Armageddon General Discussion Board

General => General Discussion => Topic started by: Belenos on January 20, 2008, 04:49:55 PM

Title: How new players find us.
Post by: Belenos on January 20, 2008, 04:49:55 PM
Because I felt like doing it, I went through our list of responses for the question "Where did you hear about us?".  The responses for December 2007 are posted below.  I edited out the names and any other sensitive information.

Title: Re: How new players find us.
Post by: Cutthroat on January 20, 2008, 04:54:15 PM
g, @...  ::)

My favorite was: "I've always been a fan. Lurking in the shadows, I watched your progress........NOW I strike."

The others are all interesting too.
Title: Re: How new players find us.
Post by: Rhyden on January 20, 2008, 04:57:12 PM
QuoteIn my programming class, we are to make our own version of an MUD, and we were pointed to this game as reference.

That's pretty cool. Props to the teacher.
Title: Re: How new players find us.
Post by: Maybe42or54 on January 20, 2008, 05:01:58 PM
Maybe we should get a myspace page. Huh?
Title: Re: How new players find us.
Post by: Southie on January 20, 2008, 08:22:23 PM
This is really pretty cool stuff.

I wonder if we could survey all the new accounts a month after creation for their thoughts, too. If they still play, what do they like best/least? Was the game what they expected it to be?

If they don't still play, why not? What didn't meet expectations?
Title: Re: How new players find us.
Post by: Qzzrbl on January 20, 2008, 08:34:11 PM
Which reminds me.... What ever happened to Warrior Poet?  ???
Title: Re: How new players find us.
Post by: JustAnotherGuy on January 21, 2008, 01:47:25 AM
Has Arm ever thought about have a Community Manager?

In the MMO industry a Community Manager is the person that creates interest within the community, either within it's own or within the general market.  Going to forums, getting in touch with Community websites...  talking to the players.  Getting to know the players and fiinding out what they enjoy, what they don't enjoy on a more personal basis.  Why did that newb leave after a week of play?  Send him an e-mail and ask him...  Follow up and see what can be done to bring that player back.

The MMO industry pays countless thousands of dollars just to keep a player or bring a player back.  Not counting all the money that goes into bring a player into the game.

One person could do these things...  I personally have worked with a few people like this with my experience in the industry.  This wouldn't even have to be an Imm role, a player could do it with Imm assistance.  Either way... I personally believe Arm should dedicate someone to working on the Community as a whole.

I appreciate all the comments from the staff so far, but like all of you have said... You are all extremely busy.  Oh and also... this would be a great tool to start creating hype about Arm 2.  I mean, why not do Developer Interviews just like they do with other MMOs.  Developer Profiles.. get to know the staff better.  I know we have the blog, but there could be SO much more with a dedicated person.
Title: Re: How new players find us.
Post by: Bogre on January 21, 2008, 02:44:06 PM
"from charlie"

thanks charlie
Title: Re: How new players find us.
Post by: Akaramu on January 22, 2008, 12:20:39 PM
Isn't Sanvean already doing community manager things?

From the above list I come to the conclusion that friends are the number one Arm magnet. Roleplayers on other games / MUDs who are tired of the lack of deep roleplay in their game might be the most productive source.

What drew me in was a really cool, really old story that someone posted about their character years and years ago. I was like, 'holy shit, all of this really happened in a game!' And I remembered Arm's name again years later when I was tired of my current MUD.

Imho, not sure if it is already being done, but we should advertise with ingame stories.
Title: Re: How new players find us.
Post by: Sanvean on January 22, 2008, 03:09:41 PM
I've handled community manager type activities, as has Vanth, but we've never been very organized about it.  The Escapist articles are an example of an attempt to generate some publicity (and I'm pleased to see someone mentioning it up on that list) -- there's another one coming out at the end of the month, although it's not about Armageddon, and I've recently been asked to contribute essays to a couple of anthologies on virtual worlds that I hope will do the same. (The Escapist's also got some Arm fiction, a collaboration between Adhira, Halaster, Nyr and myself that I really really hope they end up using in their fiction issue.)

I've raised the question of such a position on the staff board, in order to discuss what a publicity manager and a community manager would do, and I split them up that way since either one seems like a serious chunk of work. However, they'd work pretty closely together, as well as withwhoever's handling the website, and would farm out a lot of the work to volunteers where they could.

Here's some of the things that I thought the roles might involve:

Things a Community Coordinator might do:

Things a Publicity Coordinator might do:


Are there other things that would fit into either category?
Title: Re: How new players find us.
Post by: Cerelum on January 22, 2008, 04:37:16 PM
Quote from: Sanvean on January 22, 2008, 03:09:41 PM
I've handled community manager type activities, as has Vanth, but we've never been very organized about it.  The Escapist articles are an example of an attempt to generate some publicity (and I'm pleased to see someone mentioning it up on that list) -- there's another one coming out at the end of the month, although it's not about Armageddon, and I've recently been asked to contribute essays to a couple of anthologies on virtual worlds that I hope will do the same. (The Escapist's also got some Arm fiction, a collaboration between Adhira, Halaster, Nyr and myself that I really really hope they end up using in their fiction issue.)

I've raised the question of such a position on the staff board, in order to discuss what a publicity manager and a community manager would do, and I split them up that way since either one seems like a serious chunk of work. However, they'd work pretty closely together, as well as withwhoever's handling the website, and would farm out a lot of the work to volunteers where they could.

Here's some of the things that I thought the roles might involve:

Things a Community Coordinator might do:

  • Oversee the discussion boards, crack down on problems, drive discussion as needed
  • Drive voting on TMS and MUD Connector
  • Plan and implement campaigns for increasing the number of players.
  • Gather feedback from players and use it to create suggestions for improving the game experience.
  • Identify key issues for players and pass information along to the OLs
  • Monitor other online game communities in order to keep our community efforts up to date.
  • Maintain the helpers list and work with the helpers to make sure they are getting and providing needed assistance.

Things a Publicity Coordinator might do:


  • Write and send out press releases for significant events and maintain the list of places such notices should be sent.
  • Monitor reviews and make sure the spam ones get removed.
  • Make sure we appear as needed on search engines.
  • Make sure we are listed on mud/game sites.
  • Act as a point of contact for press inquiries about the game.
  • Publicize game events such as the APM, important RPTs, etc.
  • Promote the game through things such as the Cafe Press store.
  • Make sure that the game blogs are getting posted on at least a few times a week.
  • Maintain our presence on social networking sites such as Facebook, Livejournal, and MySpace.
  • Coordinate release of staff YouTube videos.

Are there other things that would fit into either category?
Even if I had never stepped foot in Arm however many years ago, I would at least have to give a shot if someone did these things you're mentioning about a mud.

Too much anymore, the only, slightly useful way to find a good mud is to look over reviews on tms or mudconnector.  I think if you made this position a reality and had someone who really kicked ass at it, you would drive droves of people to the game.  If anything simply because they are impressed, like I would be.

J-Rod
Title: Re: How new players find us.
Post by: Tomeglow on January 22, 2008, 05:18:42 PM
Quote from: Belenos on January 20, 2008, 04:49:55 PM
  • I read them on Achaean forums. I wand to play more RP oriented game.

