: The Silence of the Erdlus on November 12, 2015, 03:25:45 PM
    I'm under the impression, from past experience, that anyone human is vulnerable to unfair account notes and unfair generalizations about your play from staff. Right now at least one staffer thinks I don't know how to play an elf, through no fault of my own. Thankfully the missteps seem to be genuinely far and few between, but I play like 99.9% unclanned, and clannies are watched a lot more.
    Title: Re: Player retention and you: brainstorming
    Post by: Harmless on November 12, 2015, 03:39:15 PM
    Vulnerable to negative notes, seemingly highly resistant to positive ones, that sums it up. I have others that I won't share that basically portray me as a psycho. Here's the worst of it:

    I force-stored this PC at this point, and advised the player seek out help. - 7/29/14

    Thanks, that looks great also. =/
    Title: Re: Player retention and you: brainstorming
    Post by: ibusoe on November 12, 2015, 03:47:34 PM
    Quote from: Harmless on November 12, 2015, 03:39:15 PM
    Vulnerable to negative notes, seemingly highly resistant to positive ones, that sums it up. I have others that I won't share that basically portray me as a psycho. Here's the worst of it:

    I force-stored this PC at this point, and advised the player seek out help. - 7/29/14

    Thanks, that looks great also. =/

    I've never checked my account notes, don't need to.  I get plenty of karma from showing up regularly, responding well to criticism and striving always to improve. 

    That being said, I can corroborate that some of the feedback that you're listing seems kind of pointlessly negative.  It's almost as though whatever staff are in charge of monitoring characters are capable only of focusing on what we're doing wrong.  This would tend to dampen morale. 

    I happen to get along well with staff, think they're good guys, don't want to stop them from criticizing me.

    But really, when was the last time you got a note from staff saying "Ahahahah, that scene you roleplayed last night was hilarious, keep up the good work."

    I haven't gotten anything like that in about 8 years.
    Title: Re: Player retention and you: brainstorming
    Post by: Alesan on November 12, 2015, 04:01:45 PM
    This game can be intensely intimidating in a lot of ways. After several months of playing and reading the views of so many people on the GDB, it's starting to feel like I'm way out of my league. The only way this relates to the thread is the fact that it will probably be the reason I eventually move on.
    Title: Re: Player retention and you: brainstorming
    Post by: The Silence of the Erdlus on November 12, 2015, 04:09:33 PM
    This thread is getting depressing. Let us think about other ways to retain players apart from account notes.
    Title: Re: Player retention and you: brainstorming
    Post by: Rokal on November 12, 2015, 04:11:41 PM
    Quote from: Alesan on November 12, 2015, 04:01:45 PM
    This game can be intensely intimidating in a lot of ways. After several months of playing and reading the views of so many people on the GDB, it's starting to feel like I'm way out of my league. The only way this relates to the thread is the fact that it will probably be the reason I eventually move on.

    I can udnerstand this. I was highly daunted by a lot on my first 6 months, thing is. Despite being daunted I kept trying to do things. Don't let it push you away from the game. I found it very fun to tackle or take on the things that seemed to daunt me about the game..and helped me learn more about it too.

    Then that made me want to stay.

    Things feel so much better when you overcome something that felt impossible to do so!
    Quote from: The Silence of the Erdlus on November 12, 2015, 04:09:33 PM
    This thread is getting depressing. Let us think about other ways to retain players apart from account notes.

    This. Lets focus on something more positive.
    Title: Re: Player retention and you: brainstorming
    Post by: Jave on November 12, 2015, 06:53:05 PM
    For perspective and commiseration, here are some of my account notes:

    Spamasting in the early AM, no emotes, thinks, nothing.

    Also associating with REDACTED, whom he knows is a psi. Doesn't appear to have much in the way of the usual prejudice in this regard.

    Spending time in Luir's with magicks on.

    Knocked his expel skill down to 30 for expelling everyone--immediately--without even a good reason.
    Title: Re: Player retention and you: brainstorming
    Post by: The Silence of the Erdlus on November 12, 2015, 06:58:49 PM
    I think people are just butthurt over snapshot account notes. The fact that they send you an email for negative ones is a good thing.
    Title: Re: Player retention and you: brainstorming
    Post by: Norcal on November 12, 2015, 07:02:54 PM
    Quote from: Alesan on November 12, 2015, 04:01:45 PM
    This game can be intensely intimidating in a lot of ways. After several months of playing and reading the views of so many people on the GDB, it's starting to feel like I'm way out of my league. The only way this relates to the thread is the fact that it will probably be the reason I eventually move on.
    Don't go. Please.
    Title: Re: Player retention and you: brainstorming
    Post by: Renenutet on November 12, 2015, 07:09:01 PM
    Quote from: Alesan on November 12, 2015, 04:01:45 PM
    This game can be intensely intimidating in a lot of ways. After several months of playing and reading the views of so many people on the GDB, it's starting to feel like I'm way out of my league. The only way this relates to the thread is the fact that it will probably be the reason I eventually move on.

    If there's anything that you want to discuss to make things less intimidating, shoot a request my way.
    Title: Re: Player retention and you: brainstorming
    Post by: nauta on November 12, 2015, 07:18:47 PM
    Quote from: The Silence of the Erdlus on November 12, 2015, 06:58:49 PM
    I think people are just butthurt over snapshot account notes. The fact that they send you an email for negative ones is a good thing.

    Agreed.  I like the new system, where negative and positive account notes get e-mails / requests / kudos shot your way when added.
    Title: Re: Player retention and you: brainstorming
    Post by: Case on November 12, 2015, 07:21:37 PM
    Quote from: Alesan on November 12, 2015, 04:01:45 PM
    This game can be intensely intimidating in a lot of ways. After several months of playing and reading the views of so many people on the GDB, it's starting to feel like I'm way out of my league. The only way this relates to the thread is the fact that it will probably be the reason I eventually move on.
    You're awesome though :(
    Title: Re: Player retention and you: brainstorming
    Post by: BadSkeelz on November 12, 2015, 07:24:48 PM
    Quote from: Alesan on November 12, 2015, 04:01:45 PM
    This game can be intensely intimidating in a lot of ways. After several months of playing and reading the views of so many people on the GDB, it's starting to feel like I'm way out of my league. The only way this relates to the thread is the fact that it will probably be the reason I eventually move on.

    Any specifics?

    I remember being intimidated by powerful PCs as a newbie, and frustrated by a sense of relative powerlessness. Still do, in part. I had to learn to either ride them out until the PC was no longer a factor, or step up and be a little more active in their removal.
    Title: Re: Player retention and you: brainstorming
    Post by: BadSkeelz on November 12, 2015, 08:10:53 PM
    Quote from: BadSkeelz on November 12, 2015, 07:24:48 PM
    Quote from: Alesan on November 12, 2015, 04:01:45 PM
    This game can be intensely intimidating in a lot of ways. After several months of playing and reading the views of so many people on the GDB, it's starting to feel like I'm way out of my league. The only way this relates to the thread is the fact that it will probably be the reason I eventually move on.

    Any specifics?

    I remember being intimidated by powerful PCs as a newbie, and frustrated by a sense of relative powerlessness. Still do, in part. I had to learn to either ride them out until the PC was no longer a factor, or step up and be a little more active in their removal.

    I want to add that one of the things that helped me "Get over" this hump was a lot of communication with staff and, to a smaller extent, private conversations with some other players. Not on the GDB, because the GDB is garbage.
    Title: Re: Player retention and you: brainstorming
    Post by: nauta on November 12, 2015, 08:12:59 PM
    Quote from: BadSkeelz on November 12, 2015, 08:10:53 PM
    Quote from: BadSkeelz on November 12, 2015, 07:24:48 PM
    Quote from: Alesan on November 12, 2015, 04:01:45 PM
    This game can be intensely intimidating in a lot of ways. After several months of playing and reading the views of so many people on the GDB, it's starting to feel like I'm way out of my league. The only way this relates to the thread is the fact that it will probably be the reason I eventually move on.

    Any specifics?

    I remember being intimidated by powerful PCs as a newbie, and frustrated by a sense of relative powerlessness. Still do, in part. I had to learn to either ride them out until the PC was no longer a factor, or step up and be a little more active in their removal.

    I want to add that one of the things that helped me "Get over" this hump was a lot of communication with staff and, to a smaller extent, private conversations with some other players. Not on the GDB, because the GDB is garbage.
    Helper chat is so amazing.  I can't say it enough.  I still use it.
    Title: Re: Player retention and you: brainstorming
    Post by: TheWanderer on November 12, 2015, 08:17:25 PM
    I use helper chat for recipes, video game walkthroughs, essays, dog grooming, et cetera.

    Highly recommended.
    Title: Re: Player retention and you: brainstorming
    Post by: KankWhisperer on November 12, 2015, 08:41:53 PM
    Quote from: Harmless on November 12, 2015, 02:51:34 PM
    I have tried to play MY version of that guy/gal. When I try to play a centered and reliable sort that people might want to follow, I get a few moments, but I never last long enough to get close. The best I can do is get 3-4 other members of my clan, both of lower and equal rank, to respect my PC, maybe to trust my PC to lead them on a few little RPTs.

    More than a year ago I played a Salarri hunter, and tried to reach for Corporal. We once found ourselves in a canyon and suddenly felt the ground shake. We looked for a source of the sound for a while. More echoes. I forget exactly what I was thinking was coming at the time, but someone suggested something ICly that sufficiently scared my PC. We had NO REASON TO STAY; there were no injured to care for, the mounts were fresh, and we were out looking for something specific. I regret this, but I led the group away from the sounds into the scrub. Here was the account note I received for this decision:

    Tends to react to echoes by immediately running away. Realistic, but a little disappointing. - 6/07/14

    I should add that later in this PC's life I made other mistakes, apparently. Another RPT, and I think we were being flooded by mobs (that we were killing but were sustaining injuries). Here are my notes:

    **** says.: Maybe the number of **** that come goes up if a bigger group enters. - 5/16/14
    Very silly metagame speak. - 5/16/14

    I don't even remember saying this, but to this day, it sits in my account notes, painting a picture of me that I'm a lazy RPer in leadership roles, or something.

    Literally, I had made thousands of "say" commands for that PC over his career. Why is 1 out of the thousand that, I admit, was not my best, become the one example of my RP in my account notes?

    There were some other interesting scenes after this. The negative account notes stopped coming once the old Corporal died. But, on one small little ride with a newer recruit later, one I had gotten to trust me somewhat and part of that trust involved taking him out.

    On one of those rides, a mob of 12-16 tarantulas stomped that PC, because an ally started to spam flee away from.. one somewhat dangerous beetle, and when he came back he brought 12 spiders with him.

    When that is all I can gain from an honest effort to become liked and lead a group, it is extremely discouraging. I have no more desire to play because I have tried 10-20 times and had 10-20 failures, so.. that's that. Especially when my earnest efforts take MONTHS... there just isn't any more time for that. I also lack the playtimes I had in my "good old days." But nothing has been encouraging throughout this process. The worst of it is that feeling EVERY TIME a leadership role call asks for "leadership experience." Because not only do I not have any ranked leadership experience, but the few examples of my leadership in my account notes are negative, without any positive ones, at all.


    I'm sure I have worse notes if I bothered to read notes. I've had some success as a leader.
    Title: Re: Player retention and you: brainstorming
    Post by: Is Friday on November 12, 2015, 11:16:23 PM
    Are we talking about bad account notes again? I have the best.
    Title: Re: Player retention and you: brainstorming
    Post by: Norcal on November 12, 2015, 11:49:31 PM
    Wait..no...the best worst? Or the worst best? 
    Title: Re: Player retention and you: brainstorming
    Post by: Marauder Moe on November 13, 2015, 01:32:52 AM
    Man... we have really lost sight of the fact that account notes are primarily a staff communication tool, not a player feedback tool.  We've also seen over and over again that you shouldn't sweat bad account notes.  Good players have had account notes.  Sponsored role players have bad account notes.  Staff have bad account notes.

    Alesan - If your have a character that passed the application process and wasn't immediately killed for invoking elven faery gods, spitting in that templar guy's face, or asking people in the Gaj what their favorite football team is then you've joined the league.  The rest will come, I assure you.  Welcome!

    Everyone else - It seems GDB negativity could be a contributing factor to player turnover.  I'm not advocating positivity-only enforcement, but maybe threads that become a festering vortex of complaints that don't have any real practical solutions should be capped off at some point.  Anyone with remaining grievances can start a newer, more focused thread and/or begin a new dialog with the staff about them.
    Title: Re: Player retention and you: brainstorming
    Post by: The Silence of the Erdlus on November 13, 2015, 06:53:19 AM
    Membership in the Atrium for long-lived human pcs who both pay and have outstanding reputations and clans backing them?

    That way every third long-lived ranger/ivory needle maker won't be in the Atrium, but that six-month master crafter Kadian has a shot if they're willing to open their wallet for the pleasure.

    Also I really miss the Tuluki wines. That's like six liquids that are no longer available in the game.

    Dig up old weapon/armor/clothing/jewelry mastercrafts that haven't been created in at least a year and have them for sale at high prices in one of those glass paned cases you can carry around, that way people can see them, and its something for anyone with accumulated money (as money tends to do) to spend their wealth on.
    Title: Re: Player retention and you: brainstorming
    Post by: ibusoe on November 13, 2015, 07:59:41 AM
    Quote from: Marauder Moe on November 13, 2015, 01:32:52 AM
    Everyone else - It seems GDB negativity could be a contributing factor to player turnover.  

    That would be scary if it were true.  But I don't think that it is.  I have a hard time envisioning one of our fellows here saying, "Gee, I'm having an absolute gas here with the game, but the GDB is so horrible I'm thinking of leaving it all."

    Quote from: Marauder Moe on November 13, 2015, 01:32:52 AM
    I'm not advocating positivity-only enforcement, but maybe threads that become a festering vortex of complaints that don't have any real practical solutions should be capped off at some point.  

    I dislike that idea.  Unless we're to have draconian censorship, people need to be allowed to complain.  If people are to be allowed to complain, better for it to be in one place so that most of us can ignore it in favor of threads about new code ideas, pictures of people's pet dogs and stories about how grand the old days are.

    None of which relates, I fear to what is your underlying post, my good man.  You wish us to be constructive.

    Okay, how goes?  My opinion is not altogether relevant, I think, for I am not on the fence.  I am not someone who is in danger of leaving, a flight risk for example, nor am I somebody whom has left that is mulling a return.

    But others in our target demographic have posted, and here is what I have learnt of them.  


    Mayhaps if the staff were able to do something to address those ideas brought up by players in our targeted demographic, then it would boost our numbers.  I genuinely don't know.[/list]
    Title: Re: Player retention and you: brainstorming
    Post by: Marauder Moe on November 13, 2015, 08:55:28 AM
    Quote from: ibusoe on November 13, 2015, 07:59:41 AM
    Quote from: Marauder Moe on November 13, 2015, 01:32:52 AM
    Everyone else - It seems GDB negativity could be a contributing factor to player turnover.  

    That would be scary if it were true.  But I don't think that it is.  I have a hard time envisioning one of our fellows here saying, "Gee, I'm having an absolute gas here with the game, but the GDB is so horrible I'm thinking of leaving it all."

    We just had someone say so literally one page back...
    Title: Re: Player retention and you: brainstorming
    Post by: Lizzie on November 13, 2015, 09:09:11 AM
    Quote from: Marauder Moe on November 13, 2015, 08:55:28 AM
    Quote from: ibusoe on November 13, 2015, 07:59:41 AM
    Quote from: Marauder Moe on November 13, 2015, 01:32:52 AM
    Everyone else - It seems GDB negativity could be a contributing factor to player turnover.  

    That would be scary if it were true.  But I don't think that it is.  I have a hard time envisioning one of our fellows here saying, "Gee, I'm having an absolute gas here with the game, but the GDB is so horrible I'm thinking of leaving it all."

    We just had someone say so literally one page back...

    I noticed this too, and sometimes have the same sentiment. I go into the game, wonder where people are, idle for a bit while waiting for someone to show up - and read the GDB while I'm idling. I get the sense that people are doing nothing but complaining and wonder - do I really want to RP with these people? The more I read, the more I wonder. That gives ME a negative vibe, and I think - no, I really don't want to be playing this game with those people who are doing nothing but complaining on the GDB about the game they claim to be playing.

    So I log out and do something else for awhile. I don't want to NOT play. But I don't want to play with people who complain all the time either.
    Title: Re: Player retention and you: brainstorming
    Post by: Desertman on November 13, 2015, 10:02:40 AM
    I'm fine if staff wants to establish a policy that specifically defines exactly what benchmarks a thread has to reach before it is considered toxic and/or negative enough to warrant closing for the protection of the community.

    If it's going to be done on a whim based on someone's personal opinion and their feelings however.....no.

    So yeah, let's get some documentation written up and then I'm all on board.
    Title: Re: Player retention and you: brainstorming
    Post by: Alesan on November 13, 2015, 10:22:19 AM
    I was warned by a friend when I came back to this game, NOT to read the GDB. So, there's that I guess.

    Should I have listened? I'm thinking yes.
    Title: Re: Player retention and you: brainstorming
    Post by: Jave on November 13, 2015, 10:27:05 AM
    I personally don't think locking threads down for being too toxic is the answer to that problem, because then you create more angst among the populace over censorship and stifling the ability of the people to petition the government for their grievances and what have you.

    At the moment we already have rules for when we lock threads and they are centered around flaming, getting to specific about IC events, etc. - I am comfortable with the current rules.




    I don't want to speak out of turn but we do have some ideas we're discussing on the staff board at the moment pertaining to how we can help bridge this perceived gap between the players who play and the players who staff. But we're still working the kinks out. It's getting hashed out though.
    Title: Re: Player retention and you: brainstorming
    Post by: Desertman on November 13, 2015, 10:38:07 AM
    Quote from: Jave on November 13, 2015, 10:27:05 AM

    I don't want to speak out of turn but we do have some ideas we're discussing on the staff board at the moment pertaining to how we can help bridge this perceived gap between the players who play and the players who staff. But we're still working the kinks out. It's getting hashed out though.

    I think you should elect some staffers based on their ability to effectively and openly communicate with players to be your "Representatives".

    Some people simply are not good at interacting with other people. Unfortunately you can't teach someone to be personable and likable. Some people just aren't and never will be. They don't know how to talk to other human beings without making other people not like them.

    That goes for this game community, your local bowling club, Bingo night at your community center, and pretty much every single social group.

    (I'm probably one of those people. I have no idea. The problem with being a person that isn't likable is YOU DON'T KNOW you are that guy/girl. Everyone wants to be liked. Everyone thinks they are likable. The problem with being socially inept is the person who has the issue will NEVER understand they have the issue, not really. That is why you need a group to elect people to be "The Face" because usually the person who shouldn't be interfacing with your "clientele" has no idea that they shouldn't be.)

    If you are an elected Representative, you are in charge of interfacing with players.

    If you aren't, then you aren't.

    We have some staffers that are awesome at talking to people. We have some that are lacking in that department despite their ability to do GREAT things in other areas of their staffing duties.

    I don't think that makes them the bad guy. I don't think it means they shouldn't be staffers.

    I do think it means we have a responsibility to look at it from an objective standpoint as adults and say, "This guy isn't the guy we want manning the front desk when people walk through the door if we want them to continue visiting our establishment.".

    Every single person on your staff isn't going to be someone you want handling PR for you no matter what you are doing in any group....including this group.

    I think recognizing that and making a policy for that will get you a long way.

    (https://s-media-cache-ak0.pinimg.com/736x/a4/4b/d9/a44bd94d550e0de3924547b84825269f.jpg)
    Title: Re: Player retention and you: brainstorming
    Post by: Delirium on November 13, 2015, 10:39:07 AM
    There's talking about issues, and there's becoming a negativity echo chamber.

    For example, I work at an occasionally high-stress environment. Clients are mean, things go wrong in weird ways, and people do dumb stuff.

    When we start complaining about this stuff beyond "ugh, this exists, let's fix it", our team chat becomes this echo chamber of negativity and all of us just become super sour and very demotivated to do anything. It becomes a chore to even get to work and productivity goes way down. We just bitch all day. Nobody likes that.

    When we noticed this, we made an effort to be more positive, to joke more (lots of stupid silly gifs) and focused on just dealing with it, fixing what we could, and moving on.

    It gets really easy to get caught up in what is going wrong, so easy that you lose sight of all the positives.

    So, being positive doesn't mean you have to ignore the problems. But you can acknowledge them, implement fixes as possible, and then move on.
    Title: Re: Player retention and you: brainstorming
    Post by: Dresan on November 13, 2015, 10:41:45 AM
    Quote from: Alesan on November 13, 2015, 10:22:19 AM
    I was warned by a friend when I came back to this game, NOT to read the GDB. So, there's that I guess.

    Should I have listened? I'm thinking yes.

    When I first began many years ago I felt the same way. After all these years, I still feel the same way but I still want to at least try to influence the path this game will take. It can get pretty toxic, but on the brightside it used to be worse around here. That said people here are pretty good at insulting and being snarky to others in a way that flies under the radar of the moderators.  Sometimes I don't think people actually realize how negative and snarky they are coming off as, despite their own desire to be positive.

    Regardless of your ideas, be ready to defend them, not everyone will agree with you.

    When it gets to be too much just take a break from the GDB.
    Title: Re: Player retention and you: brainstorming
    Post by: Norcal on November 13, 2015, 11:14:06 AM
    Quote from: Alesan on November 13, 2015, 10:22:19 AM
    I was warned by a friend when I came back to this game, NOT to read the GDB. So, there's that I guess.

    Should I have listened? I'm thinking yes.

    Some of us are not so bad.

    And once a year or two ago, I complained to staff about something on the GDB.  The only time I have complained about GDB stuff.

    The staff person asked me if I took the GDB seriously,  I said yes, and the person said well, don't do that. 

    In a way it made me sad,  yet on the other hand I can understand that thinking. Alesan one thing that often strikes me is how often I join a clan and find lots of people who I never see posting on the GDB.  It could just be alternate GDB accounts, yet I think that in the majority of cases it is just folks who play and have fun.

    I can get caught up in some of the threads here, and then start to think how things need to work better, how this does not work and that, and on and on.  Then I log in and crawl into my PC. 

    They have never heard of staff, except a double bladed agafari super warstaff.  Account notes might be something that the funny man in the bank keeps. And karma?  I knew her.  she was with the circus for a while, but got killed by that rogue gicker.
    Title: Re: Player retention and you: brainstorming
    Post by: nauta on November 15, 2015, 09:19:08 PM
    A few misc. ideas (practical):

    o Advertise new accepted sponsor roles in the weekly updates announcement (or somewhere).  It's nice to know if you are thinking about returning what the state of the various clans are, and some sponsored roles don't get advertised.  E.g.: "New Fale Noble enters the game."

    o With Question Requests and Character Reports: the person that opens it should be the one that closes it (or auto-close after X days). Not only does this allow us, as players, to send a quick "Thanks!  That was helpful.", but it also encourages the perception that at least these functions are conversations.  It'll also help track questions/requests -- you aren't spawning new requests all the time.  From a player perspective, a closed request feels like the door has been shut, even if that's not the perception that one wants sent.

    o Move bugs/ideas out of the game entirely and into the Report Tool.  This also encourages the idea that we are interested in feedback / suggestions for improvement.  ETA: It also might cut down on frivolous or half-thought out ideas, as there won't be a character limit, and, just a hunch, but if a player spends time going to the Report Tool, etc., they'll provide a better bug/idea.

    o Add a "Feedback" button on the main page, right under the Helper Chat button.  This encourages the perception that we are interested in feedback and ways to improve the game / gaming experience.
    Title: Re: Player retention and you: brainstorming
    Post by: Mordiggian on November 16, 2015, 12:03:53 PM
    I think if we required people to use their internet browser instead of their MUD client to bug/typo things, a lot of people just wouldn't bug/typo things.

    Also, players are not able to provide certain information that is often necessary to resolve these issues. When you typo something in game, we can see the unique ID of the submitter, the room they are in, and the object, character, or room being typo'd. This is helpful for us to find what needs to be fixed instead of manually checking half the Red Desert for that respawning war beetle or whatever it is that's the issue.
    Title: Re: Player retention and you: brainstorming
    Post by: Dar on November 16, 2015, 02:48:33 PM
    I manage a sales company and I've experienced first hand an escalation of negativity. It is amazing and very scary, how simply being negative can seriously harm a person's day and their outlook on life and their work. That can also be infectious, meaning a person's negativity if often expressed infects others and they themselves begin to see things in a lot more negative light, even if at another time, they wouldnt give the issue a second thought. Unfortunately there is no clear solution, because if negativity isnt expressed, then people do not know how serious the issue is and simply never fix it. At my company this is solved by having some serious incentive for managers to seek out roots of negativity and work to fix it. Which means they talk to people one on one. Of course, that means that the managers must absorb all the negative and 'never' ... give it back. A very daunting, difficult, and 'necessary' job. That's where the difference between specialists and a manager comes. Specialists would never be expected to deal with other employees, or customers, despite being awesome and necessary for their jobs. The concept of spiraling negativity is a real thing and until some proper systems of PR and management were established, they costed my company millions in revenue.
    Title: Re: Player retention and you: brainstorming
    Post by: Harmless on November 16, 2015, 09:45:19 PM
    I want to emphasize this from one of my recent posts here:

    Quote from: Harmless on November 12, 2015, 04:28:47 AM

    I need to add this. I respect the staff enormously, think that everything they've been doing lately are steps in the RIGHT direction (I strongly favor change and experimentation in general), and have high hopes for the game.


    Luir's apartments and the announcement of a subguild revamp are both AMAZING changes, and for them to happen back to back like this kinda blew my mind.

    And I just submitted a new character. Maybe I'll clock more than a handful of hours played this time!
    Title: Re: Player retention and you: brainstorming
    Post by: hopeandsorrow on November 17, 2015, 09:38:06 PM
    I returned, because I felt like play again.

    Then today, logging on from home hoping to play a little bit.  I'm immediately reminded of why I quit.

    Sometimes... do you guys think... it could be other players?

    Title: Re: Player retention and you: brainstorming
    Post by: BadSkeelz on November 17, 2015, 09:43:30 PM
    Maybe. What are other players doing that's discouraging?
    Title: Re: Player retention and you: brainstorming
    Post by: Narf on November 17, 2015, 09:50:09 PM
    Quote from: BadSkeelz on November 17, 2015, 09:43:30 PM
    Maybe. What are other players doing that's discouraging?

    He's not really allowed to say here.
    Title: Re: Player retention and you: brainstorming
    Post by: hopeandsorrow on November 17, 2015, 09:57:19 PM
    Quote from: Narf on November 17, 2015, 09:50:09 PM
    Quote from: BadSkeelz on November 17, 2015, 09:43:30 PM
    Maybe. What are other players doing that's discouraging?

    He's not really allowed to say here.

    I was angry in that moment; calmer now.

    The game, takes a lot of work, to bring a character from novice to proficiency.  Clans aren't always a good option (I find them utterly constrictive and boring).   


    (http://i.imgur.com/MBlS7Wr.gif?noredirect)

    Just a little butt hurt and exhausted.
    Title: Re: Player retention and you: brainstorming
    Post by: Dresan on November 17, 2015, 10:27:57 PM
    What is sad is the clans don't have to be restrictive and boring.  At some point or another most clans have given their full members a lot of freedom to travel or do their own thing. It sometimes depends on the leaders, but schedules weren't really things people followed all the time.

    Except Byn, that was restrictive with its recruits for as long as I can remember which is why I avoided that clan like the plague for the longest time.

    My legionnaire and his legionnaire partner used to ride around the scrub like badasses, helping people, threatening people, and just laying down the law where they saw fit. Regulars and mercenaries in kurac could go where they pleased too, schedules was something for recruits to teach them discipline. You could get into so much shit, and when things got back you'd run back to the outpost and hide behind kurac. Though don't expect your sergeant to be happy if someone who mattered complained you did something in one of the cities, but so long as you didn't get caught it was all good.

    It just depends on the current leadership both on staff and player level though. Over the years things some clans got so restrictive though, never swung back to give players more freedom. Kadius and salarr are usually okay, but they those clans have seen their moment of being restrictive too at one point or another.
    Title: Re: Player retention and you: brainstorming
    Post by: hopeandsorrow on November 17, 2015, 10:55:32 PM
    Upon further reflection;
    Armageddon is hard.  It's part of it's allure it's also what can make a new PC an exhausting endeavor.
    Retaining new players, players who lack the camaraderie, karma, and options that you may have maybe be difficult if that is their experiences are negative.


    Player to player interactions can go a few ways, but in my particular case I seem to find certain interactions displeasing not by their nature but the frequency they've happened to me and my experiences by them.

    At first, I accepted it as part of the game and tried to remain calm while I searched for motivation to roll again.  I even sent kudo's in the past.

    As time goes on, each encounter, similar in nature starts to wear thin.  You can only play 'prey' for so long that you can't help put feel the deck is stack against you. You start to feel pigeon holed, ganged up on, and that this will forever and always be your place in this game.  It's heart breaking, especially when you read such awesome, wonderful things other players got to do, see, and be apart of. Yet your own experiences are colored by being pounded in the ground before you could even walk.

    I don't have near levels of player clout that most of you possess and the game in its nature, rewards that clout in karma and knowledge.  I've yet to earn much in either, partly because of that exhausting endeavor.  The day zero to proficiency in the desired role, is an undertaking, when you don't have friends who play, or aren't always entirely knowledgeable.

    I've gone out of my way, giving great effort to try many different things and to find ways that allow me to cope and deal with that endeavor, but nothing softens the sting or blow of starting day 0 again, remember full well the day prior the game was much more enjoyable.

    So I've become naturally distrustful of players, because in some instances I felt because I was trusting, because I did remain, because I did role play, I was punished greatly for it.  Whether this is the case, I'm not sure, perhaps I shouldn't see the actions of another player as punishment but then again, in those moments, I only have my perspective and experience to draw upon.  On the whole, my experiences have been negative.

    To not take this further off topic, players, both in their own play and how the view things (me for example) could retain more love and motivation for the game, if we trusted more.  As well, players who do wield such power and trust from the staff, should always keep in mind, you will in most cases being causing another player grief.  Be at least sympathetic to that or don't expect your victims to want to play if that becomes a running motif.  In other words, trust and don't be selfish.


    Understand, I've played some seriously tough games, I have thousands of hours in some super competitive games over the years.  But nothing compares to Arm in its scope of reward/effort/risk ratio.  It's one thing to lose that too the unfeeling/unthinking coded world.  An entirely other to knowingly lose that by efforts/actions from another player.

    Again, since staff get blamed so much and so often (which isn't always right). I feel players at time could do more in their own play to make sure to bring conflict where conflict is due and to hold the power they can wield over their other players and their efforts as something sacred.  

    To make this post longer, I gave a severely inappropriate response but that response was from my aggravation not only with the game, but what other players can do.  I shouldn't of taken it personally but that's because I have issues trusting the other players because that trust has been taken advantage of.  I can't go into details nor should about my experiences and what brought me to that, understand also this entirely OOC trust, not to be confused with IC trust.  I don't in most ways trust players to role play, or I assume that their character's actions are insincere and entirely OOC driven.  Which is a personal issue granted, but it didn't become an issue till I did have experience where IC actions were entirely driven by the OOC desire to cause me grief.  