That one's my favorite. :P
Title: Re: How new players find us.
Post by: LauraMars on January 23, 2008, 01:44:32 AM
Quote

  • no

My favorite.
Title: Re: How new players find us.
Post by: Malken on January 23, 2008, 02:00:12 AM
Quote from: Belenos on January 20, 2008, 04:49:55 PM

  • I choose to give muds a try since the MMORPGs are becoming such a stupid waste of time. I'd like to be part of a well-thought story, not some ESSAY

That guy's totally angry, he/she probably fits well on the mud.
Title: Re: How new players find us.
Post by: JustAnotherGuy on January 23, 2008, 03:30:22 PM
Those are EXACTLY the sort of positions I believe Arm needs.  These positions would both be able to look externally and internally.  Community and Marketing.  Some MMO companies that I have seen do both is a sort of lackluster way by having the Community Manager deal with both.  Whilie I personally fell that can be helpful, it can also drag the Community Manger down and give them TOO much to work with.  For voluteer positions, you wouldn't be able to do this and it would really stress the person that would be tasked with all of that work.

Now something that could be added onto the Community Coordinator would also collecting all sorts of Staff Related information that the players might like to read.  For example, I just recently found out about the Videocasts that Sanvean does.  They are VERY well done and very informative.  As a player, I have no clue they even existed.  Community-wise relating to content, I feel that Arm needs one hell of an overhaul.  I don't know how everyone else feels, but I definately see that Arm is lacking in direction when it comes to finding things that the player can relate to the Developer/Staff/Admin.  From my experence with MMO Communities, this is a field that is EXTREMLY important.  Lets take Warhammer Online for an example.  They do a Montly Newsletter and Video Podcast.  This Newsletter and Podcast has gone over EXTREMLY well.  I love reading the newsletter, I love watching the video podcast... and it keeps me coming back to the new game that is in development.

Arm is an MMO through and through...  it should be treated as such and it should take advantage of all the stratagies that Graphical MMOs use.
Title: Re: How new players find us.
Post by: Belenos on February 01, 2008, 06:25:49 PM
For the month of January 2008

Title: Re: How new players find us.
Post by: Gimfalisette on February 01, 2008, 07:39:27 PM
Crunched the data for fun:

December 2007: 119 responses, 97 non-null
Friend - 32%
Internet Search - 18%
TopMudSites.com - 12%
MudConnect.com - 9%
Other MUD/MUSH/game - 4%
Wikipedia - 3%

January 2008: 129 responses, 110 non-null
Friend - 29%
TopMudSites.com - 24% *
MudConnect.com - 11%
Internet Search - 7%
Other MUD/MUSH/game - 3%
Wikipedia - 1%

I would maybe be interested in the publicity coordinator job. I also think looking at retention of new players is really necessary. I'm pretty concerned about the fact that we're getting over 100 new accounts per month, and yet we're not really seeing an increase in the regular playerbase. This tells me retention and turnover is a serious issue.

* A few people have been campaigning really hard recently to get us all to vote and move higher on the TMS list. It looks like maybe that's resulting in more new accounts. Good work, you guys!
Title: Re: How new players find us.
Post by: Belenos on March 03, 2008, 11:54:25 AM
February ---

Title: Re: How new players find us.
Post by: Akaramu on March 03, 2008, 11:58:07 AM
em waits patiently for the Gimf analysis.  8)
Title: Re: How new players find us.
Post by: Morrolan on March 03, 2008, 02:08:07 PM
I am wondering if we could see (or maybe just the Imms could analyze it themselves) a "one month on" list of how much the various accounts have been used.  That way we could see how much each of these sources brngs players who stay, and see if there are any trends.

Morrolan
Title: Re: How new players find us.
Post by: X-D on March 03, 2008, 03:47:49 PM
I'd never admit to hearing anything from...
QuoteBalls!
Even if it is funny.

The number of replies is impressive though. That many new accounts last month? Lets hope even ten of them stay around. Also looks like mudconnecter gets a good amount of hits. VOTE MORE.
Title: Re: How new players find us.
Post by: Gimfalisette on March 03, 2008, 03:52:32 PM
emote appears, as summoned, with a *poof* of smoke and a spreadsheet analysis.

February 2008: 163 responses, 137 non-null
Friend - 28%
TopMudSites.com - 17%
MudConnect.com - 15%
Internet Search - 12%
Other MUD/MUSH/game - 4%
Returning player - 4%
zMUD - 3%
Wikipedia - 1%
Elfwood - 1%

There was a 26% increase in the number of new accounts from January to February. Wow.

However, when I look at unique player counts and character applications over the time period, I'm not seeing any concomitant increases in those numbers. (Though the numbers for the last week of February are not complete.) This again tells me we have an issue with new player retention, such that we are retaining new players only at something near replacement rate.

My educated -guess- about which sources are highest quality for player retention would be the "friends" source, because friends are likely to help a new player figure out how to play ARM, and have a vested interest in doing so. Beyond that it's really hard to say, without numbers.
Title: Re: How new players find us.
Post by: brytta.leofa on March 03, 2008, 04:05:41 PM
We need a better way to help new players get oriented.  We need a spirit tregil for each new player.  Invisible to everyone else (indeed, any actions targeted at it will be visible only to its player), communication with it will be considered out-of-character, and instead be rerouted to a randomly-selected helper via AIM.  Feel that you're sufficiently oriented to the game?  Just type "hit tregil" (but be sure you're not in a brawl-enabled room, as that will engage you in an invisible barfight).

More seriously, was there ever a final consensus on the Newbie Channel idea?  I'd hate to see an open chat channel (everyone talking to everyone), but it could be very helpful if a newbie could type questions only to helpers and interested staff.
Title: Re: How new players find us.
Post by: Gunnerblaster on March 03, 2008, 04:07:05 PM
Quote

  • My boss

His boss must rock. Hard.
Title: Re: How new players find us.
Post by: Vessol on March 03, 2008, 05:01:50 PM
Quote from: brytta.leofa on March 03, 2008, 04:05:41 PM
We need a better way to help new players get oriented.  We need a spirit tregil for each new player.  Invisible to everyone else (indeed, any actions targeted at it will be visible only to its player), communication with it will be considered out-of-character, and instead be rerouted to a randomly-selected helper via AIM.  Feel that you're sufficiently oriented to the game?  Just type "hit tregil" (but be sure you're not in a brawl-enabled room, as that will engage you in an invisible barfight).

More seriously, was there ever a final consensus on the Newbie Channel idea?  I'd hate to see an open chat channel (everyone talking to everyone), but it could be very helpful if a newbie could type questions only to helpers and interested staff.

This person knows what they are talking about. It would work great for Helpers. Arm is pretty hard to swallow, I have introduced it to a few friends, but none have stayed due to the text-based graphics and entering commands, it can be hard to pick up.
Title: Re: How new players find us.
Post by: Qzzrbl on March 03, 2008, 05:18:28 PM
I had this friend who I had gotten addicted to Mudding, and I showed him to Armageddon a few weeks after finding it myself. He started off as a half-elf in 'Rinth and attacked the first NPC he saw. After his resurrection, he bought a dagger, and tried attacking said NPC again. He came to me saying that Armageddon is too hard, so I called him a bitch and never spoke to him again.  :)
Title: Re: How new players find us.
Post by: Barzalene on March 03, 2008, 08:16:35 PM
Quote from: Gimfalisette on March 03, 2008, 03:52:32 PM
emote appears, as summoned, with a *poof* of smoke and a spreadsheet analysis.

February 2008: 163 responses, 137 non-null
Friend - 28%
TopMudSites.com - 17%
MudConnect.com - 15%
Internet Search - 12%
Other MUD/MUSH/game - 4%
Returning player - 4%
zMUD - 3%
Wikipedia - 1%
Elfwood - 1%

There was a 26% increase in the number of new accounts from January to February. Wow.

However, when I look at unique player counts and character applications over the time period, I'm not seeing any concomitant increases in those numbers. (Though the numbers for the last week of February are not complete.) This again tells me we have an issue with new player retention, such that we are retaining new players only at something near replacement rate.

My educated -guess- about which sources are highest quality for player retention would be the "friends" source, because friends are likely to help a new player figure out how to play ARM, and have a vested interest in doing so. Beyond that it's really hard to say, without numbers.

I'd like the stats on people who find Arm in their dreams or other psionically related methods, please.
Title: Re: How new players find us.
Post by: Mood on March 03, 2008, 09:03:55 PM
Quote from: Qzzrbl on March 03, 2008, 05:18:28 PM
I had this friend who I had gotten addicted to Mudding, and I showed him to Armageddon a few weeks after finding it myself. He started off as a half-elf in 'Rinth and attacked the first NPC he saw. After his resurrection, he bought a dagger, and tried attacking said NPC again. He came to me saying that Armageddon is too hard, so I called him a bitch and never spoke to him again.  :)

You ended a friendship over a friend not liking arm?
Title: Re: How new players find us.
Post by: Kevo on March 03, 2008, 10:48:21 PM
The only reason I kept coming back to armageddon was because I couldn't catch on. I had only three or four chars in the beginning, and decided to give up. But there's a catch, I didn't leave the GDB. I kept reading the posts, saw how much fun everyone was having, and kept coming back. I wanted in. Eventually, I got the hang of it, but uh, I still need some polishing.


Let any kind of newbie interaction from the code be optional. Perhaps sidenotes, our players or staff visible in the Hall Of Kings. Talk to them. It's the only conceivable way to merge IC and OOC without being too much of either. This way, the transition is a lot easier. Maybe even just helpful volunteers. Although, this idea has a lot of potential problems.

Oh, also, I wanted to share some offensive and questionable pictures wuth you all.http://www.topmudsites.com/cgi-bin/topmuds/rankem.cgi?id=sanvean (http://www.topmudsites.com/cgi-bin/topmuds/rankem.cgi?id=sanvean)
Title: Re: How new players find us.
Post by: Ourla on March 04, 2008, 02:51:28 AM
Quote from: Kevo on March 03, 2008, 10:48:21 PMOh, also, I wanted to share some offensive and questionable pictures wuth you all.http://www.topmudsites.com/cgi-bin/topmuds/rankem.cgi?id=sanvean (http://www.topmudsites.com/cgi-bin/topmuds/rankem.cgi?id=sanvean)

Ha.  You got me.
Title: Re: How new players find us.
Post by: Fathi on March 04, 2008, 03:10:19 AM
Quote from: Gimfalisette on March 03, 2008, 03:52:32 PM
emote appears, as summoned, with a *poof* of smoke and a spreadsheet analysis.

February 2008: 163 responses, 137 non-null
Friend - 28%
TopMudSites.com - 17%
MudConnect.com - 15%
Internet Search - 12%
Other MUD/MUSH/game - 4%
Returning player - 4%
zMUD - 3%
Wikipedia - 1%
Elfwood - 1%

There was a 26% increase in the number of new accounts from January to February. Wow.

However, when I look at unique player counts and character applications over the time period, I'm not seeing any concomitant increases in those numbers. (Though the numbers for the last week of February are not complete.) This again tells me we have an issue with new player retention, such that we are retaining new players only at something near replacement rate.

My educated -guess- about which sources are highest quality for player retention would be the "friends" source, because friends are likely to help a new player figure out how to play ARM, and have a vested interest in doing so. Beyond that it's really hard to say, without numbers.

Whispering Swedes - < 1%
Title: Re: How new players find us.
Post by: Rhyden on March 04, 2008, 04:07:22 AM
People from Ottawa - 50%
Title: Re: How new players find us.
Post by: Malken on March 04, 2008, 10:38:07 AM
People are coming from Elfwood? That explains the current Tuluki playerbase.
Title: Re: How new players find us.
Post by: BlackMagic0 on March 04, 2008, 01:13:49 PM
Quote from: Malken on March 04, 2008, 10:38:07 AM
People are coming from Elfwood? That explains the current Tuluki playerbase.

I've had/or/have 2 tuluki PCs..... The first died of getting lost in the ruins.... ~facepalm~ Dehydration blows.
Title: Re: How new players find us.
Post by: Mood on March 04, 2008, 05:51:35 PM
Quote from: Malken on March 04, 2008, 10:38:07 AM
People are coming from Elfwood? That explains the current Tuluki playerbase.

>tell malken (softly, his cheeks stained by tears) Don't be mean...

>sip wine
Title: Re: How new players find us.
Post by: a strange shadow on March 04, 2008, 05:53:27 PM
The mean ones are the ones you don't see...

Until you hear a *BEEP*
Title: Re: How new players find us.
Post by: Mood on March 04, 2008, 06:04:02 PM
Quote from: a strange shadow on March 04, 2008, 05:53:27 PM
The mean ones are the ones you don't see...

Until you hear a *BEEP*

No, I think they pretty much just don't exist.

Yes, that's a challenge.
Title: Re: How new players find us.
Post by: a strange shadow on March 04, 2008, 06:32:25 PM
Thanks for the laugh.
Title: Re: How new players find us.
Post by: Belenos on April 04, 2008, 01:17:59 AM
For the month or March 2008

Title: Re: How new players find us.
Post by: RogueGunslinger on April 04, 2008, 02:01:13 AM
That is a lot of new people per month, Wish they all would stay.


My favorite: FOUND IT ON MY OWN
Title: Re: How new players find us.
Post by: Ourla on April 04, 2008, 04:28:41 AM
The number of people that hear about us from TMS and TMC should convince every damn one of us to vote every day.  Boost them numbers!
Title: Re: How new players find us.
Post by: Barzalene on April 04, 2008, 07:35:54 AM
I'm sad that no one this month found us in a dream.
Title: Re: How new players find us.
Post by: Barzalene on April 04, 2008, 07:41:50 AM
http://masters-shawn.tripod.com/gamelinks/mud.htm
Nice description of us here.
Title: Re: How new players find us.
Post by: Maso on April 04, 2008, 09:42:32 AM
Wow. That's a hell of a lot of new players for one month. If we got that many keepers who turned into talented players every month - Arm would kickin' hot!
Title: Re: How new players find us.
Post by: Olafson on April 04, 2008, 02:23:49 PM
Quote from: Rhyden on January 20, 2008, 04:57:12 PM
QuoteIn my programming class, we are to make our own version of an MUD, and we were pointed to this game as reference.