     From my perspective, I'm the lowest rung on the totem pole, forever being kicked.   Perhaps that is 'wrong' or just part of the Armageddon learning experience but nothing at this time, make it less painful and nothing makes day zero, suck any less.
    Title: Re: Player retention and you: brainstorming
    Post by: hopeandsorrow on November 17, 2015, 11:01:38 PM
    Quote from: Dresan on November 17, 2015, 10:27:57 PM


    It just depends on the current leadership both on staff and player level though. Over the years things some clans got so restrictive though, never swung back to give players more freedom. Kadius and salarr are usually okay, but they those clans have seen their moment of being restrictive too at one point or another.

    My biggest issue is my erratic play times.  I don't have the luxury of sitting down for long RPT's, I'm lucky if at night I can get a couple of hours of play with out interruption.
    Sure I can, over a period of days, in short 1 to 2 hour bursts (sometimes less) get play time in, but it's difficult to remain present for clan RPT's or stop on top of duties.  OR in my experiences with military clans, which I like in some ways.  I log on, no one else is on... Nothing I can do.  I have an OOC desire to explore, hunt or whatever, but ICly my character would suffer consequences.  Which makes it, on a playability level, annoying and more trouble then it's worth.

    I enjoy some of my time as GMH hunter, but I also found, having to sacrifice my play (Something I want to do) to achieve something I feel obligated to do.  Now sure I could be a shitty hunter and ignore it, but that's not always the role I seek.  It's much easier for me, from my perspective to remain indie, and squeeze in where I can.  As well all my most rewarding experiences have been with my indie characters. 

    I'm in fact envious of you who seem to be content and happy with in the Byn or AoD,  I'm simply not.
    Title: Re: Player retention and you: brainstorming
    Post by: RogueGunslinger on November 17, 2015, 11:18:11 PM
    You sound like you need to take a break from Armageddon after a character death. Wait to really get inspired to play again, don't force yourself.
    Title: Re: Player retention and you: brainstorming
    Post by: Narf on November 17, 2015, 11:20:29 PM
    Quote from: hopeandsorrow on November 17, 2015, 10:55:32 PM

    As time goes on, each encounter, similar in nature starts to wear thin.  You can only play 'prey' for so long that you can't help put feel the deck is stack against you. You start to feel pigeon holed, ganged up on, and that this will forever and always be your place in this game.  It's heart breaking, especially when you read such awesome, wonderful things other players got to do, see, and be apart of. Yet your own experiences are colored by being pounded in the ground before you could even walk.


    I had six longlived characters in a row whereby five of them died in almost exactly the same way. Finally I just started designing my characters from the ground up so that they wouldn't die in that particular way just because I couldn't take it anymore. It wasn't the people that PKed me who were at fault, they had no way of knowing that I'd had characters die to the same circumstances so many times. That meant it was pretty much up to me to figure out how to solve the problem.

    And you can. You just have to realize that you might have to do some metagame thinking through on what path you want your character to follow during the design process to minimize the chance that you'll end in the way you've become sick of.

    And you only have to design one or two characters with that in mind. After you've died to various random things for a bit you'll be ready to climb back on that horse! (and by horse I mean PK trap).
    Title: Re: Player retention and you: brainstorming
    Post by: Dresan on November 17, 2015, 11:41:30 PM
    One of the things that I miss from tuluk was the partisanship between nobles and commoners. This allowed commoners to stay independent but still be allowed to work with sponsored roles, and potentially get involved in political stuff. All without having to join clans or sacrifice too much freedom.  This also allowed quite a few unique jobs to pop up too.

    A lot of people liked playing independents in Tuluk, and the place offered some nice option in order to get involved. This catered to a lot of players who didn't have a lot of time to play, and also to players like me who didn't always like joining oppressive clans. I am not specifically saying Byn or AoD should change but would like to keep seeing opportunities for people who aren't in clans to get involved.

    On the bright side, I think I've begun seeing a couple of opportunities begin popping up here and there. For example, RPTs that are more open for everyone to join instead of just people from specific clans.  
    Title: Re: Player retention and you: brainstorming
    Post by: Iiyola on November 18, 2015, 01:25:04 AM
    Quote from: Dresan on November 17, 2015, 11:41:30 PM
    One of the things that I miss from tuluk was the partisanship between nobles and commoners. This allowed commoners to stay independent but still be allowed to work with sponsored roles, and potentially get involved in political stuff. All without having to join clans or sacrifice too much freedom.  This also allowed quite a few unique jobs to pop up too.
    This actually happens. Just not officially.
    Title: Re: Player retention and you: brainstorming
    Post by: hopeandsorrow on November 18, 2015, 01:48:55 AM
    Quote from: RogueGunslinger on November 17, 2015, 11:18:11 PM
    You sound like you need to take a break from Armageddon after a character death. Wait to really get inspired to play again, don't force yourself.

    This is a sentiment I can understand and good advice.  Which at times I do, taking months away from the game.  In the same breath I also have regrets when I do take extended breaks or 'quit' the game for awhile.  What did I miss? What if I just would of toughed it out over a couple more characters?

    What keeps me from permanently shelving it is I've yet to experience things I want to experience in the game, classes I'd like to play or area's I want to see.

    It's the tragic nature of the brutality of arm, that makes the experiences I do have rewarding and yet heart breaking.

    Getting so close to being able to see that area or so close to being a part of something interesting, just to be cut down.  Close to notoriety but PK'd back into obscurity.

    Again I'm envious of those players who have resources and knowledge that allows them to experience those things.  And I'm melancholy that I'll only ever get vague idea's of what those experiences are like.  But I've have at best a couple of erratic years under my belt, while most at lest from what I get from the GDB have years, perhaps decades of play time.
    Title: Re: Player retention and you: brainstorming
    Post by: Armaddict on November 18, 2015, 02:10:15 AM
    Honestly, I think people underestimate how much the 'veterans' are willing to teach via IC means.

    I can't talk about everything on the GDB.  But that doesn't mean I can't take you out and show you what I know, provided your character show an interest in learning things.  Keep an eye out for people who seem to know what they're doing, and stick through the suspicion stage, and I think you'd find a lot of people willing to pass on their knowledge.  It brings me a certain amount of pleasure to do it.

    Also...if you're usually losing characters to PK, consider yourself well-versed in the game.  When you stop being afraid of the mundane, and it's only other intelligent players who are able to get you, you're in a good spot.  In my opinion, at least. 
    Title: Re: Player retention and you: brainstorming
    Post by: hopeandsorrow on November 18, 2015, 02:20:56 AM
    Quote from: Armaddict on November 18, 2015, 02:10:15 AM
    Honestly, I think people underestimate how much the 'veterans' are willing to teach via IC means.

    I can't talk about everything on the GDB.  But that doesn't mean I can't take you out and show you what I know, provided your character show an interest in learning things.  Keep an eye out for people who seem to know what they're doing, and stick through the suspicion stage, and I think you'd find a lot of people willing to pass on their knowledge.  It brings me a certain amount of pleasure to do it.

    Also...if you're usually losing characters to PK, consider yourself well-versed in the game.  When you stop being afraid of the mundane, and it's only other intelligent players who are able to get you, you're in a good spot.  In my opinion, at least. 

    Thanks, It is good to know I'm not losing character (often) to code or the world.  Although I must admit I was neither graceful nor intelligent in my last encounter, but if I go forward with playing, will act more appropriately and intelligently.
    Title: Re: Player retention and you: brainstorming
    Post by: Dresan on November 18, 2015, 02:50:43 AM
    Quote from: Iiyola on November 18, 2015, 01:25:04 AM
    Quote from: Dresan on November 17, 2015, 11:41:30 PM
    One of the things that I miss from tuluk was the partisanship between nobles and commoners. This allowed commoners to stay independent but still be allowed to work with sponsored roles, and potentially get involved in political stuff. All without having to join clans or sacrifice too much freedom.  This also allowed quite a few unique jobs to pop up too.
    This actually happens. Just not officially.

    Just about anything can happen with almost any aspect in the game with the right people in place.

    In allanak, anything remotely resembling partisanship takes quite a bit of knowledge and skill to accomplish, but the most important thing is luck. You need luck to have the right people in the right place, luck to be of any use, and in my case, be lucky enough not to stumble upon a hole and fall to your death right after you've managed to get that elusive patron.  :'(

    As I said, its one of the things about Tuluk I really miss.
    Title: Re: Player retention and you: brainstorming
    Post by: ibusoe on November 20, 2015, 11:13:56 AM
    Quote from: Jave on November 19, 2015, 11:41:42 PM
    and other thankless tasks not to mention paying for the game to continue running with their hard earned

    Please stop reminding us that you guys pay for the game.  Of course you do, that's how games work.  Either accept pay for perks (which would cause many of us to leave), or accept advertising revenue (which would break your license) or just pay for it. 

    It's not eliciting the desired response from players.
    Title: Re: Player retention and you: brainstorming
    Post by: Adhira on November 20, 2015, 11:23:08 AM
    Quote from: ibusoe on November 20, 2015, 11:13:56 AM
    Quote from: Jave on November 19, 2015, 11:41:42 PM
    and other thankless tasks not to mention paying for the game to continue running with their hard earned

    Please stop reminding us that you guys pay for the game.  Of course you do, that's how games work.  Either accept pay for perks (which would cause many of us to leave), or accept advertising revenue (which would break your license) or just pay for it. 

    It's not eliciting the desired response from players.

    You know... as one of those people that does pay actual money for the game I don't believe I've ever come out and 'reminded' you all that I do that. This was a comment by a staff member, it was his own personal comment. Please stop taking commentary by one person as speaking for all.

    I pay for the game because I choose too. Simple as that. I'm not asking you to appreciate it, I'm not asking you to pay for anything.   I don't feel that my putting money towards this hobby makes me any better or more deserving than anyone else, in any way, or that the fact that I have means I deserve your respect.  However, I don't think that it deserves your accusations and censure either. Your judgment on this issue isn't getting the desired response from me.
    Title: Re: Player retention and you: brainstorming
    Post by: Desertman on November 20, 2015, 11:29:44 AM
    Quote from: Adhira on November 20, 2015, 11:23:08 AM
    Quote from: ibusoe on November 20, 2015, 11:13:56 AM
    Quote from: Jave on November 19, 2015, 11:41:42 PM
    and other thankless tasks not to mention paying for the game to continue running with their hard earned

    Please stop reminding us that you guys pay for the game.  Of course you do, that's how games work.  Either accept pay for perks (which would cause many of us to leave), or accept advertising revenue (which would break your license) or just pay for it. 

    It's not eliciting the desired response from players.

    You know... as one of those people that does pay actual money for the game I don't believe I've ever come out and 'reminded' you all that I do that. This was a comment by a staff member, it was his own personal comment. Please stop taking commentary by one person as speaking for all.

    I pay for the game because I choose too. Simple as that. I'm not asking you to appreciate it, I'm not asking you to pay for anything.   I don't feel that my putting money towards this hobby makes me any better or more deserving than anyone else, in any way, or that the fact that I have means I deserve your respect.  However, I don't think that it deserves your accusations and censure either. Your judgment on this issue isn't getting the desired response from me.

    I don't think anyone was saying that the people paying for the game are asking to be praised for it.

    I think what was being said was that other staff mentioning it gives the appearance of a culture subtly hinting that praise should be given....even if it isn't asked for.

    While that isn't the case, it is a valid point.

    Mentioning it on any front probably isn't the best idea because it starts conversations like this....if nothing else.

    Third party outside unbiased opinion.
    Title: Re: Player retention and you: brainstorming
    Post by: RogueGunslinger on November 20, 2015, 03:53:47 PM
    Yeah "unpaid volunteers" was so common a saying it became a meme.

    Edit: Though i suppose that's a little different than "staff pay", in retrospect.
    Title: Re: Player retention and you: brainstorming
    Post by: Harmless on November 20, 2015, 04:01:22 PM
    "Accept pay" is a harsh term. Armageddon could legally solicit donations if it were needed, no? It'd easily survive. The money is a moot point, and I am sure the producers/staff pay out of their personal wealth just to keep things simple.
    Title: Re: Player retention and you: brainstorming
    Post by: Adhira on November 20, 2015, 04:36:57 PM
    Quote from: Harmless on November 20, 2015, 04:01:22 PM
    The money is a moot point, and I am sure the producers/staff pay out of their personal wealth just to keep things simple.
    Title: Re: Player retention and you: brainstorming
    Post by: RogueGunslinger on November 20, 2015, 04:42:49 PM
    That doesn't change the fact that seeing staff say they're the ones paying for the game, or that they're volunteers can put a sour taste in a players mouth or make them feel like they owe staff something.

    I agree though. Both that who's paying for what doesn't matter to me(though I'm appreciative, thanks!), and that if money ever became a problem, I'm sure Armageddon would be fine on donations.
    Title: Re: Player retention and you: brainstorming
    Post by: wizturbo on November 20, 2015, 04:46:13 PM
    The operating costs of a MUD have to be pretty trivial.  The time investment is leaps and bounds a greater cost.  

    I think it would be fucking awesome if Armageddon has one paid position...a full-time coder.  I feel like the tech-debt on Armageddon is massive, and having someone work on the code full-time for even one year would make a significant impact.  But full-time engineers ain't cheap.



    Title: Re: Player retention and you: brainstorming
    Post by: Lizzie on November 20, 2015, 07:33:57 PM
    Quote from: wizturbo on November 20, 2015, 04:46:13 PM
    The operating costs of a MUD have to be pretty trivial.  The time investment is leaps and bounds a greater cost.  

    I think it would be fucking awesome if Armageddon has one paid position...a full-time coder.  I feel like the tech-debt on Armageddon is massive, and having someone work on the code full-time for even one year would make a significant impact.  But full-time engineers ain't cheap.


    They can't have a paid coder, or a paid anything on staff. This is a DIKU-derivative game and it's against the copyright of the codebase for anyone on staff to get paid for it. If they want it to be a DIKU-deriv, it has to be strictly unpaid hobby work. The only way Arm will ever be able to take in income (as opposed to donations to cover the cost of the server), is if they shut down and re-open with a brand new non-deriv codebase.
    Title: Re: Player retention and you: brainstorming
    Post by: Jave on November 21, 2015, 07:53:35 AM
    Quote from: ibusoe on November 20, 2015, 11:13:56 AM
    Please stop reminding us that you guys pay for the game.  Of course you do, that's how games work.  Either accept pay for perks (which would cause many of us to leave), or accept advertising revenue (which would break your license) or just pay for it. 

    It's not eliciting the desired response from players.

    I had to take a moment to formulate a response that didn't sound angry to me, because that was the emotional response your post elicited from me.

    Please try to imagine how this opinion appears in any other context.

    Someone goes to a party. They complain about the party. Someone at the party reminds them that the person hosting the party put effort and money into putting it together for them, and they reply with "Please stop reminding me that the host paid for the party, of course they did that's how parties work. Either put a door charge in (at which point I wouldn't come), work out a different way to pay for it, or just fork up the money because you reminding me isn't eliciting the desired response."

    How well do you think that would go over?

    As Adhira said, she has never come out and asked anyone for praise for the largely thankless time/effort/money she's put into the game. I can't recall a single instance of any admin or producer doing so. I was mentioning it, because as a new storyteller I was just recently made aware of precisely how much behind the scenes work it takes and felt compelled to bring it to the attention of the player base to share that new-found perspective.