That's pretty cool. Props to the teacher.

Sorry...just noticed this thread, and thank you...thank you very much.

I teach programming and get the students to modify CircleMud, add some classes, spells, races, some imm commands, etc...

Gives them a good feeling for what large programs look like, and how they need to learn someone else's code.  And the linklists are very good tools for kids getting ready for University level programming to pick up.

It was actually the first time in years I referenced Arm, and it was a dilemma to do so or not.

While I believe in the game, passing on an addictive game like Arm is always questionable for the morals of the teacher, let alone the adult situations that come along.

I did so probably ten years ago as well and I know those students played too much and the result were students like Mansa.  Yes, I am responsible for introducing Mansa to Arm.  Thank me or hate me, don't condemn me.
Title: New Player retention
Post by: ditchhook on April 04, 2008, 03:29:42 PM
I've only been playing a week, but what I'd like to see is a 'mini-mud' with all the same code, with a bunch of tools, mounts, raw materials and weapons laying around, and some different environments. I could take an untrainable clone of my character there and experiment with different commands OOCly. My characters stats wouldn't improve, I the player would just be able to explore how the game works on an OOC level without risk to my character in the actual game.

If I indicate in the game "how the hell would I do this" the other person in the room could respond "OOC: log out and meet me in the practice rooms, and I'll show you." We go there and can have an ooc lesson on how/when to use commands, and even on RP conventions. I can waste resources or whatever, and not worry about the IC repercussions. Every time the game reboots, the mini-mud would reset. Of course, I could also go there on my own and just experiment.

I don't know about having potential predators in a connected set of rooms, so one could learn how 'tough' they are. That might be going too far. But to make something so new players could practice combat commands without putting their character at risk would also be nice.
Title: Re: How new players find us.
Post by: LoD on April 04, 2008, 03:55:27 PM
One of the issues with creating "practice rooms" like that that other players could access would be the potential for OOC communication and abuse.  While I'm sure you wouldn't necessarily have those intentions, there are people who would probably take advantage of the OOC environment, especially if multiple "new" players inhabited the same space.

As a new player, what would you think of an option in the current game where you could choose to "Enter Zalanthas" or "Enter Practice Zalanthas"?

The second option would load you into one of several isolated chambers where you could interact with a variety of objects and resources to learn the syntax.  Immortals would be able to see who was logged into these "Practice" rooms and perhaps be more inclined to pop in and talk/help directly with the players.  You wouldn't be able to have any OOC communication with other players, only the Staff, but you could use all of the same skills your character and use them on practice NPC's and with practice objects, neither of which would transfer into the "real" game.

-LoD
Title: Practice Room
Post by: ditchhook on April 04, 2008, 04:46:19 PM
It would be very useful even if I had to be there alone, or with staff.

But I wouldn't think people would be eager to use an "in house" venue to cheat like that. I'd expect serious cheaters to use AIM or e-mail. It would be too easy for staff to log or monitor the practice rooms.
Title: Re: Practice Room
Post by: Xio on April 05, 2008, 01:54:01 AM
Quote from: ditchhook on April 04, 2008, 04:46:19 PM
It would be very useful even if I had to be there alone, or with staff.

QFT
Title: Re: How new players find us.
Post by: Maso on April 05, 2008, 01:20:14 PM
Quote from: LoD on April 04, 2008, 03:55:27 PM
One of the issues with creating "practice rooms" like that that other players could access would be the potential for OOC communication and abuse.  While I'm sure you wouldn't necessarily have those intentions, there are people who would probably take advantage of the OOC environment, especially if multiple "new" players inhabited the same space.

As a new player, what would you think of an option in the current game where you could choose to "Enter Zalanthas" or "Enter Practice Zalanthas"?

The second option would load you into one of several isolated chambers where you could interact with a variety of objects and resources to learn the syntax.  Immortals would be able to see who was logged into these "Practice" rooms and perhaps be more inclined to pop in and talk/help directly with the players.  You wouldn't be able to have any OOC communication with other players, only the Staff, but you could use all of the same skills your character and use them on practice NPC's and with practice objects, neither of which would transfer into the "real" game.

-LoD

I like this idea. I really think some method of helping to teach new players would be good. Documentation is all very well but people who are new to mudding especially need extra guidance. I've helped a few new players, a couple were friends and one that I stumbled across in Red Storm. I find it very challenging and it would be nice to see these players come into the harsh world of Zalanthas with a few tricks up their sleeves already.
Title: Re: How new players find us.
Post by: veryalien on April 05, 2008, 10:40:34 PM
help scars to see a way to transport to an OOC room already in the game right now.

it's not meant for anything other than buying scars.
Title: Re: How new players find us.
Post by: alger on April 10, 2008, 08:29:13 AM
There are 22 players currently in the world, other than yourself.

I'm actually really happy about this for some weird reason... mainly because it's 8:30pm for me.

That's pretty much... wow, there are people online o.O  I'm so used to seeing 0-7  Is it like school break or something?
Title: Re: How new players find us.
Post by: RogueGunslinger on April 10, 2008, 09:02:11 AM
It was weird yesterday when I logged in around eleven o'clock AM my time and saw 50+ people. I don't understand the current surge in off-peakers, but I like it. That and I'm finding people who have crazy play-times like I do.
Title: Re: How new players find us.
Post by: BlackMagic0 on April 10, 2008, 12:24:49 PM
Quote from: RogueGunslinger on April 10, 2008, 09:02:11 AM
It was weird yesterday when I logged in around eleven o'clock AM my time and saw 50+ people. I don't understand the current surge in off-peakers, but I like it. That and I'm finding people who have crazy play-times like I do.

What about me?  :'( You meanie...

And I noticed there are a lot more off-peakers now too.. SO now I won't have to try to peek in on mudsexxors because I am bored! w00t! I may still do that because its just funny.  ;D
Title: Re: How new players find us.
Post by: manonfire on April 10, 2008, 01:34:51 PM
I saw 74 players on last night.

The mind boggles.
Title: Re: How new players find us.
Post by: Tisiphone on April 10, 2008, 03:33:46 PM
The MUD's coming back as the shock of the announcement becomes a thing of the past.
Title: Re: How new players find us.
Post by: Maybe42or54 on April 10, 2008, 05:59:49 PM
I think the Beatie Boys said it best.


"Yyyyeeeaaaaa."
Title: Re: How new players find us.
Post by: Ami on April 16, 2008, 05:32:09 PM
I've been roleplaying different places for the past 5 or 6 years, Neverwinter nights.. Second Life... Text Based RP... MSN RP.. even.. *shudders* World of Warcraft RP..