    Derision for that work was the last thing I was expecting to read in response.
    Title: Re: Player retention and you: brainstorming
    Post by: Is Friday on November 21, 2015, 09:18:53 AM
    Ibusoe: your negativity makes me dislike the GDB.
    Title: Re: Player retention and you: brainstorming
    Post by: ShaLeah on November 21, 2015, 10:29:35 AM
    Back on subject:

    I think Arm provides for a certain group of gamers and it's not gonna be everyone's mug of ale, I wanna keep the good ones we lose much more than I wanna just amass numbers of newbs. Crackageddon has a habit of...  becoming habit forming.

    1) Staff interaction is crucial in the beginning of a player's career I think. 
    2) Staff interaction, to me, is also wayyyyy more preferable to staff PLOTS. I prefer you to throw wrenches and what nows into my plots rather than make me feel forced to go in your direction.
    3) Allow players to play their own offspring when notable characters. I know a Sun Runner who had like 15 kids and the player would do justice playing any one of his daughters OR his one son. Don't even get me started on all of LoDs/Mekedas kids.
    4) Change Sorcerer back.
    5) Generic Shit Stirrer Staff Position - Hire a few staff (one for every time zone) to stir shit up, hop into npcs/create characters and fuck with people online, that's all they do, make npcs/chars come to life and start shit. No rhyme, no reason, no real plot (how is the player gonna know any different?) You get to watch people and prod them with your stick of awesomeness.
    6) Mudsex with Staff ('nough said).


    Only one of the above is a joke.


    Title: Re: Player retention and you: brainstorming
    Post by: Riev on November 21, 2015, 10:36:50 AM
    Piggybacking on Shal, here, staff interaction in the early days helps people get hooked. Because its staffs job to 'make the world react accordingly and realistically', their presence affects how a newbie is going to interpret the game.

    I've seen newbies freak out when Vennant starts talking to them.
    I've seen even veteran players eye that Salarri Lieutenant with skepticism and awe.
    I personally have felt "I AM important to this game" when staff do something with me.

    The shit-stirrer isn't a terrible idea. Anyone that remembers a certain red-headed elf fucking with people certainly remembers a hilarious time in 'Nak. Whether its loading up a semi-competent but not skillful assassin trying to kill a Byn Sergeant in the Gaj and failing, or animating a beggar tugging on a noble's garb, something that makes the world come alive for people. And because MOST newbies hang out in bars and taverns, it'd be a great place to start, I'd think. You know, because all the veterans "have better things to do than tavern sit"
    Title: Re: Player retention and you: brainstorming
    Post by: nauta on November 21, 2015, 10:39:23 AM
    Quote from: ShaLeah on November 21, 2015, 10:29:35 AM
    3) Allow players to play their own offspring when notable characters. I know a Sun Runner who had like 15 kids and the player would do justice playing any one of his daughters OR his one son. Don't even get me started on all of LoDs/Mekedas kids.
    That's really specific, but I'm in agreement.  Here's a positive benefit from it: it allows for more IG lore to develop -- you can have, in theory, the grandson of Whomever, who, since they know the stories of Whomever, can tell those stories around the campfire.  (I'm a lore junkie.)

    Also I think one of your sentences slipped alignment, so I fixed it for you:
    Quote
    5) Generic Shit Stirrer Staff Position - Hire a few staff (one for every time zone) to stir shit up, hop into npcs/create characters and fuck with people online, that's all they do, make npcs/chars come to life and start shit. No rhyme, no reason, no real plot (how is the player gonna know any different?) You get to watch people and prod them with your stick of awesomeness.
    6) Mudsex with Staff ('nough said). You get to watch people and prod them with your stick of awesomeness.
    Title: Re: Player retention and you: brainstorming
    Post by: Rokal on November 21, 2015, 10:54:38 AM
    Quote from: ShaLeah on November 21, 2015, 10:29:35 AM
    Back on subject:

    I think Arm provides for a certain group of gamers and it's not gonna be everyone's mug of ale, I wanna keep the good ones we lose much more than I wanna just amass numbers of newbs. Crackageddon has a habit of...  becoming habit forming.

    1) Staff interaction is crucial in the beginning of a player's career I think. 
    2) Staff interaction, to me, is also wayyyyy more preferable to staff PLOTS. I prefer you to throw wrenches and what nows into my plots rather than make me feel forced to go in your direction.
    3) Allow players to play their own offspring when notable characters. I know a Sun Runner who had like 15 kids and the player would do justice playing any one of his daughters OR his one son. Don't even get me started on all of LoDs/Mekedas kids.
    4) Change Sorcerer back.
    5) Generic Shit Stirrer Staff Position - Hire a few staff (one for every time zone) to stir shit up, hop into npcs/create characters and fuck with people online, that's all they do, make npcs/chars come to life and start shit. No rhyme, no reason, no real plot (how is the player gonna know any different?) You get to watch people and prod them with your stick of awesomeness.
    6) Mudsex with Staff ('nough said).


    Only one of the above is a joke.



    Got to agree with you here, the staff interaction I got on my first few months is one of the main reasons I stick to arm, I may not be as active as I used to be due to IRL, but I'm really looking forward to whatever comes in the future.

    So, got to hand it to the staff - thanks for the awesome experience.
    you guys made the IC awesome, and helped out a ton in the OOC sense.
    Title: Re: Player retention and you: brainstorming
    Post by: nauta on November 21, 2015, 11:03:09 AM
    Quote from: ShaLeah on November 21, 2015, 10:29:35 AM
    5) Generic Shit Stirrer Staff Position - Hire a few staff (one for every time zone) to stir shit up, hop into npcs/create characters and fuck with people online, that's all they do, make npcs/chars come to life and start shit. No rhyme, no reason, no real plot (how is the player gonna know any different?) You get to watch people and prod them with your stick of awesomeness.

    What if this were a position available to a select/vetted group of players (like builder).  You'd get a PC with zero skills and shit stats (so unplayable); you could multi-play; you'd have a certain level of trust/explicit expectations set on the role (pure flavour); perhaps you could never leave the city; etc.
    Title: Re: Player retention and you: brainstorming
    Post by: ShaLeah on November 21, 2015, 11:21:38 AM
    (http://www.quickmeme.com/img/a5/a534f5429bf406345dafce20f72f6ab27316b0d9025cde773ba2824ec7cb325e.jpg)

    You may all shower me with praise.


    Quote from: nauta on November 21, 2015, 11:03:09 AM
    Quote from: ShaLeah on November 21, 2015, 10:29:35 AM
    5) Generic Shit Stirrer Staff Position - Hire a few staff (one for every time zone) to stir shit up, hop into npcs/create characters and fuck with people online, that's all they do, make npcs/chars come to life and start shit. No rhyme, no reason, no real plot (how is the player gonna know any different?) You get to watch people and prod them with your stick of awesomeness.

    What if this were a position available to a select/vetted group of players (like builder).  You'd get a PC with zero skills and shit stats (so unplayable); you could multi-play; you'd have a certain level of trust/explicit expectations set on the role (pure flavour); perhaps you could never leave the city; etc.

    The short, fat puertorrican screams, in NewYawk accented English, "Nooooooooooooo!" [/overdramatictelenovelaresponse]

    I want a line drawn between staff and players personally. I don't want players with staff privileges personally. One of the reasons I really really dislike the players/helpers/builders (whatever) having rights to delete or edits GDB posts.

    A while back I suggested a mentorship program, that was intended for helpers. Like a newb logs in, you get an alert, your mentor character stalks the newb and leads him in the right direction. This would work more in the immediate creation process, so we could guarantee that the newb isn't coming into an empty game so to speak.
    Title: Re: Player retention and you: brainstorming
    Post by: Dalmeth on November 21, 2015, 11:28:33 AM
    Quote from: ShaLeah on November 21, 2015, 10:29:35 AM
    2) Staff interaction, to me, is also wayyyyy more preferable to staff PLOTS. I prefer you to throw wrenches and what nows into my plots rather than make me feel forced to go in your direction.

    You don't get one without the other.  Staff aren't going to be involved enough with the game to comment on your plans if they aren't doing their own plots.  So let staff affect us as players of a game.  Why we don't expect that as is disturbs me greatly, as it seems the ones in authority have crippled themselves.

    Quote from: ShaLeah on November 21, 2015, 10:29:35 AM
    5) Generic Shit Stirrer Staff Position - Hire a few staff (one for every time zone) to stir shit up, hop into npcs/create characters and fuck with people online, that's all they do, make npcs/chars come to life and start shit. No rhyme, no reason, no real plot (how is the player gonna know any different?) You get to watch people and prod them with your stick of awesomeness.

    Stir shit, and shit stinks.  It's a terrible idea to get someone into the game just to be annoying.  You know why?  Because it's annoying, not inspired or exciting.
    Title: Re: Player retention and you: brainstorming
    Post by: ShaLeah on November 21, 2015, 12:21:35 PM
    Quote from: Dalmeth on November 21, 2015, 11:28:33 AM
    Quote from: ShaLeah on November 21, 2015, 10:29:35 AM
    2) Staff interaction, to me, is also wayyyyy more preferable to staff PLOTS. I prefer you to throw wrenches and what nows into my plots rather than make me feel forced to go in your direction.

    You don't get one without the other.  Staff aren't going to be involved enough with the game to comment on your plans if they aren't doing their own plots.  So let staff affect us as players of a game.  Why we don't expect that as is disturbs me greatly, as it seems the ones in authority have crippled themselves.

    I don't agree. They're two very different things.
    Interaction is optional, staff can watch a player's storyline and decide to contribute to it via whatever means - animation, saving the life of someone your character loves, killing someone your char loves, nicking something off you, whatever. Their actions/contributions to your plot become part of YOUR character's story and while they may even derail your plot, how it affects your character is ultimately your choice.
    In a Staff Plot, I feel participation isn't really optional. It's big shit. Wars, city-wide strife, zombies, genocide, GMH market crashes. They want to introduce something into/want something to happen in the game and set up the chess pieces accordingly. It's for entertainment value on a grander, maybe even global scale. I feel obligated to follow a staff plot.

    My preference aside I still think that staff plots are not only necessary but a big part of the enjoyment of the game so I'm in NO WAY suggesting they stop altogether.

    Quote from: Dalmeth on November 21, 2015, 11:28:33 AM
    Quote from: ShaLeah on November 21, 2015, 10:29:35 AM
    5) Generic Shit Stirrer Staff Position - Hire a few staff (one for every time zone) to stir shit up, hop into npcs/create characters and fuck with people online, that's all they do, make npcs/chars come to life and start shit. No rhyme, no reason, no real plot (how is the player gonna know any different?) You get to watch people and prod them with your stick of awesomeness.

    Stir shit, and shit stinks.  It's a terrible idea to get someone into the game just to be annoying.  You know why?  Because it's annoying, not inspired or exciting.

    You don't have to stir shit for it to stink dude. It's shit.

    And who said it's meant to be -annoyings-?
    I use the term 'stirring shit' to mean 'making shit happen' for the character it affects. How it happens (whether it's via antagonism, humor, fear or joy) is entirely up to the staff doing it. There are a MILLION different ways to impact a character's life on a daily basis. Even if it's just a story to tell.

    Inspiring annoyance is still inspiring btw and it's the happenings in the game that keep people coming back. And since it's not a staff plot who gives a fuck if your character chooses NOT to go help my brother who's out in the dessert alone and dying of dehydration somewhere near the western span for 5k, woulda been a cool story and maybe a nice pay day but instead you just met a lunatic at the bar that thought you were stupid enough to brave the sands alone for 5k. Get it now?

    I'll also take a million little stories cause that's what Arm is about for me. The stories.

    You don't have to like it or agree with it, just wanna make sure you UNDERSTAND what it was I meant and don't base your opinion on information that's not part of the equation.
    Title: Re: Player retention and you: brainstorming
    Post by: Dalmeth on November 21, 2015, 01:09:36 PM
    Quote from: ShaLeah on November 21, 2015, 12:21:35 PM
    I don't agree. They're two very different things.
    Interaction is optional, staff can watch a player's storyline and decide to contribute to it via whatever means - animation, saving the life of someone your character loves, killing someone your char loves, nicking something off you, whatever. Their actions/contributions to your plot become part of YOUR character's story and while they may even derail your plot, how it affects your character is ultimately your choice.
    In a Staff Plot, I feel participation isn't really optional. It's big shit. Wars, city-wide strife, zombies, genocide, GMH market crashes. They want to introduce something into/want something to happen in the game and set up the chess pieces accordingly. It's for entertainment value on a grander, maybe even global scale. I feel obligated to follow a staff plot.

    I perfectly understand what you mean, I just disagree as to the consequence of how your stating it.  I tend to think it's a much simpler directive to tell staffers to get out and start affecting the game at will rather than just sit and watch players.

    As for the world-ender plots, those are rare enough that I don't mind them.  They may be an example of staff railroading, but it takes long enough to do that it doesn't substantially affect my play.

    However, there was one time when staff animated a higher-ranking templar to tell my templar to send several PCs to a dangerous situation where any sane person might have had more caution.  That's not a systemic problem in my opinion, it's just being picky in the moment.  No amount of policy or well-reasoned approach is going to fix that poor decision at the moment of contact.  We, as players, need to be able to slap their hand when they do that and say, "No."

    Quote from: ShaLeah on November 21, 2015, 12:21:35 PM
    And who said it's meant to be -annoyings-?

    I never said it was meant to be annoying, I'm saying someone with the sole goal of interrupting what people are doing by stirring up shit is annoying regardless of the subtleties of how it's implemented.

    Title: Re: Player retention and you: brainstorming
    Post by: Desertman on November 21, 2015, 01:13:13 PM
    On the concept of staff plots. I would like to see the idea of "Too Big To Fail" plots done away with. Yes, you wrote up an awesome plot with an awesome thing and stuff, but that doesn't mean you need to keep throwing resources at it to ensure it gets to where you have predetermined it should go. If it fails, let it fail. In my experience being part of a "Too Big To Fail" plot leaves those who "accomplish" it with a empty feeling in terms of success. "If I didn't do it, the next guy they brought in would have, and if not him, then the next guy, then the next guy...until it succeeded...so it doesn't matter that I did it, not really.". Not to mention if you are opposing the staff ran plot, you eventually just run out of energy to keep opposing it when you realize it's a "Too Big To Fail" plot. It becomes not-fun quickly.
    Title: Re: Player retention and you: brainstorming
    Post by: Desertman on November 21, 2015, 01:18:14 PM
    Quote from: ShaLeah on November 21, 2015, 12:21:35 PM
    However, there was one time when staff animated a higher-ranking templar to tell my templar to send several PCs to a dangerous situation where any sane person might have had more caution.  That's not a systemic problem in my opinion, it's just being picky in the moment.  No amount of policy or well-reasoned approach is going to fix that poor decision at the moment of contact.  We, as players, need to be able to slap their hand when they do that and say, "No."


    Also this. I would like to see the animation of "Untouchable Level" NPC's reserved for those situations only when you need to stop someone from breaking the game on an IC level. Unless it's something that will literally break the game if you don't put your foot down with an Untouchable Level NPC, then don't animate them.

    I've seen it get to the point personally where you just end up feeling like it's "Me vs Staff NPC's", and the NPC's are so high up the rank tree that nothing you could do would ever matter. That's not very fun. Because the NPC is so incredibly powerful, I don't feel like I'm playing against the world anymore, or other players...now I'm just playing against an NPC so high up the mountain that they might as well just be a staff avatar come down to smite me.

    It leaves you feeling like it's You vs Staff, which I don't think does anything good for anyone in or out of the game.
    Title: Re: Player retention and you: brainstorming
    Post by: ShaLeah on November 21, 2015, 01:35:53 PM
    Quote from: Desertman on November 21, 2015, 01:18:14 PM
    Quote from: ShaLeah on November 21, 2015, 12:21:35 PM
    That is NOT what I said!
    Don't misquote me. However.