But then a friend popped up and asked if i'd like to try Arma, so I did!!
Title: Re: How new players find us.
Post by: mansa on April 16, 2008, 11:33:08 PM
Mon Mar 17- My bossmans wife plays and I like to try it one time.

hmm.  Who was that?
Title: Re: How new players find us.
Post by: Maso on April 18, 2008, 01:51:29 PM
There are still only 6 players during my offpeak playtime. What offpeak are you guys talking about?  ???
Title: Re: How new players find us.
Post by: RogueGunslinger on April 18, 2008, 08:30:13 PM
You're playing on WAY off peak. Like, opposite of peak.
Title: Re: How new players find us.
Post by: Shimrod on April 18, 2008, 10:33:56 PM
I have advertised my ass off since rejoining. I am very important. I wield extraordinary influence througout all of the internets.
We will hit 100+ during peak within 2 months, including half the cast of The Hills. Just saying.


- Summer Glau

Title: Re: How new players find us.
Post by: musashi on April 19, 2008, 02:06:54 AM
For me, ARM was one of those games I always knew about but never thought to play ... man wish I would have joined 10 years ago ... oh well  :'(
Title: Re: How new players find us.
Post by: RogueGunslinger on April 19, 2008, 02:16:39 AM
Quote from: Shimrod on April 18, 2008, 10:33:56 PM
I have advertised my ass off since rejoining. I am very important. I wield extraordinary influence througout all of the internets.
We will hit 100+ during peak within 2 months, including half the cast of The Hills. Just saying.


- Summer Glau



Hahahahahaha.
Title: Re: How new players find us.
Post by: brytta.leofa on April 19, 2008, 10:34:45 AM
Summer Glau plays already.

She's awesome, too.
Title: Re: How new players find us.
Post by: RogueGunslinger on May 08, 2008, 11:28:59 AM
So. I'm sure it could be ascertained that by the number of people who come from TMS and TMC, that voting on these sites will bring in more new players.


So quit be a slackers and go vote please.  :)
Title: Re: How new players find us.
Post by: Maybe42or54 on May 08, 2008, 06:42:45 PM
Why did new players join for April?
Title: Re: How new players find us.
Post by: jcljules on May 11, 2008, 07:21:49 AM
Quote from: Tomeglow on January 22, 2008, 05:18:42 PM
Quote from: Belenos on January 20, 2008, 04:49:55 PM
  • I read them on Achaean forums. I wand to play more RP oriented game.

That one's my favorite. :P

I used to play Achaea--I liked it, but there's no crafting and for some reason they think its ok to have forced RP and powergaming at the same time.
Title: Re: How new players find us.
Post by: Belenos on May 11, 2008, 06:03:59 PM
For April 2008

Title: Re: How new players find us.
Post by: Rhyden on May 11, 2008, 06:07:47 PM
Quote# The Holy Bible, King James Edition.
Title: Re: How new players find us.
Post by: Riev on May 11, 2008, 06:42:57 PM
Two from Youtube? Most glorious of imms, I believe you know what this means.
Title: Re: How new players find us.
Post by: Archbaron on May 11, 2008, 06:44:11 PM
Quote from: Belenos on May 11, 2008, 06:03:59 PM

  • ya
Intriguing.
Title: Re: How new players find us.
Post by: Maybe42or54 on May 12, 2008, 12:03:27 AM
Even God Almighty is refering players to us.
Title: Re: How new players find us.
Post by: RogueGunslinger on May 12, 2008, 02:36:17 AM
QuoteRevelation 16:16 (New International Version)
New International Version (NIV)
16Then they gathered the kings together to the place that in Hebrew is called Armageddon.
Title: Re: How new players find us.
Post by: Rahnevyn on May 12, 2008, 02:59:51 AM
NOBODY KILL THIS GUY.

Kill this guy instead.

And this one.

Whoever wrote that was witty, funny, and smart, and definitely wasn't Rahnevyn making his immortal account.
Title: Re: How new players find us.
Post by: RogueGunslinger on May 12, 2008, 03:05:45 AM
Haha. That's funny. I wonder who it was then.
Title: Re: How new players find us.
Post by: Spoon on May 12, 2008, 06:15:23 AM
Quote from: Riev on May 11, 2008, 06:42:57 PM
Two from Youtube? Most glorious of imms, I believe you know what this means.

Time for a music video?
Title: Re: How new players find us.
Post by: Barzalene on May 18, 2008, 02:04:12 AM
My absolute favorite is still: It came to me in a dream.
Title: Re: How new players find us.
Post by: Maybe42or54 on May 18, 2008, 10:26:32 AM
Quote from: Rahnevyn on May 12, 2008, 02:59:51 AM

  • The Mudconnector.com, I'm a review writer.
NOBODY KILL THIS GUY.

Torture, extort, bribe, kidnap, cheat, and murder this guy.

Quote
  • ur gay
Kill this guy instead.

I have a better idea. Homosexuality=Legit business practice in Arm.

Quote
  • fck you
And this one.

Hook this one up with the previous one.

Quote
  • The Holy Bible, King James Edition.
Whoever wrote that was witty, funny, and smart, and definitely wasn't Rahnevyn making his immortal account.

Hmmmm... Something doesn't smell right.
Title: Re: How new players find us.
Post by: Belenos on June 08, 2008, 07:59:02 PM
For May 2008, 149 entries

Title: Re: How new players find us.
Post by: Nyr on June 08, 2008, 08:04:10 PM
Quote- on porn site

...?
Title: Re: How new players find us.
Post by: X-D on June 08, 2008, 08:11:25 PM
Cat burgler...snickers,

Whats that, 3 or 4 from Sanveans Youtube blogs?

Not bad.
Title: Re: How new players find us.
Post by: Barzalene on June 08, 2008, 08:26:51 PM
On a porn site.

I'm trying to decide if that's better than "It came to me in a dream," or not.
Title: Re: How new players find us.
Post by: X-D on June 08, 2008, 08:30:15 PM
It is better, the dream one has been used before.
Title: Re: How new players find us.
Post by: brytta.leofa on June 08, 2008, 11:29:25 PM
Quote from: Belenos on June 08, 2008, 07:59:02 PM
  • - From an Iron Relms e-mail.

???
Title: Re: How new players find us.
Post by: The7DeadlyVenomz on June 08, 2008, 11:49:52 PM
Quote from: brytta.leofa on June 08, 2008, 11:29:25 PM
Quote from: Belenos on June 08, 2008, 07:59:02 PM
  • - From an Iron Relms e-mail.

???
Ditto, Brytta. Was the player too frusturated with the level of ah sum RP on an IR mud, and redirected here? What the heck?!?
Title: Re: How new players find us.
Post by: Barzalene on June 09, 2008, 02:33:19 AM
Quote from: X-D on June 08, 2008, 08:30:15 PM
It is better, the dream one has been used before.
Yes, it has. But I meant is it better than the first time it was used?
Title: Re: How new players find us.
Post by: Mood on June 09, 2008, 03:39:02 PM
CAT BURGLAR.
Title: Re: How new players find us.
Post by: mansa on June 11, 2008, 06:49:33 PM
- gays

???

- Listed on 4chan

???
Title: Re: How new players find us.
Post by: Yam on June 11, 2008, 08:52:18 PM
Oh shat 4chon.
Title: Re: How new players find us.
Post by: touringCompl3t3 on June 12, 2008, 11:01:22 PM
I feel as though some people are raising the idea of boosting the playerbase.  Possibly a good idea, no?