    Quote from: Desertman on November 21, 2015, 01:18:14 PM
    Also this. I would like to see the animation of "Untouchable Level" NPC's reserved for those situations only when you need to stop someone from breaking the game on an IC level. Unless it's something that will literally break the game if you don't put your foot down with an Untouchable Level NPC, then don't animate them.

    I've seen it get to the point personally where you just end up feeling like it's "Me vs Staff NPC's", and the NPC's are so high up the rank tree that nothing you could do would ever matter. That's not very fun. Because the NPC is so incredibly powerful, I don't feel like I'm playing against the world anymore, or other players...now I'm just playing against an NPC so high up the mountain that they might as well just be a staff avatar come down to smite me.

    It leaves you feeling like it's You vs Staff, which I don't think does anything good for anyone in or out of the game.

    AND leads to people wanting to leave the game in some instances which is the opposite of what we're trying to do, right?

    I've had to take breaks because some staff plots/plot interference didn't make any IC sense to me and left a really bad aftertaste in my mouth. The not knowing why is a big part of it... WHICH LEADS ME TO!

    Quote from: ShaLeah on November 21, 2015, 10:29:35 AM
    1) Staff interaction is crucial in the beginning of a player's career I think. 
    2) Staff interaction, to me, is also wayyyyy more preferable to staff PLOTS. I prefer you to throw wrenches and what nows into my plots rather than make me feel forced to go in your direction.
    3) Allow players to play their own offspring when notable characters. I know a Sun Runner who had like 15 kids and the player would do justice playing any one of his daughters OR his one son. Don't even get me started on all of LoDs/Mekedas kids.
    4) Change Sorcerer back.
    5) Generic Shit Stirrer Staff Position - Hire a few staff (one for every time zone) to stir shit up, hop into npcs/create characters and fuck with people online, that's all they do, make npcs/chars come to life and start shit. No rhyme, no reason, no real plot (how is the player gonna know any different?) You get to watch people and prod them with your stick of awesomeness.
    6) Mudsex with Staff ('nough said).
    7) Post Mortem Explanation Request Option (for those times when your character death or plot death REALLLLLLY burns YOU the player and you just can't let it go). Yes you can open a regular request and start this process but having it's own category will help when dealing with it, no?
    Title: Re: Player retention and you: brainstorming
    Post by: Dresan on November 21, 2015, 01:43:03 PM
    I would like to see that untouchable virtual power ceiling come down quite a bit. So that things that are occurring around the world feel like they might matter in the grand scheme of things. With these super-powered being existing everything our character do or are working on feels so trivial and inconsequential.
    Title: Re: Player retention and you: brainstorming
    Post by: Marauder Moe on November 21, 2015, 03:06:45 PM
    Quote1) Staff interaction is crucial in the beginning of a player's career I think. 
    I, too, think it would be pretty cool if staff went out of their way to animate for new players.  Not that everyone doesn't deserve animations, but I agree that this might be a high-return staff time investiment idea.

    Quote2) Staff interaction, to me, is also wayyyyy more preferable to staff PLOTS. I prefer you to throw wrenches and what nows into my plots rather than make me feel forced to go in your direction.
    Eh.  On the other hand, we've seen a lot of players react negatively, strongly, and publicly about perceived staff opposition to their plans.

    Quote3) Allow players to play their own offspring when notable characters. I know a Sun Runner who had like 15 kids and the player would do justice playing any one of his daughters OR his one son. Don't even get me started on all of LoDs/Mekedas kids.
    I think this would be cool, but should probably require karma and take up a special app useage.
    Title: Re: Player retention and you: brainstorming
    Post by: nauta on November 21, 2015, 03:28:29 PM
    Quote from: Marauder Moe on November 21, 2015, 03:06:45 PM
    Quote2) Staff interaction, to me, is also wayyyyy more preferable to staff PLOTS. I prefer you to throw wrenches and what nows into my plots rather than make me feel forced to go in your direction.
    Eh.  On the other hand, we've seen a lot of players react negatively, strongly, and publicly about perceived staff opposition to their plans.

    It's an important distinction and staff does do, and should do both.  I agree with ShaLeah, though: my personal preference is for the former over the latter, but I also like to see other players who love the staff-plot dungeon crawl go out and have their fun and come back excited about it; it's a win-win.  (I'm pretty sure people aren't vocally complaining about staff interaction, but something else, e.g., misinterpretations, miscommunication, bad execution, gaps in expectations, and so on.  Besides, staff interaction doesn't always mean 'opposition', it can also mean 'collaboration': LauraMars' example of staff animating someone's mother is a case of the latter... although I guess it depends on the mother.)

    On the staff interaction thing, one thing I thought of, just an idle thought: when we transitioned to Leader Character Reports, the rest of us were told to send in a Character Reports just once a month -- I was explicitly told this twice, by two different staffers (even though I was sending in just one character report a month), so I assumed it was a big deal.  But in the back of my mind I had a worry about it.  Roughly, I was worried that if I could only communicate my goals / plans / adventures / stories to staff once a month, there'd be some pretty big 'gaps' which might lead to confusions, misinterpretations, and so on.  (On the other hand, this did compel me to write up more BIO entries: I made them into miniature character reports.)  

    Solution?  I know a lot of staff communication / interaction is personal one-on-one and can't be 'systematized', but perhaps there could be a kind of entry (no new code, just prepend: FOR STAFF to a BIO entry) alongside our other BIO entries that we as players write up where we toss staff various hooks for the storylines we are pursuing; they can pick them up and follow-up on them IG or OOC via a Question/Request report or ignore them or whatever.  Character Reports would then just be monthly summaries (so there's less paperwork over-all.)
    Title: Re: Player retention and you: brainstorming
    Post by: ShaLeah on November 21, 2015, 03:54:02 PM
    Quote from: Marauder Moe on November 21, 2015, 03:06:45 PM
    Quote
    Quote2) Staff interaction, to me, is also wayyyyy more preferable to staff PLOTS. I prefer you to throw wrenches and what nows into my plots rather than make me feel forced to go in your direction.
    Eh.  On the other hand, we've seen a lot of players react negatively, strongly, and publicly about perceived staff opposition to their plans.

    Which is why I suggest a post mortem request/discussion. Staff has blocked my characters before. Sometimes it's not a big deal but a couple times it pisses me off and makes me wanna rage quit. Just tell me. I'm a big girl. WHY are you meddling in my plot, why is so and so suddenly interested in killing me, HOW did Amos find out I was the one who stole his kank. My char is dead anyway so it won't change anything.  Odds are the "look ShaLeah, your char was boinking lord templars aide and they found out that she got preferential treatment/got him to kill her enemy/was also the cause of drama with LADY Foofynuts and THAT'S why she's dead" will result in a "DAMNIT! I didn't even see that coming!!!" followed by a couple days crying in my soup about how I suck.

    Totally beats thinking "staff ooc decision that makes no ic sense" for 5 years.
    Title: Re: Player retention and you: brainstorming
    Post by: Lizzie on November 21, 2015, 04:39:42 PM
    I've had characters killed and not known why. One time it was like a quadruple-cross. The ribbon connecting the people was so convoluted that I never would've seen it coming and would've thought it preposterous if anyone had told me about it. Another time it -seemed- random, disjointed and disconnected - BUT my gal had a couple of enemies, so it could've had something to do with that. I'll never know for sure. One time my gal was actually SUPPORTING some of the people who killed her (apparently she was killed by a bunch of people, as a group effort), but they never knew that because my gal was being secretive about it. I didn't learn about that til a couple of RL years later, through the OOC gossip web. When I found out, I thought - woah - awesome. That one died a spectacular death, but because she was dead - I never got to see how it ended up. So I was VERY happy to have learned she was the target of some huge conspiracy.

    Personally, I -like- hearing about what leads up to my PC assassinations or who killed them or whatever. But I also don't bring it back into the game. Sadly, the same can't be said for every player. There are players who, if they learn what "really happened" and by whom, will take it personally and make it their business to disrupt the RP of those people who PKed their previous character. Even if it's just a few players who are like that, the few can really fuck things up for the many. And so - I'm okay with the policy of not being informed who/what/why. I wish it didn't need to be policy, but I understand why it does.
    Title: Re: Player retention and you: brainstorming
    Post by: The Silence of the Erdlus on November 24, 2015, 04:38:53 PM
    I suppose the one thing which could drive me away from the game is player nastiness for no reason, since I don't want to associate with those kind of people. The other thread comes to mind, about three incidents in the game come to mind. You see it on the GDB sometimes, too, and its kind of sad.
    Title: Re: Player retention and you: brainstorming
    Post by: RogueGunslinger on December 04, 2015, 07:39:30 PM
    Want to retain players? Open up code and mechanics discussions. You want people to focus on roleplay? How can they do that if they're busy going through character after character trying to "find out IC" the proper way to utilize the code's inherent, and often obscure advantages.

    No matter how much you try to tell people not to focus on the code it will never happen. There will always be players who focus on achievement and optimization, and that's fine, this isn't mutually exclusive with Roleplay. In fact many of the code's quirks make no sense, in roleplay terms. As there can be no real IC justification for the way the fail-only-system of skill-bumps works. It gets played out in game in either a ham-fisted, often awkward explanation from vet to noob. Or the player testing multiple theories and pulling IC excuses out of their ass to do so.

    All this does is make the game harder for newbies simply because they don't have the information the veterans have built up. It's an entirely OOC advantage that can be off-putting to new players. It's like an exclusive club that has to be hard-fought over the bloody dunes of Zalanthas , losing multiple characters or taking RL years in-game on one character, to be a part of. Often times just to know how to match the coded version of your character to the Roleplayed version of them inside of your head.

    In this a way this moratorium on mechanics discussions can actually hinder roleplay.
    Title: Re: Player retention and you: brainstorming
    Post by: Lizzie on December 04, 2015, 09:41:17 PM
    There's plenty of IC justification for the fail-improve skill system.  It works just like in real life, unless you're an abnormal phenomenon known as a prodigy. You might read up on the Peter principle, which is primarily intended as a study in corporate management but applies to skills as well.

    We rise to the highest level of incompetence. That's the end-summary of the Peter Principle. In other words, when you're "level 1" at something - you are incompetent for level 2. But eventually you become competent at level 2, making you incompetent for level 3. You keep rising higher and higher until you can't get any better - at which point - you are incompetent for whatever is better than that. You must fail, in order to break through to the next level. You -cannot- get better if you are as good as you can get. Each level has a "as good as you can get at this particular level" barrier, and you must get to that point, before you can move further. If you never fail, then you are as good as you can get, and you will never get any better.

    Title: Re: Player retention and you: brainstorming
    Post by: RogueGunslinger on December 04, 2015, 11:04:20 PM
    Quote from: Lizzie on December 04, 2015, 09:41:17 PM
    There's plenty of IC justification for the fail-improve skill system.  It works just like in real life, unless you're an abnormal phenomenon known as a prodigy.

    When I said no real justification, I wasn't very clear. My point was in real life, failure is not the only part of learning and mastering a skill, unlike it is in Armageddon.  And it's hard to give examples of what I'm talking about without going into mechanics. Let's just say that there are many more ways the skill system could be more realistic, and that newbies may assume things are a certain way, and they would never know they were wrong unless they were told otherwise, or did the tests over a long time to figure it out.

    I read up on the Peter Principle becuase you mentioned it. I don't think it pertains to skill-fails all that much, really.  All it is saying is in order for a worker to do well in a promoted job, you need to be qualified for that job, instead of really good at your current job. If I were to apply that to the current scenario I'd say that failing with axes a bunch of times doesn't make you a badass in pole-arms when it branches. When they talk about highest level of incompetence, I figured they were talking about hiring people based on how much they excel at their worst abilities, instead of how much they excel at their best ability.

    This doesn't pertain to skill-fails so much, because there is no major difference between the top of novice and the bottom of apprentice. Peters Principle seems to be dealing with levels of advancement where one skill/job isn't related enough to the next level up for the experience in one to appreciably effect your skill in the other.
    Title: Re: Player retention and you: brainstorming
    Post by: Riev on December 05, 2015, 11:58:51 AM
    The amount in which the Peter Principle does NOT apply to a fail-based system like Armageddon is staggering. If anything, like RGS says, it applies to the branching system which is kind of less the problem. Though the guild and subguild helpfiles you can kind of guess what your PC is going to be getting at some point.

    I'm not sure how much I agree on opening up code/mechanics ENTIRELY, but honestly there are some things people will end up doing because there's no other way. I mean, Gortoks in the Den? Maybe I wasn't the first person to figure that out, but I did it because I was not able to find any reliable way to get the weapon branch that was supposed to be part of my PCs core concept. (close range subdue/knife fighting wrestler type). I'd been told numerous times that sitting, or bag-o-rocks training were not allowed, and while I knew it probably wasn't an allowed thing, I did it. Because every way to train effectively for combat is limited.

    If there were slightly more mechanics/code allowed, maybe someone could have suggested another manner, something less overtly abusive. Maybe not. But I didn't feel there was much choice in the matter. Playing in/around Tuluk with Advanced skill in my weapons, and pretty buff, there was only so much I could do. And when you hear about Abuzer Kadayif's out there, and the Gypsies with their endless turaals... even if they ARE jokes (and they aren't), what does an idiot like me think?

    I don't think we need to talk about branches, and we don't need to talk about the most efficient routes to doing things, but if, for example, when trap was still in game. If we were able to talk about mechanics, it would have been nice to talk about "Alright well, because of the way the skill is, and its similarity to bandage in that the damage is on a wide spread, here is a good way to make sure you can do it without accidentally dying". Because your character would probably have an idea of how much 3 pinches of flash was, but I don't have a clue OOCly, and to lose a character just to find out what the code does? It only takes once before I play a different game for 3 months.
    Title: Re: Player retention and you: brainstorming
    Post by: Jave on December 06, 2015, 06:04:55 AM
    Honestly, I think that every skill in the game aside from weapon skills are pretty straight forward in how they advance and quite easy to understand from the information already available in the help files.

    The way weapon skills improve could, in my opinion, stand a good tweaking to eliminate this glass ceiling people hit where they can't fail anymore despite the skill being nowhere near maxed out, and the add on problem of it being exceptionally difficult to then master an advanced weapon skill if they managed to branch that.

    There has been staff discussion on this issue over on our board and I wish things could be changed quickly and easily but ... the combat code is dark, and full of terrors.

    For the time being, the best way to advance as a warrior without being twinkish about it is to find other warriors who have also hit that glass ceiling and practice with them. It's safe to assume that if you spar a newbie and murderize them in 4 hits while never taking one yourself ... it looks badass ... but you didn't learn anything.
    Title: Re: Player retention and you: brainstorming
    Post by: Saellyn on December 06, 2015, 06:53:41 AM
    And therein lies the problem - finding a warrior who has hit that glass ceiling INSTEAD OF going out to twink their skills up a la what the shadow realm suggests you do. "oh just go fight mob x and mob y and carry 500 bajillion pounds of rocks in a bag and ur all set bruh"

    You have to find a warrior who has A) Not died, and B) hit that ceiling with you. That's a real trial, considering how many people play warriors vs how many reach that glass ceiling without dying vs how many people hit that ceiling and are in clans that won't train with other clans be...cause... rea...sons?

    It's doable, sure. But it's extremely hard. And it should be. Why?

    A warrior with branched weapons is a pretty ferocious sight in close combat.
    Title: Re: Player retention and you: brainstorming
    Post by: Jave on December 06, 2015, 07:19:30 AM
    For the record, carrying around a ton of rocks won't actually make you skill up any faster. Encumbrance cripples learning in the code. It will just make staff think you're being derpy.