Besides recruitment, I think retention is also a noble goal.

When some players leave, it might be true that they are happier somewhere else.  But what about some people who leave because they are slightly bored?  Or people who leave because of a simple misunderstanding? 

There might be value to luring them back to the game.

I propose that someone clever person create a wall to auto-email people who have not logged in for a while at several increments, maybe 90 days, 6 months, one year....etc.

The email could remind them the game is up and running, new plots are happening....and that helpers are available for contact if there is need of help.

Eh?

-Melvin
Title: Re: How new players find us.
Post by: Agent_137 on June 13, 2008, 10:38:17 AM
spam reminder messages suck.

There's not that many, I imagine, better to provide the list to helpers so we could email them personally. We'd have to delete people off the list so that they dont' get 5 emails from different helper.s
Title: Re: How new players find us.
Post by: Inix77 on June 14, 2008, 08:58:35 AM
Slightly off topic...finding out how all the New Players are finding out about Arm. I have a question for all you 'old-timers' How did YOU find out about Arm?
Title: Re: How new players find us.
Post by: Barzalene on June 14, 2008, 09:55:47 AM
I saw the title armageddon, and the words post-apocolyptic and thought it was going to be like my favorite movie: A Boy and His Dog.
Title: Re: How new players find us.
Post by: a strange shadow on June 14, 2008, 10:16:09 AM
Six years ago, a friend from another MUD said "Hey, I've been playing this game called Armageddon..."
Title: Re: How new players find us.
Post by: The7DeadlyVenomz on June 14, 2008, 02:31:38 PM
My little brother introduced me to it.
Title: Re: How new players find us.
Post by: Aruven on June 14, 2008, 03:03:51 PM
I had the automatic access because kelviks my old man.

I guess he got started going to school with some certain people that started the game - and playing D&D with some staffers. Which... I still make fun of him for. Even though I spend countless hours on my computer pretending I live on a desert planet.

That aside, I know the mud-voting lists draw players sometimes, but, I think something steadier could be done.

Then again, sometimes I liek the player-base this way. Just because when I'm in a combat room with more than say... five people, it's already confusing. Imagine if we had 200 people. Tavern talk alone would be ridiculous to scroll through.
Title: Re: How new players find us.
Post by: Belenos on June 15, 2008, 02:49:11 PM
Quote from: Aruven on June 14, 2008, 03:03:51 PM
Then again, sometimes I liek the player-base this way. Just because when I'm in a combat room with more than say... five people, it's already confusing. Imagine if we had 200 people. Tavern talk alone would be ridiculous to scroll through.

I've thought about that a lot.  I think after a popular location got too popular, you would find people moving to less popular locations for the peace and quiet.  Things like over crowding, or under crowding seem to find their own balance.   One concern I would have if the player base exceeded 150 would be staff coverage and burnout.  It gets very busy upstairs when there are a lot of people on.
Title: Re: How new players find us.
Post by: Shoka Windrunner on June 15, 2008, 06:14:15 PM
Quote from: Belenos on June 15, 2008, 02:49:11 PM
Quote from: Aruven on June 14, 2008, 03:03:51 PM
Then again, sometimes I liek the player-base this way. Just because when I'm in a combat room with more than say... five people, it's already confusing. Imagine if we had 200 people. Tavern talk alone would be ridiculous to scroll through.

I've thought about that a lot.  I think after a popular location got too popular, you would find people moving to less popular locations for the peace and quiet.  Things like over crowding, or under crowding seem to find their own balance.   One concern I would have if the player base exceeded 150 would be staff coverage and burnout.  It gets very busy upstairs when there are a lot of people on.

You can always get more Storytellers.
Title: Re: How new players find us.
Post by: FuSoYa on June 16, 2008, 08:58:23 PM
I'm  not quite sure how I found Armageddon.  I used to play an IRE mud and had made an account here long ago... wondered around... was like WTF where am I supposed to find shit to do?  Did it again, got hired and ended up falling in love.

Brandon
Title: Re: How new players find us.
Post by: Mood on June 16, 2008, 09:26:09 PM
Quote from: FuSoYa on June 16, 2008, 08:58:23 PM
I'm  not quite sure how I found Armageddon.  I used to play an IRE mud and had made an account here long ago... wondered around... was like WTF where am I supposed to find shit to do?  Did it again, got hired and ended up falling in love.

Brandon

This, except add in a few more tries with "wtf do I do".

edit: Also, I didn't come from IRE.
Title: Re: How new players find us.
Post by: Vessol on June 16, 2008, 09:53:16 PM
Rufus dragged me here 3 days after he joined. Now been here 2+ years. Before we were playing Shattered Lands and found the RP there boring, and before that my first taste of a RPI was Threshold.
Title: Re: How new players find us.
Post by: Tisiphone on June 16, 2008, 09:55:08 PM
Quote from: Vessol on June 16, 2008, 09:53:16 PM
my first taste of a RPI was Threshold.

I'm truly, truly sorry. There's a  support group, you know.
Title: Re: How new players find us.
Post by: NoteworthyFellow on June 16, 2008, 09:57:40 PM
My first RPI was Harshlands, back in, oh, 2001 or so.  Then I came here and never looked back.  Well, I stopped playing for like six years somewhere along the line, but I never looked back to Harshlands!
Title: Re: How new players find us.
Post by: Cutthroat on June 16, 2008, 11:10:15 PM
This is my first RPI. I started mudding with a friend in Medievia  ::) when I was 13, took a break then went to IRE (namely, Imperian) with that same friend when I was 14. We both stopped playing MUDs for a while until we found Arm last year. I got him to play a few months ago, but don't know if he still does.
Title: Re: How new players find us.
Post by: jcljules on June 16, 2008, 11:12:01 PM
Quote from: NoteworthyFellow on June 16, 2008, 09:57:40 PM
My first RPI was Harshlands, back in, oh, 2001 or so.  Then I came here and never looked back.  Well, I stopped playing for like six years somewhere along the line, but I never looked back to Harshlands!

Ugh, harshlands... I quit after a month of scrubbing pots and pans for a living.
Title: Re: How new players find us.
Post by: musashi on June 17, 2008, 05:14:58 AM
Quote from: jcljules on June 16, 2008, 11:12:01 PM
Quote from: NoteworthyFellow on June 16, 2008, 09:57:40 PM
My first RPI was Harshlands, back in, oh, 2001 or so.  Then I came here and never looked back.  Well, I stopped playing for like six years somewhere along the line, but I never looked back to Harshlands!

Ugh, harshlands... I quit after a month of scrubbing pots and pans for a living.

My first RPI was Harshlands as well. In its defense it used to be pretty badass back in the day. (ie 8 years ago)

A couple of friends and I made up some characters, raised a fighting order, went north, stormed a castle, and claimed it as our own. It was pretty damn awesome back in the day.