    But yes, it's doable just ... hard. And it requires at least one other PC to come along for the ride. Not ideal, but it's the best you can do for the moment.
    Title: Re: Player retention and you: brainstorming
    Post by: Saellyn on December 06, 2015, 08:24:18 AM
    Yeah. It's just finding that other player. Other than that (which isn't even an option for some off-peakers), you have to do one of two things: A) Twink your heart out and hope that staff don't nail your karma to the floor and start docking points from your skills and removing branches because you're a dirty, nasty, ugly twink and we hate you. Or B) Fight against increasingly deadly animals that can, and WILL, put you in the dirt. Honestly, option B is how it should be, but there needs to actually BE an option for that rate of progression to even happen. I know it's there, but there's a risk-reward system with that, and some animals just aren't worth the reward when you look at how risky it is to fight them.

    Rantarri immediately come to mind.
    Title: Re: Player retention and you: brainstorming
    Post by: solera on December 06, 2015, 01:14:02 PM
    Quote from: Jave on December 06, 2015, 07:19:30 AM
    For the record, carrying around a ton of rocks won't actually make you skill up any faster. Encumbrance cripples learning in the code. It will just make staff think you're being derpy.


    In that case, it should be kosher to weigh yourself down to even up sparring ?
    Title: Re: Player retention and you: brainstorming
    Post by: RogueGunslinger on December 06, 2015, 01:38:43 PM
    Quote from: Saellyn on December 06, 2015, 06:53:41 AM
    And therein lies the problem - finding a warrior who has hit that glass ceiling INSTEAD OF going out to twink their skills up a la what the shadow realm suggests you do. "oh just go fight mob x and mob y and carry 500 bajillion pounds of rocks in a bag and ur all set bruh"

    You have to find a warrior who has A) Not died, and B) hit that ceiling with you. That's a real trial, considering how many people play warriors vs how many reach that glass ceiling without dying vs how many people hit that ceiling and are in clans that won't train with other clans be...cause... rea...sons?

    It's doable, sure. But it's extremely hard. And it should be. Why?

    A warrior with branched weapons is a pretty ferocious sight in close combat.

    I disagree. A warrior with branched weapons isn't any more ferocious than a maxed assassin' who takes CONSIDERABLY less time to master. Sure, they dominate melee combat... So what. Not everyone is going to engage you in melee combat, and flee/run is incredibly reliable for escaping even very badass warriors (trust me, they haven't mastered Bash yet, so don't worry). Rangers have a free-kill-any-NPC skill called Archery, for fucks sake. It is also really damn good against PC's. The argument that warriors need to skill up any slower than other classes because they're strong is bullshit.
    Title: Re: Player retention and you: brainstorming
    Post by: Armaddict on December 06, 2015, 02:30:27 PM
    Warriors aren't skilling up slower.  I'm not sure I understand that assertion.  Their weapon skills go up at the same rate as anyone else with weapon skills.  They just have higher maxes and branch new weapon skills at the upper end of those.

    If you're basing all this off of branched weapon skills coming late in their game and thus their offense and defense being high that they don't fail...I think you're missing the forest for the trees, here.

    Fuck seeing skill levels.  Only here would there be the instance of 'I kick too much ass for this to be fair because I can't get this word to change.'  IF that is what this discussion about, yet again.  I may have missed there being some new nuance here that is actually valid.


    Edited to add:  If you haven't played a character that was routinely hired to kill other PC's recently, I urge you to do so before continuing that line of logic.  Warriors are the biggest 'FUUUUCK' to get hired to go against by far.
    Title: Re: Player retention and you: brainstorming
    Post by: Saellyn on December 06, 2015, 02:56:18 PM
    RGS please don't shove words into my mouth again. I never said they needed to skill up slower.

    Again. Don't shove words into my mouth again please.

    What I said is that they ALREADY skill up slow, and they DON'T get to branch as fast as some other classes do to reach full utility (rangers branch some of their best utility skills without even having to go into combat.)

    For a warrior to hit his pinnacle, and achieve the ability to wield a branched weapon, he has to amass a wealth of time training to the point where he can A) branch that skill and then b) actually be able to train that skill without demolishing everything in front of him. If his offense gets too high, you can basically say goodbye to the dream of seeing a branched weapon skill.
    Title: Re: Player retention and you: brainstorming
    Post by: RogueGunslinger on December 06, 2015, 03:23:15 PM
    It's amusing to me that I make a post about allowing more mechanics discussion, and then this discussions starts, where if we could see the mechanics behind warriors, we would know for sure whether they've made their skills harder to advance in than other classes.

    Armaddict:

    You're absolutely right weapons skills advance the same rate for all classes. What does this mean? That when it comes to weapon skills it takes even more time before you can even distance yourself from others in that regard. It also deserves consideration that a warrior is going to have a higher chance of hitting, and usually of hitting hard. This means less chances at a miss, and thus less chances to improve. But even that is not really what I mean when I say Warriors take longer to skill up.

    We're comparing the guilds here, and as such, PC's vs PC's. This is a discussion about how each guild compares to another at getting to the point where they're useful for their intended tasks.

    To a warrior, melee is all. Protecting yourself from the other classes is a hard thing to do, because they have reliable ways of avoiding melee and the ability to kill you without ever going into melee. This means that the one thing you excel at needs to be pretty fucking good if you want to stand a chance at all. The problem is the level of "good" for a warrior in this instance is either when;

    A:You're reliably bashing, reeling, and killing things before they can flee
    B: Reliably not taking hits anymore and don't have to worry about poisons.

    Getting to that point on a warrior takes a LONG fucking time.. Where the other classes get into the game and can do their thing in say 5-10 days played, a warrior only really starts to shine in their expertise around 15-20 days played mark.  


    Quote from: Saellyn on December 06, 2015, 02:56:18 PM
    RGS please don't shove words into my mouth again. I never said they needed to skill up slower.

    Again. Don't shove words into my mouth again please.

    What I said is that they ALREADY skill up slow, and they DON'T get to branch as fast as some other classes do to reach full utility (rangers branch some of their best utility skills without even having to go into combat.)
    First off we mean slower when compared to others, not slower than it is now currently, right?

    Secondly when you said this:
    Quote from: Saellyn on December 06, 2015, 06:53:41 AM

    It's doable, sure. But it's extremely hard. And it should be. Why?

    A warrior with branched weapons is a pretty ferocious sight in close combat.

    I assumed that's what you meant. My bad for misinterpreting, if it's not.


    Edit: Wording, formatting, errors, I really need to proofread.
    Title: Re: Player retention and you: brainstorming
    Post by: Riev on December 06, 2015, 03:27:14 PM
    Sure is a lot of talk of shoving things in people's mouths, a skill previously allowed only to psionicists probably.


    Armaddict has a point, but unfortunately we don't play in the same world we did 6 years ago when we didn't KNOW we were plateau'd on a skill. And combat back then also worked a whole lot differently than it does now.

    The end all be all, I believe, is as RGS mentions: Assassins get backstab which, with even a decent weapon and half an hour of waiting, can pretty much insta-kill anyone. Rangers can kill NPCs and PCs from (used to be 3) 2 rooms away without attracting notice because archery lag is nearly non-existent.

    A pickpocket can steal your weapon before you ever draw it, a burglar you'll never see but suddenly you're poor and missing your clothes. Fuck, even Merchants are OP because at some point they basically buy and sell at flat values and only GENERATE coin.

    But Warriors? My dear, sweet warriors? They're useful against other humanoids in a game that DRASTICALLY encourages beast-mobile martial conflict. Sure, going against a warrior as an assassin is kind of a no-go, but it can be done, and warriors are generally at the thing they excel in. They are frontline fighters with +humanoid that are forced to go fight scrabs, spiders, and rantarri. Maybe they fight a gith, but probably not. Another humanoid player? SURELY not, and flee is so powerful and easily accessible its ridiculous. I've only ever seen mobs fail a flee for "going up when there is no up" and its a skill you can use 8 times before the other player gets another swing in.

    But we were talking about retention, right? Honestly, I don't see retention of new players being a problem with this line of thinking because so few are likely to be in for 20-30d played to reach this plateau without being hooked. If its retention of veteran players, there are SURELY other things preventing the hemorrhaging of veteran players than "I can't skill up quickly"
    Title: Re: Player retention and you: brainstorming
    Post by: RogueGunslinger on December 06, 2015, 03:35:21 PM
    Quote from: Riev on December 06, 2015, 03:27:14 PM
    Sure is a lot of talk of shoving things in people's mouths, a skill previously allowed only to psionicists probably.

    LOL

    Quote from: Riev on December 06, 2015, 03:27:14 PM
    But we were talking about retention, right? Honestly, I don't see retention of new players being a problem with this line of thinking because so few are likely to be in for 20-30d played to reach this plateau without being hooked. If its retention of veteran players, there are SURELY other things preventing the hemorrhaging of veteran players than "I can't skill up quickly"

    Yeah we got way off topic, actually.
    Title: Re: Player retention and you: brainstorming
    Post by: Saellyn on December 06, 2015, 03:45:46 PM
    All I meant to say is that, right now, it's hard for weapon skills to go up. It's hard for warriors to branch. And it should remain that way.
    Title: Re: Player retention and you: brainstorming
    Post by: RogueGunslinger on December 06, 2015, 04:06:11 PM
    Why do you think it should remain that way, though? A warrior with an advanced weapon is just a strong warrior. They're not suddenly going to one-hit you. Right now if they could kill you with their advanced weapon, they probably could have done it better with their mastered weapon. (because there's no way they got their advanced weapon skill high.)

    And when compared to other classes, a warriors melee ability isn't really all that powerful. It doesn't have much utility beyond tanking and killing NPC's or demolishing noobs who don't know how to play the meta.
    Title: Re: Player retention and you: brainstorming
    Post by: Synthesis on December 08, 2015, 10:05:27 AM
    The game just takes too much time for responsible people to commit to any kind of serious role.

    If retention is the goal, the game itself is going to have to start including elements that are more casual-friendly.

    I'm not going to flesh out any ideas, because I have shit to do, but there are a few options:

    -Offline training
    -Offline income-generation
    -Crafting/delivery interface to mobile devices
    -Basic communication interface to mobile devices (remaining susceptible to interception/shenanigans/whatever)
    -Ability to read and post to your PC's relevant IC rumor-boards offline or mobile

    It's pretty annoying to log in after aging 2 IC years and I'm still broke, all my shit is at novice, and my clan thinks I'm some sort of imposter.  Let me take care of the miscellaneous bullshit of Armageddon Life by putting in 5 minutes a day on my phone, then when I can log in for a full 90 minutes (a whole IC day!), I can actually RP instead of jumping back on the salt-greb skill-up hamster wheel.
    Title: Re: Player retention and you: brainstorming
    Post by: Riev on December 08, 2015, 05:46:32 PM
    Back in my heyday in the Legions, there was one PC named Sulda (?) that almost never had the time to log in unless there was a big event going on. Which was sad, because she was a great PC and awesome to get into random shenanigans together (like nearly falling onto the stage in the Uaptal theater during a very amazing play).

    But it was very jarring to know she'd been around as long as my PC, and I was a Sergeant and she was "considered" a private but never got the title because she was "never around".
    Title: Re: Player retention and you: brainstorming
    Post by: Inks on December 08, 2015, 06:14:53 PM
    Gawd no. No offline anything other than survival please. Your PC is in no danger while offline, whereas players who log in often are far more likely to kick the bucket.
    Title: Re: Player retention and you: brainstorming
    Post by: Malken on December 08, 2015, 07:40:53 PM
    Quote from: Inks on December 08, 2015, 06:14:53 PM
    Gawd no. No offline anything other than survival please. Your PC is in no danger while offline, whereas players who log in often are far more likely to kick the bucket.

    While the rest of us just decide not to log in anymore because most 21th century games are casual-friendly, so for the next 3 weeks of holiday vacation I have I decided on WoW, Hearthstone and Fallout to be my gaming companions.

    Armageddon is sooooooooooooo at the bottom of the list.
    Title: Re: Player retention and you: brainstorming
    Post by: Armaddict on December 08, 2015, 07:56:54 PM
    Quote from: Malken on December 08, 2015, 07:40:53 PM
    Quote from: Inks on December 08, 2015, 06:14:53 PM
    Gawd no. No offline anything other than survival please. Your PC is in no danger while offline, whereas players who log in often are far more likely to kick the bucket.

    While the rest of us just decide not to log in anymore because most 21th century games are casual-friendly, so for the next 3 weeks of holiday vacation I have I decided on WoW, Hearthstone and Fallout to be my gaming companions.

    Armageddon is sooooooooooooo at the bottom of the list.

    See, and that's fine with me.  Casual friendly is good, casual-catering is bad.
    Title: Re: Player retention and you: brainstorming
    Post by: BadSkeelz on December 08, 2015, 08:07:28 PM
    I think I've said before that it'd be nice if skills leveled up more quickly to a point of "competence" (Whatever that would mean), and then slowed down to present speeds when you want to get to advanced weapons or high offense or whatever.

    Make what now takes 20 days to accomplish 5 days. Yes, you'll have more codedly powerful characters running around, but you'll still have people who play Arm 20-30 hours a week. They'll quickly rise above the pack.
    Title: Re: Player retention and you: brainstorming
    Post by: Malken on December 08, 2015, 08:45:07 PM
    A dude that plays only on weekends with master sword isn't going to create much damage to the overall of the game since nobody will really know who he is BUT that dude will be playing because he knows he won't have to spend the whole week where he only has an hour or two for Arm to just log in to kill verrin hawks to get anywhere.

    Sure, you the guy who plays Arm 10 hours a day will have died 2-3 times by the time that Weekend dude gets to master sword, but you will have done a crapload more than him and you'll be 1000000 wealthier and with a hundred more contacts. That dude will just be happy to be getting somewhere slowly but surely.

    (but this is sort of a moot argument because to come up with such a system with Arm's ancient code would be a supreme nightmare and probably impossible to implement)
    Title: Re: Player retention and you: brainstorming
    Post by: Armaddict on December 08, 2015, 09:28:34 PM
    QuoteThat dude will just be happy to be getting somewhere slowly but surely.

      So get there slowly and surely, with the same amount of time played as everyone else.  If you're only playing 1-2 hours a week, I don't see why that entitles you to anything different than the guy playing 1-2 hours a day.  You're going to spend the same amount of time doing the thing.  Sure, you can say that that means they're getting somewhere ahead of you...

      But to use your own examples, 21st century, casual-intense games have the same thing.  In WoW, you don't progress as fast as someone who goes in balls deep.  You don't get experience while offline (there is an argument here for something similar to 'rested' experience).  You do the same quests in your 1-2 hours of logging in per week that they did.  They did all those quests in 1 day that it took you a month to do.  I really don't see any correlations between 'why you go elsewhere because they are more casual friendly' when they're operating on essentially the same basis.

      It sounds to me more like you're bored of the game and don't want to go through anything in the game to get to where you want to be.  WoW is not permadeath, you only have to go through those things once for each character you make.  In Arm, you do the beginning each time.  To most of us (or some of us, as it may be), that's part of the enriching part of each character being truly different than the previous ones, no matter HOW many times I've played an elven burglar or human warrior.  To you, that seems to be just a waste of time, and if you think that way...I'm not willing to support the idea that you should be allowed to skip it under the name of 'casual' when it's actually just 'impatient'.

      But hey.  That's also why I'm okay with you playing WoW instead.  You grind those quests and instances for the same gear everyone else has.  You customize those talents to be just like every other <insert class here>.  I hope that it brings you joy.  I left that atmosphere to return to this one, because each character ends up different.