Then the dark times came ... the crafting times ...  :-\

After near a decade of asking: Hey um, do we get magic yet?
And hearing: Well, no we haven't coded it ... but we do have this craft to let your character pick rocks up off the ground ... then another supporting craft to let you paint a face on that rock and make a rock pet!

I said: ... ... fuck this.

Gave Armageddon a try since I'd heard about it years and years ago but thought I would never dig the Dark Sun thing. I figured at least they had a magic system up and running.

So I app'ed, had that similiar WTF do I do moment so many other folks get, and then got swept into a story and never looked back.

BTW, that little phrase: Be a ranger, every day is an adventure ...

They weren't kidding  ;D
Title: Re: How new players find us.
Post by: psionic fungus on June 17, 2008, 05:40:11 AM
It was sometime around 1994... I can't remember who it was, but some player of a GODWARS clone, where I was the staff in charge of roleplaying, challenged me to make a character on Armageddon... So I did.  After waiting for a week or two to get approved, I went directly in to Trader's Inn and sat at a noble's table.  After being told to find a seat elsewhere, I was rather arrogant and said I would sit where I damn well pleased... It was soon time to make my second character.
Title: Re: How new players find us.
Post by: Maso on June 17, 2008, 07:17:19 AM
Hehe. Some fun stories. Arm is my first RPI mud. I started out about 11 years ago on (very sad) Yahoo chat freestyle roleplay rooms, I was then nudged in the direction of a H&S mud called Illusions of the Mind and was amazed that there could be code to back up my roleplay! Wow! After tottering around that playing nobles and getting beaten up by twinks a friend from there pushed me towards another H&S mud called Clandestine. I never really found myself satisfied with the level of RP on either and started staffing on IOM to try push it the direction of RP and building on Clandestine to keep myself occupied. It was another staffer on IOM who pushed and pushed for me to try Arm...so I did, and I've never looked back.
Title: Re: How new players find us.
Post by: Shoka Windrunner on June 17, 2008, 10:04:05 AM
I think...my first character was a mul gladiator.  I started with a friend of mine who had learned of it from ISCA.  We made our mul gladiators.  Joined some group...and sparred.

I died in that sparring.

That I believe was my first character.

But I learned of it from ISCA.  Which I haven't been on...in at least a decade.  I'm afraid to.  I'm afraid of getting fifteen random 'X's' asking A/S/L or whatever it is. 

I think I blocked all 'X's' not long after I started, except people on my friends list.
Title: Re: How new players find us.
Post by: jcljules on June 17, 2008, 05:54:51 PM
Heh. I -started- harshlands during the dark crafting days. So no fun at all. I was a peasant farmer.... all I did was grow onions and go tavern sitting.
Title: Re: How new players find us.
Post by: Malken on June 17, 2008, 05:58:04 PM
I played Harshlands' most hated character for something close to 6+ years..

Well, after Aliera, of course.
Title: Re: How new players find us.
Post by: musashi on June 17, 2008, 06:03:43 PM
Quote from: jcljules on June 17, 2008, 05:54:51 PM
Heh. I -started- harshlands during the dark crafting days. So no fun at all. I was a peasant farmer.... all I did was grow onions and go tavern sitting.

Quote from: Malken on June 17, 2008, 05:58:04 PM
I played Harshlands' most hated character for something close to 6+ years..

Well, after Aliera, of course.

Well, I don't want to derail the thread into a Harshlands chat, but it does seem like a good few folks who came to Arm, came from  Harshlands, or its spin-offs (Forever's End ... SOI ...)
Title: Re: How new players find us.
Post by: NoteworthyFellow on June 17, 2008, 06:47:53 PM
Quote from: musashi on June 17, 2008, 06:03:43 PM
Quote from: jcljules on June 17, 2008, 05:54:51 PM
Heh. I -started- harshlands during the dark crafting days. So no fun at all. I was a peasant farmer.... all I did was grow onions and go tavern sitting.

Quote from: Malken on June 17, 2008, 05:58:04 PM
I played Harshlands' most hated character for something close to 6+ years..

Well, after Aliera, of course.

Well, I don't want to derail the thread into a Harshlands chat, but it does seem like a good few folks who came to Arm, came from  Harshlands, or its spin-offs (Forever's End ... SOI ...)

Yeah, and now it really seems like Harshlands is dying and SOI is growing steadily.  I'm oddly okay with it, as Harshlands just feels like the most generic RPI out there anymore.
Title: Re: How new players find us.
Post by: jcljules on June 17, 2008, 10:26:14 PM
I got tired of the bad english accents. I hate english accents over text.... when I see it in Armageddon, I just want to kill the characters.
Title: Re: How new players find us.
Post by: psionic fungus on June 18, 2008, 12:22:33 AM
Y'got some sorta problem wit flavor, boy?
Title: Re: How new players find us.
Post by: jcljules on June 18, 2008, 04:26:25 PM
Hehehe, not really--but it reminds me of harshlands. When I see english accents, the Zalanthan desert turns into some pub next to a castle in a forest. and then I feel like logging out for the night.
Title: Re: How new players find us.
Post by: Marauder Moe on June 18, 2008, 04:37:18 PM
How do you do an English accent over text?

Sometimes I like to imagine that southern Sirihish (particularly when spoken by nobles) sounds like British-accented English.  A 'rinthy accent would then be Cockney, of course.  If Red Storm had an accent it might be Australian.  Northern would be American/Southern, possibly with the nobles having a refined Kentucky drawl.
Title: Re: How new players find us.
Post by: Maso on June 18, 2008, 04:41:18 PM
Quote from: Marauder Moe on June 18, 2008, 04:37:18 PM
How do you do an English accent over text?

Sometimes I like to imagine that southern Sirihish (particularly when spoken by nobles) sounds like British-accented English.  A 'rinthy accent would then be Cockney, of course.  If Red Storm had an accent it might be Australian.  Northern would be American/Southern, possibly with the nobles having a refined Kentucky drawl.

That's reaaally close to how I imagine it. Without the Australian. And all gypsies are Irish/Scottish. Elves (as they don't speak sirihish) I imagine to have an Eastern Euro twang when they speak sirihish.
Title: Re: How new players find us.
Post by: jcljules on June 18, 2008, 04:44:52 PM
I imagine Zalanthas being much more middle eastern than European, in accents and culture. There are turbans!!  ;D
Title: Re: How new players find us.
Post by: musashi on June 18, 2008, 09:41:31 PM
Quote from: jcljules on June 18, 2008, 04:44:52 PM
I imagine Zalanthas being much more middle eastern than European, in accents and culture. There are turbans!!  ;D

+1
Title: Re: How new players find us.
Post by: jcljules on June 18, 2008, 09:50:33 PM
I cringe when I see....

A tall, muscular man takes a huge swig of ale, and says in southern accented sirihish, "Wot yew lookin at yew no good skinny?"

And I know its not bad RP or anything, I just personally don't like it.
Title: Re: How new players find us.
Post by: Qzzrbl on June 18, 2008, 10:06:07 PM
Quote from: jcljules on June 18, 2008, 09:50:33 PM
I cringe when I see....

A tall, muscular man takes a huge swig of ale, and says in southern accented sirihish, "Wot yew lookin at yew no good skinny?"