    HOWEVER:

      In keeping with that passing thought of what the above blurb said...what about rested?  I'm less agreeable to Eve style, because you guys are trying to make it sound like Eve keeps you even for being offline when it really doesn't (derail below on why that is).  However, something like rested?  You get a reduced timer on skill gains, or larger bursts of skill gain based off of how long you went without using those skills, but with a cap of how much you could get at a time from it?  Would that push towards the goal at hand with this particular line of thought?

    THE EVE DERAIL:
      I've played Eve for a long time.  The reason why eve based skills would not work well for Arm is because while they are called skills, just like arm, they behave in a different way.  In Eve, the strength of your character is determined only minorly by what their skills are, most of it coming from the fittings you UNLOCK due to raising skills, being superior to those lower-meta-level items you fitted on your ship before.  Thus, staying offline and gaining skills on Eve is somewhat common...but it's because you're waiting to be able to use a certain piece of gear.  This doesn't translate over to Arm due to there being no 'restrictions' based on skill.  You can wield anything you want.  All of its usefulness comes from that skill, not from the item.  A journeyman skill swordsman against a novice skill swordsman beats the SNOT out of him, regardless of what sword he's using.  This is not true in Eve.  A level 5 skill guy against a level 4 skill guy, using the same items, doesn't have that significant of an advantage.  Thus, the idea of giving skills in ARM while offline runs counter to the flow of pretty much any other multiplayer game out there...it gives actual progress while offline.
      This would fundamentally change things.  It doesn't retain players, it loses them.  It poses the question of how important is it, really, to log in?  It cuts out that drive that most players sink into to push their character further.  But the plots!  The money!  The prestige!  They drive you!  I agree, but I say that that is exactly how it is right now.  If you're letting the skill-based side of things completely reduce your incentive to log in, I don't think the parts of the game that stick out beyond the skills are what you're here for, honestly.  Because those things are still here as is, and you seem to be undercutting their importance in favor of being able to kill things good right from the get-go.
    Title: Re: Player retention and you: brainstorming
    Post by: Malken on December 08, 2015, 10:41:35 PM
    I'm not bored with Armageddon, I just know that I don't have the time to play it anymore in a way that I would enjoy it again. Having to raise my skills again for the 32501501205021th time in my lifetime is just one part of the reason. In Warcraft, I can hop in and out as I please, and you have heirloom weapons/armors that give you a boost to your experience gained and your items go up as you level. The guy that plays 15 hours a day still have a lot more than me in the end, being able to do many dailies, to do professions, to do guild stuff, me? I'm mostly just able to level up and enjoy the story.

    Sure, we have that too in extended subguilds and it's a great start, but you still gotta keep smashing verrin hawks a million time per characters to get anywhere and I'm definitely not willing to commit to that time required in my life anymore.

    But you're definitely right - I just don't see myself whacking textual monsters anymore so I'm not blaming it all on Arm. Meet me halfway and you'll get yourself another player, don't and this is 2015, there's a bazillion great games for me to play that doesn't require this commitment of time.
    Title: Re: Player retention and you: brainstorming
    Post by: Armaddict on December 08, 2015, 11:26:49 PM
    QuoteIn keeping with that passing thought of what the above blurb said...what about rested?  I'm less agreeable to Eve style, because you guys are trying to make it sound like Eve keeps you even for being offline when it really doesn't (derail below on why that is).  However, something like rested?  You get a reduced timer on skill gains, or larger bursts of skill gain based off of how long you went without using those skills, but with a cap of how much you could get at a time from it?  Would that push towards the goal at hand with this particular line of thought?

    Can you answer that?  Is that helpful, or does it not help enough in your opinion, or...?
    Title: Re: Player retention and you: brainstorming
    Post by: Malken on December 08, 2015, 11:33:52 PM
    Quote from: Armaddict on December 08, 2015, 11:26:49 PM
    QuoteIn keeping with that passing thought of what the above blurb said...what about rested?  I'm less agreeable to Eve style, because you guys are trying to make it sound like Eve keeps you even for being offline when it really doesn't (derail below on why that is).  However, something like rested?  You get a reduced timer on skill gains, or larger bursts of skill gain based off of how long you went without using those skills, but with a cap of how much you could get at a time from it?  Would that push towards the goal at hand with this particular line of thought?

    Can you answer that?  Is that helpful, or does it not help enough in your opinion, or...?

    Well, technically we already have that, since time logged out counts as your "skill reset thingie" - I think I prefer the Eve method, where we could select a skill from our character and while we are logged out it raises -very- slowly depending on your wisdom.

    But anything to make it less of a drag helps in every little ways - Again, Armageddon from 1992 only had to compete with King Quest 2 and my BBS forum posts addiction, today, if you want to keep it as hardcore and unfriendly to anyone with remotely a life to live, you'll be bleeding out players more than you gain some (as the current situation seems to be)
    Title: Re: Player retention and you: brainstorming
    Post by: boog on December 09, 2015, 12:38:55 AM
    I'm on Synthesis and Malken's side. There has to be a little bit of give. This player base is aging. A lot of us don't have the same sort of time we previously did in our youth to devote to "leveling up" in a game that should be a way to pass the time. Kids, jobs, school, not wanting to sink the time we spend online in a game into grinding away.

    Maybe those that play more can get something as a bonus or added incentive so that it looks less like favoritism given to the casuals. But it DOES suck to, after being on OOC hiatus for a while, exist vNPCly, and come back to skills that are still shit. Or hell - only having an hour a day to play and having to either roleplay or skill up. It blows.

    (https://media.giphy.com/media/fwcGzF1l2cILe/giphy.gif)
    Title: Re: Player retention and you: brainstorming
    Post by: Jave on December 09, 2015, 03:37:14 AM
    When I played characters, my personal method to climbing over the newbie hump without having a lot of time to spend playing was to log in for 10-15 minute spurts throughout the day just to quickly RP through some basic skill training. Throw out a few emotes. Fail a few skills. Log back out and get back to work or whatever else I was doing. As Malek already mentioned, skill timers continue even while off line so the next time I did it, the skills were ready to increase once more.

    When I had time to sit down and play properly for a couple hours I would spend that time socializing more than training and within a couple RL days I was typically up to journeyman level in all the skills I was practicing.

    ... ... except weapon skills. Weapon skills are a totally different bag of potatoes.
    Title: Re: Player retention and you: brainstorming
    Post by: Saellyn on December 09, 2015, 05:48:17 AM
    Casual. I mastered chopping weapons in five minutes with THESE THREE EASY TRICKS!

    First: Make friends with Jave.

    Second: Use them to become friends with Adhira.

    Third: Tell her you want branched weapons! BAM!

    oh...
    Title: Re: Player retention and you: brainstorming
    Post by: RogueGunslinger on December 09, 2015, 12:19:05 PM
    What's weird to me is only a few combat skills don't increase at normal rates, where other, even more powerful combat skills take much less time. For instance Parry versus Kick(which really needs to be renamed/re-echoed to strike).
    Title: Re: Player retention and you: brainstorming
    Post by: Molten Heart on December 09, 2015, 03:01:42 PM
    The biggest advantages of longer play times come in the form of interactions and role-playing opportunities with other players and the ability to effect and further plots. Giving players who don't play as much, modest boosts or other advantages to help them from getting left behind seems reasonable.They don't even have to be bonuses but instead something like the ability to gain skills faster until they pass a certain threshold.
    Title: Re: Player retention and you: brainstorming
    Post by: Armaddict on December 09, 2015, 03:08:40 PM
    I think I must fundamentally play this game different than you guys, because I really don't understand.  You guys make a chore out of using skills, to the point that it is a detriment to your experience.  You're talking about -not being able to roleplay because of skills-.

    I have characters that are skill heavy.  I have characters that are very skill light.  I have characters that are a mix, where some skills are integral and other skills are nearly untouched.  This isn't based on my ability to log in, or ultimatums placed on me by how my time should be spent.  It's determined by my characters doing what they do.  It's determined by roleplaying.  This dichotomy you're making where it has to be one or the other actually goes over my head and makes me blink in confusion, because that's the purpose of it.

    If your doing non-roleplaying meta-skilling, then yes, being a casual player will make you fall behind (as it should?).  If you're just playing the character, the skills go up as necessary/reasonable for your involvement in things.

    There are days where I log in and nothing happens.  I walk around and mingle and that's that.  I may wander around and try to make some coin, via theft or hunting, or whatever.  But it's based off of my time in the game, not based off of me moving towards some future plan.  So...I think I fundamentally disagree with your need to advance while offline because we fundamentally view the goal of the PC differently.  I want mine to have a badass story, not be a badass.  They get there through the story. It's why when things go a certain way that you couldn't have seen coming, and you end up being able to deal with it, it's an actual fist-pump of 'YESSS', because you just got a major part to your character's storyline that will affect things permanently for that character.  That doesn't require skills.

    It -does- require you be online for those things to happen to you.  It's just statistics.  More time online means more opportunities.  Having a character doesn't entitle you to character progression, it's just like any other RPG.  You get what you put into it.  I don't see why being a casual player with less time for the game makes it 'pointless to log in' with those things in mind.  If you're actually enjoying the game, that 2 hour window that you can log in and see if you can get involved in things is a big deal.  I've been in said position before (it changed drastically when I switched my career path), and it never occurred to me that this game was suddenly not worth playing because my skills weren't going up on their own.  I'm having a very hard time relating to that mentality.

    Edited to reply to Molten:
    QuoteGiving players who don't play as much, modest boosts or other advantages to help them from getting left behind seems reasonable.They don't even have to be bonuses but instead something like the ability to gain skills faster until they pass a certain threshold.

    See, and I was trying to come halfway with the idea of rested, but also went against the idea of Eve-like skill gains because the skill systems are so drastically different in how they affect the character.  However, the idea of improving more quickly with less time online was apparently just as unappealing, which is where I kind of shrug and say 'If you don't want to log in to develop a character the same as any other RPG, I can't do much about it.'
    Title: Re: Player retention and you: brainstorming
    Post by: Synthesis on December 09, 2015, 03:25:48 PM
    Quote from: Jave on December 09, 2015, 03:37:14 AM
    When I played characters, my personal method to climbing over the newbie hump without having a lot of time to spend playing was to log in for 10-15 minute spurts throughout the day just to quickly RP through some basic skill training. Throw out a few emotes. Fail a few skills. Log back out and get back to work or whatever else I was doing. As Malek already mentioned, skill timers continue even while off line so the next time I did it, the skills were ready to increase once more.

    When I had time to sit down and play properly for a couple hours I would spend that time socializing more than training and within a couple RL days I was typically up to journeyman level in all the skills I was practicing.

    ... ... except weapon skills. Weapon skills are a totally different bag of potatoes.

    I did that in school, when nobody minded if I was logging in for 10-15 minutes in the back of class.  You can't really do that with most real jobs.  Also, you can't really do that in most clans where there is a schedule you have to keep to, which prevents you from practicing those miscellaneous skills, unless you just routinely and blatantly violate the rules.

    Anyway, I'm not advocating for full-on parity between full-time and casual players, because I don't think for -retention- purposes, that's entirely necessary.  For retention, you just need to give people a reason to log in or otherwise interact with the game.

    I don't buy the "no danger" argument, because 99.9% of the time sparring isn't dangerous, anyway, unless you're sparring a totally clueless newb, in which case actually dying in sparring is more realism-breaking than skilling-up offline.
    Title: Re: Player retention and you: brainstorming
    Post by: Malken on December 09, 2015, 03:51:22 PM
    Armaddict, this thread is about player retention and we're telling you why most of us don't play it anymore - If you're telling us that the system works for you and that we're not 'playing it right', that doesn't solve any problems, we'll remain logged out while you get to continue enjoying all of the perks that come with the way you're playing/enjoying the game right now.

    Really, if you think that a game system from 1990 still works in 2015, that's cool for you but for many of us, it's really not worth the bother.

    Sure, I could play kids that are totally crappy when it comes to fighting/whatever else just so I can focus on the rp, but after having played like 5 kids in a row, I gotta start wondering what the hell I'm doing with my gaming time  :P
    Title: Re: Player retention and you: brainstorming
    Post by: nauta on December 09, 2015, 04:02:21 PM
    Making the game experience better for casuals has come up before.  I posted some suggestions on it above.  You also might find this interesting:

    http://gdb.armageddon.org/index.php?topic=36148.0 (http://gdb.armageddon.org/index.php?topic=36148.0)

    It's a tough question, but I think everyone can agree on one thing: if there's a way to make the game better for casuals so that more people can play in a balanced fashion, then that's all for the better.
    Title: Re: Player retention and you: brainstorming
    Post by: Armaddict on December 09, 2015, 04:14:37 PM
    Quote from: Malken on December 09, 2015, 03:51:22 PM
    Armaddict, this thread is about player retention and we're telling you why most of us don't play it anymore - If you're telling us that the system works for you and that we're not 'playing it right', that doesn't solve any problems, we'll remain logged out while you get to continue enjoying all of the perks that come with the way you're playing/enjoying the game right now.

    Really, if you think that a game system from 1990 still works in 2015, that's cool for you but for many of us, it's really not worth the bother.

    Sure, I could play kids that are totally crappy when it comes to fighting/whatever else just so I can focus on the rp, but after having played like 5 kids in a row, I gotta start wondering what the hell I'm doing with my gaming time  :P

    It is a thread about changes that could be made about player retention.  I'm saying that this does not seem like a healthy change to make, and attempting to modify it to make the same effect without screwing with things that don't need to be screwed with.  I'm not telling you you're 'doing it wrong', I'm telling you that the Eve-based system seems to be favored by you because of your individual playstyle, while not taking into account the impacts it has on other areas of the game.  I'm not demeaning the way you play it, so much as trying to, through discourse, find out where that 'happy medium' actually -is-.

    I really do think the reduced timers based off of time spent offline is far more helpful than you inferred.  You say 'It already does that', but I'm talking about something more along the lines of 'You have accumulated 8 hours of rested.  For your next 8 hours of playtime, your skill-increase timers are decreased by 50%' (these are completely arbitrary numbers).  In other words, if you could only log in for two hours, and you decide to go out and do your thing, you could see 3 or 4 skill increases where the normal person would get 1 or 2.

    The impasse we're at is that I am also stubbornly clinging to an idea, which is one of the core fundamentals of the skill system here...it improves through use, not through virtual use.  Your character is yours, not a virtual one.  The same way people cannot adversely impact your character while you're logged out, being logged out does not positively impact you.  Rested still requires you to log in and try to participate in the development of your character, and thus be available to be dragged into things or stumble on things to be involved in.
    Title: Re: Player retention and you: brainstorming
    Post by: Jave on December 09, 2015, 04:54:23 PM
    Quote from: Synthesis on December 09, 2015, 03:25:48 PM
    I did that in school, when nobody minded if I was logging in for 10-15 minutes in the back of class.  You can't really do that with most real jobs.  Also, you can't really do that in most clans where there is a schedule you have to keep to, which prevents you from practicing those miscellaneous skills, unless you just routinely and blatantly violate the rules.

    When I've been in jobs that don't allow for that I just ended up doing it in the evening when I got home and was doing other stuff around the house.
    Title: Re: Player retention and you: brainstorming
    Post by: Riev on December 09, 2015, 05:39:15 PM
    The fundamental idea here, unless I'm missing it, is that the aging core player base does not have the time to play every day. There are some that (thankfully) are able to make it a "I play an hour a night, but its the same hour" so you can interact with them and such, but we don't all have the ability to play/idle at work, and I don't even have a FAMILY yet but I don't always have the time to schlub around Arm waiting on skill timers and hoping someone cool logs in.

    For some people, Arm is just absolutely unplayable without skills. For others, skills are the complete antithesis of the game and only get in the way of what they want to convey. Some Arm players are artists, and writers, and Dungeon Masters. Others (like me) are players that want to feel a sense of accomplishment to go along with the time we invest.

    I'm not entirely convinced the idea of offline skill training would be the best way to go about it, but maybe like for every RL day you're logged off, the next trigger of a skill gain ups the skill gain by like .5 (or something). To just help the "I can't log in every day to get that 1 skill fail an hour so fuck this character" ennui. Even if it was a full extra skill point every RL day you don't log in, it'd take 2 weeks of NOT. PLAYING. AT ALL. to maybe get enough of a boost to go up a skill tier. I'd like to think most "average" players could get a skill tier in 2 weeks?
    Title: Re: Player retention and you: brainstorming
    Post by: Molten Heart on December 09, 2015, 06:03:49 PM
    Clearly some have concerns, telling others their ideas are bad or invalid because they don't match up with our own experiences work against the whole brainstorming process by shutting down creativity. Maybe many ideas here have problems and those problems will either prevent them from being adopted or be resolved, maybe resolved by more brainstorming but no ideas will be created here if they're shut down at the beginning. This is just brainstorming people. Be easy, it's all cool.
    Title: Re: Player retention and you: brainstorming
    Post by: Molten Heart on December 09, 2015, 06:06:36 PM
    Quote from: nauta on December 09, 2015, 04:02:21 PM
    Making the game experience better for casuals has come up before.  I posted some suggestions on it above.  You also might find this interesting:

    http://gdb.armageddon.org/index.php?topic=36148.0 (http://gdb.armageddon.org/index.php?topic=36148.0)

    It's a tough question, but I think everyone can agree on one thing: if there's a way to make the game better for casuals so that more people can play in a balanced fashion, then that's all for the better.


    Bumping this because it fell off the last page and there are some good ideas in the linked thread.
    Title: Re: Player retention and you: brainstorming
    Post by: Kronibas on January 26, 2016, 07:36:41 PM
    Quote from: Mordiggian on November 03, 2015, 01:53:27 AM
    I think some people are of the mindset that everything and everyone is awful and will twist almost any scenario to reinforce their own bias.

    I don't think there's a lot we can do to change the minds of people who think like that and while I can't speak for other staff, I personally don't care all that much to try. Easily the biggest 'negative' of staffing is reading the staggering amounts of mind-blowingly toxic vitriol some people direct at us.

    I would rather spend my time adding neat things to the game, helping the players in my clans do fun stuff, animating for/helping newbies, or just playing the game than subject myself to reasoning with people who are so determined to lay on the soul-crushing hatred, often without all the facts and often in spite of the reality of a situation.

    You should not be shocked that players get pissed when they are treated like ignorant pieces of shit.

    I mean, I very seriously doubt that many people react negatively to staff just for the fun of it.

    Do you really think players get pissed off without good reason?  I mean, do you really think some of the viqrol is unjustified?

    Maybe people should take accountability for their bad attitudes, but unfortunately this does not fall solely on players. The shadowboard did not form just because of a bunch of bad apples... It happened because there was genuinely some clownish shit going on.

    If you guys really think the burden of the problem rests solely on players, let me know so I can quit playing again.

    Title: Re: Player retention and you: brainstorming
    Post by: Nergal on January 26, 2016, 08:08:27 PM
    Mordiggian didn't say (two months ago) that he thought that. If that's what you get out of that post, it reinforces his assertion that sometimes players get mad and lash out without re-assessing things first. Sometimes staff do that too. We're only human.

    I would ask you read his post more closely and determine if your post is a sensible response to his.

    Fortunately, we're fairly well-equipped to talk with players who are level-headed and fair, with the same level-headedness and fairness. Even if players aren't doing that, staff strive to be level-headed and fair regardless. And provided that there's mutual respect on both ends, there's a lot we can get done - even if players and staff disagree from time to time. I think that this is something that has improved over time, on both sides, and is pretty good right now.
    Title: Re: Player retention and you: brainstorming
    Post by: Majikal on January 26, 2016, 08:31:01 PM
    First kronibas was like
    (https://media3.giphy.com/media/sIE0hveuiwCNG/200.gif)
    and then I was like.
    ::)

    And then Nergal posted what I was already typing.


    In my personal experience the game seems to have only improved over the five or so years as has every dealing I've had with staff. Then again, so has my communication with staff. Coincidence?
    Title: Re: Player retention and you: brainstorming
    Post by: Iiyola on January 26, 2016, 08:51:52 PM
    Quote from: Kronibas on January 26, 2016, 07:36:41 PM
    Quote from: Mordiggian on November 03, 2015, 01:53:27 AM
    I think some people are of the mindset that everything and everyone is awful and will twist almost any scenario to reinforce their own bias.

    I don't think there's a lot we can do to change the minds of people who think like that and while I can't speak for other staff, I personally don't care all that much to try. Easily the biggest 'negative' of staffing is reading the staggering amounts of mind-blowingly toxic vitriol some people direct at us.

    I would rather spend my time adding neat things to the game, helping the players in my clans do fun stuff, animating for/helping newbies, or just playing the game than subject myself to reasoning with people who are so determined to lay on the soul-crushing hatred, often without all the facts and often in spite of the reality of a situation.

    You should not be shocked that players get pissed when they are treated like ignorant pieces of shit.

    I mean, I very seriously doubt that many people react negatively to staff just for the fun of it.

    Do you really think players get pissed off without good reason?  I mean, do you really think some of the viqrol is unjustified?

    Maybe people should take accountability for their bad attitudes, but unfortunately this does not fall solely on players. The shadowboard did not form just because of a bunch of bad apples... It happened because there was genuinely some clownish shit going on.
    playing again.

    Was.

    That's the keyword here. There have been a LOT of improvement for the past 1-2 years both on the GDB as well as in game. But some people keep being bitter. They have to bitch about SOMETHING. Damned if you do, damned if you don't.

    There have been issues in the past but keep in mind, he who casts the first stone... some players are just pretty damn difficult to work with.

    QuoteIf you guys really think the burden of the problem rests solely on players, let me know so I can quit playing again.

    And point in case right there ^. Fucking play the game or don't. No one forces you to.

    Title: Re: Player retention and you: brainstorming
    Post by: LauraMars on January 26, 2016, 08:53:38 PM
    Kinda off topic but thinking of Kronibas as Princess Bubblegum got a big laugh out of me
    Title: Re: Player retention and you: brainstorming
    Post by: Jingo on January 26, 2016, 09:27:54 PM
    Quote from: Kronibas on January 26, 2016, 07:36:41 PM
    I mean, do you really think some of the viqrol is unjustified?

    Quote from: Kronibas on January 26, 2016, 07:36:41 PM
    some of the viqrol is unjustified?

    Quote from: Kronibas on January 26, 2016, 07:36:41 PM
    the viqrol

    Quote from: Magick Sphere
    (Magick)
    The spheres of magick can be easily thought of as schools of certain magickal types. In the distant past, it is believed, mages pursued only one sphere of magick. The true names these symbol represent are likely to be of powerful demielemental beings who perform the task of tying the aspects (moods) to elementally-composed forms (physical bodies) and thus enable life to exist.

    Viqrol
    Healing and intuitive knowledge.


    Kronibus illuminati confirmed
    Title: Re: Player retention and you: brainstorming
    Post by: Asmoth on January 26, 2016, 09:32:29 PM
    Quote from: Kronibas on January 26, 2016, 07:36:41 PM
    Quote from: Mordiggian on November 03, 2015, 01:53:27 AM
    I think some people are of the mindset that everything and everyone is awful and will twist almost any scenario to reinforce their own bias.

    I don't think there's a lot we can do to change the minds of people who think like that and while I can't speak for other staff, I personally don't care all that much to try. Easily the biggest 'negative' of staffing is reading the staggering amounts of mind-blowingly toxic vitriol some people direct at us.

    I would rather spend my time adding neat things to the game, helping the players in my clans do fun stuff, animating for/helping newbies, or just playing the game than subject myself to reasoning with people who are so determined to lay on the soul-crushing hatred, often without all the facts and often in spite of the reality of a situation.

    You should not be shocked that players get pissed when they are treated like ignorant pieces of shit.

    I mean, I very seriously doubt that many people react negatively to staff just for the fun of it.

    Do you really think players get pissed off without good reason?  I mean, do you really think some of the viqrol is unjustified?

    Maybe people should take accountability for their bad attitudes, but unfortunately this does not fall solely on players. The shadowboard did not form just because of a bunch of bad apples... It happened because there was genuinely some clownish shit going on.

    If you guys really think the burden of the problem rests solely on players, let me know so I can quit playing again.



    Not trying to stir some shit here.  But honestly, as a past problem player, I have to admit that the admin has been substantially less DICKY this time around.

    Nergal for one seems pretty reasonable in his responses and less "Don't like it get fuckt!" that some of the past producers have been...

    I will however say that I honestly feel some of the helpers are getting a little big for their breeches in some respects.  Chopping up threads on a whim.  Putting their own views over the merit of discussion and lots of other things.

    But if I had to choose, I'd rather sensible and reasonable staff and deal with the helper self-righteousness... So I guess lesser of two evils?

    Title: Re: Player retention and you: brainstorming
    Post by: Malken on January 26, 2016, 10:33:29 PM
    lol, "shadowboard"
    Title: Re: Player retention and you: brainstorming
    Post by: roobee on January 30, 2016, 12:47:28 PM
    Improve the help files. http://gdb.armageddon.org/index.php/topic,50232.0.html (http://gdb.armageddon.org/index.php/topic,50232.0.html)
    Title: Re: Player retention and you: brainstorming
    Post by: roobee on January 30, 2016, 12:56:35 PM
    Allow "consider" to be used on monsters, or add a general monsters help file detailing how tough they are (perhaps in table format). Monster strength I believe is much less varied than a PC's could be. Most people in the Zalanthan world would know how tough some monsters would be. Or perhaps, only give the details for common monsters for most and only allow certain guilds like hunters more obscure monster details. As a newbie, and still now in fact it's a pain figuring out which monsters I can kill.
    Title: Re: Player retention and you: brainstorming
    Post by: Synthesis on January 30, 2016, 01:24:38 PM
    Quote from: roobee on January 30, 2016, 12:56:35 PM
    Allow "consider" to be used on monsters, or add a general monsters help file detailing how tough they are (perhaps in table format). Monster strength I believe is much less varied than a PC's could be. Most people in the Zalanthan world would know how tough some monsters would be. Or perhaps, only give the details for common monsters for most and only allow certain guilds like hunters more obscure monster details. As a newbie, and still now in fact it's a pain figuring out which monsters I can kill.

    A "consider" command would be utterly useless on Armageddon.

    I've facerolled scrabs with a 0-day ranger.

    I've had a scrab nearly kill my 60-day warrior.  (This wasn't some RPT scrab...it was random scrab #10873, spawned in the exact location where it always spawns.)

    That's the difference stat rolls can make on critters.

    Also, most of the dangerous critters will start fucking your shit up while you're trying to type 'consider.'  The ones that sit there while you're thinking about it...prooooobably are usually okay-ish, but exercise common sense.
    Title: Re: Player retention and you: brainstorming
    Post by: roobee on January 30, 2016, 01:27:57 PM
    Hmm. In that case then I think monster stats should be less varied.
    Title: Re: Player retention and you: brainstorming
    Post by: nauta on January 30, 2016, 01:29:28 PM
    Just to follow up on what I said in the Improving the Helpfiles Thread:

    If the results of 'look beast' and 'help beast' contradict (or don't really give you a clear indication of) reality, then definitely that individual beast's mdesc or helpfile should be improved.

    Anecdote: I lost one of my favorite characters to an erdlu.  I was wondering around, and saw this sdesc of a flightless bird.  I was like: Oh, a little bird, not a problem.  LOL.  (I haven't gone back to check, but what I should have done is: look erdlu; assess -v erdlu (to see its size); help erdlu.  And THEN not engaged.)
    Title: Re: Player retention and you: brainstorming
    Post by: Lizzie on January 30, 2016, 01:42:56 PM
    Quote from: roobee on January 30, 2016, 01:27:57 PM
    Hmm. In that case then I think monster stats should be less varied.

    If you're looking for a guaranteed instakill or a guaranteed "this thing won't kill me" you're definitely playing the wrong game. On the other hand if you think a particular mob is especially overpowered for what you feel it was intended to be, you should bugrep it. Like, if you walk down the north road and see a tregil surrounded by a pile of corpses, and you try and kill it with your Byn-trained 5-day warrior and it fights back and reels you on the first shot - then yeah - bugrep that.

    Varied stats mean it takes longer to get that "been there done that got the T-shirt ho hum isn't there anything more challenging that won't dent my shiny new bracers?" feeling.
    Title: Re: Player retention and you: brainstorming
    Post by: RogueGunslinger on January 30, 2016, 02:16:25 PM
    If varied stats meant the difference between being able to kill a 60-day warriors or dying to a fresh ranger(in my experience it's not even close to this wide of a gap) he would be absolutely right, they would be far too varied.

    Quote from: Lizzie on January 30, 2016, 01:42:56 PM
    Varied stats mean it takes longer to get that "been there done that got the T-shirt ho hum isn't there anything more challenging that won't dent my shiny new bracers?" feeling.

    Ehhh, not so much.
    Title: Re: Player retention and you: brainstorming
    Post by: Miradus on January 30, 2016, 06:54:17 PM
    Quote from: nauta on January 30, 2016, 01:29:28 PM

    Anecdote: I lost one of my favorite characters to an erdlu.  I was wondering around, and saw this sdesc of a flightless bird.  I was like: Oh, a little bird, not a problem.  LOL.  (I haven't gone back to check, but what I should have done is: look erdlu; assess -v erdlu (to see its size); help erdlu.  And THEN not engaged.)


    In trying to learn the game, I have lost about one character to every new mob I encountered out in the wilderness. Mostly because the names aren't anything I'm familiar with.

    look east ... an armored bahamet.

    I don't know what that is, but let's go take a look. I bet I can survive long enough to look and ass -v it to get an understanding.

    An armored bahamet does unspeakable damage to your groin.
    You reel from the blow.

    A glossy inix throws you off his back.

    PANIC! You couldn't escape!!!
    PANIC! You couldn't escape!!!
    PANIC! You couldn't escape!!!

    Title: Re: Player retention and you: brainstorming
    Post by: nauta on January 30, 2016, 06:57:48 PM
    Hehe -- you may want to sit down at a bar or join a hunting clan and ask:

    So which big beast will kill me hard out there?

    This is more curiosity on my part: some sdescs have the name of the beast (helpful if you want to look it up) and some do not -- in fact sometimes the sdesc or pose or whatever is pretty hard to figure out from a distance.  It'd be neat to have a 'look sdesc east' command.

    Title: Re: Player retention and you: brainstorming
    Post by: Lizzie on January 30, 2016, 08:57:25 PM
    http://www.armageddon.org/help/view/Animal%20Life

    Most of the creatures you are -most- likely to run into are listed here. If you're playing a character who plans on exploring, and you want them to last awhile, you could either:
    1) join a clan
    or
    2) ask people ICly for the scoop on the local flora and fauna
    or
    3) read the help file
    or
    any combination of the above.

    In general, in the world of Armageddon, it's not a good idea to intentionally get close to animals right out the gate. Best to keep a distance, watch and see if it starts chasing you (rather than the other way around or just standing there), and decide at that point whether or not to continue to explore. This is true in any scenario, whether in a game or in life. You want to move ahead, but you don't want to jump off a cliff unless you know there's water at the bottom.
    Title: Re: Player retention and you: brainstorming
    Post by: fourTwenty on January 31, 2016, 12:05:27 AM
    I think my first ever post on the gdb was talking about how I was brand new and my brand new PC got two shored by a Mek and asking if this was normal. Welcome to Armageddon indeed.