And I know its not bad RP or anything, I just personally don't like it.

What about something like, "Th' feck are you lookin' at, y'damn longneck?"
Title: Re: How new players find us.
Post by: jcljules on June 18, 2008, 10:12:17 PM
Thats a little better. Unfortunately I can't think of any alternative to the bad british accents.... so I can't complain too much about them.
Title: Re: How new players find us.
Post by: NoteworthyFellow on June 19, 2008, 08:04:13 AM
Quote from: jcljules on June 18, 2008, 10:12:17 PM
Thats a little better. Unfortunately I can't think of any alternative to the bad british accents.... so I can't complain too much about them.

I never, ever see people doing what you provided in your example.  Qzzrbl's example, on the other hand, doesn't bother me at all and I see it all the time.
Title: Re: How new players find us.
Post by: Belenos on June 19, 2008, 02:17:54 PM
Please  take the accent side discussion to another thread.  It's a valid discussion, but I'd rather this thread not get so derailed.
Title: Re: How new players find us.
Post by: Mockingbird on June 23, 2008, 02:31:28 PM
Quote from: Bogre on January 21, 2008, 02:44:06 PM
"from charlie"

thanks charlie

My pleasure.
Title: Re: How new players find us.
Post by: Belenos on July 13, 2008, 06:32:54 PM
For June 2008, 143 entries

Title: Re: How new players find us.
Post by: Gunnerblaster on July 13, 2008, 06:46:40 PM
Quote

  • - From your mother!~!!!! would u believe it? she takes it squarely in the ass
I say we hunt this guy down.

143 entries for june? If we're getting so many entries, why doesn't it really show on the playerbase?
Title: Re: How new players find us.
Post by: mansa on July 13, 2008, 06:54:35 PM
Quote from: Gunnerblaster on July 13, 2008, 06:46:40 PM
Quote

  • - From your mother!~!!!! would u believe it? she takes it squarely in the ass
I say we hunt this guy down.

143 entries for june? If we're getting so many entries, why doesn't it really show on the playerbase?

http://www.zalanthas.org/gdb/index.php/topic,30883.0.html

That's probably a few reasons why people leave.
Title: Re: How new players find us.
Post by: Gunnerblaster on July 13, 2008, 07:20:01 PM
Quote from: mansa on July 13, 2008, 06:54:35 PM

http://www.zalanthas.org/gdb/index.php/topic,30883.0.html

That's probably a few reasons why people leave.
So the problem isn't getting players, it's keeping them.
Title: Re: How new players find us.
Post by: manonfire on July 13, 2008, 07:21:38 PM
Quote from: Gunnerblaster on July 13, 2008, 07:20:01 PM
Quote from: mansa on July 13, 2008, 06:54:35 PM

http://www.zalanthas.org/gdb/index.php/topic,30883.0.html

That's probably a few reasons why people leave.
So the problem isn't getting players, it's keeping them.

That's always been the problem.
Title: Re: How new players find us.
Post by: Gunnerblaster on July 13, 2008, 07:23:38 PM
Quote from: manonfire on July 13, 2008, 07:21:38 PM

That's always been the problem.
Yeah... I'm feeling a bit slow. I knew that.

Ugh. It's one of those days.
Title: Re: How new players find us.
Post by: FuSoYa on July 13, 2008, 07:24:49 PM
Quote- brandonempting

I doubt he stayed but hey... at least I tried.

Brandon
Title: Re: How new players find us.
Post by: Vanth on March 08, 2010, 10:48:14 AM
January 2009:

Friend who plays: 46
Top Mud Sites: 16
Mud Connector: 13
No Reason Given (left blank): 10
Google/Web search: 8
Wikipedia: 5
Old Player Returning: 3
New Staff Accounts: 4


The rest:

- ubuntu forum
- mud games online
- Totse forum
- forums
- MudQuest
- quit
- Top Mud list
- Website
- Other RPI Muds Forums
- shit
- sjgrtoc
- website
- showed up in wintin.net preloaded mudlist
- Zmud listing/online search for a new MUD
- i dont know
- mud lists
- youtube
- Readng the site
- aehtskc
- your moms vagoo
- who
- top 10 muds
- Saw a post on an online forum in a gaming topic.
Title: Re: How new players find us.
Post by: FantasyWriter on March 08, 2010, 10:52:04 AM
Did you mean 2009, Vanth?
Title: Re: How new players find us.
Post by: Cavaticus on March 08, 2010, 10:52:47 AM
Quote from: Vanth on March 08, 2010, 10:48:14 AM
- your moms vagoo

This response is way down from previous years. Somebody's mom has a vagoo way past its prime.
Title: Re: How new players find us.
Post by: Vanth on March 08, 2010, 11:03:13 AM
February 2009:

Friend who plays: 29
Top Mud Sites: 16
Mud Connector: 9
No Reason Given (left blank): 10
Google/Web search: 11
Wikipedia: 3
Old Player Returning: 4



The rest:

- I didn't. I just randomly picked it
- gssxynf
- I was browsing the internet.
- help top40
- online forum
- in game
- in game
- Wintin
- I was scrolling through the list of muds in Zmud and found this one.
- banana
- d
- fu
- IRC
- IRC
- I was looking for a new game, my cousin tried MUDs when he was younger and I wanted to give it a try
- from an RPG gateway
- your mom told me. in bed.
- nom
- I heard about it in the MUDLIST list.
- MUD site.
- on yahoo answers
- it was an accident
- Found out from a MUD directory.
- random find today now
- Forum
- web

Title: Re: How new players find us.
Post by: Vanth on March 08, 2010, 11:04:52 AM
Quote from: FantasyWriter on March 08, 2010, 10:52:04 AM
Did you mean 2009, Vanth?

Yes.
Title: Re: How new players find us.
Post by: Vanth on March 08, 2010, 11:20:16 AM
March 2009:

Friend who plays: 30
Top Mud Sites: 28
Mud Connector: 13
No Reason Given (left blank): 9
Google/Web search: 12
Wikipedia: 1
Old Player Returning: 5



The rest:

- cmud list
- From sites about MUDs.
- website
- On the Ubuntu Forums during a MUD Client Discussion.
- TopMudList Forum
- irc chat
- On a ICE forum
- something awful forums
- IRC
- y
- A forum. A forum that described in great detail how amazing this game sounds, to be specific.
- The mass amounts of praise referred me.
- [C
- [Ainternet
- internet
- I reaserched it on the internet
- fuck off
- RG
- Mud search.
- Cat Rambo article on Fantasy Magazine www.darkfantasy.org
- akuitdi
- From the SomethingAwful forums. There's a thread in the Games SubForum simply titled "MUDs!" and it came highly recommended.
- qkoxqjn
- other
- Rahl
- site list
- Top 100 Site
- Mud listing
- From another website.
- skills
- heard of it
- mud site
- ubuntu forums
Title: Re: How new players find us.
Post by: Vanth on March 08, 2010, 11:56:18 AM
April 2009:

Friend who plays: 32
Top Mud Sites: 23
Mud Connector: 40
No Reason Given (left blank): 14
Google/Web search: 16
Wikipedia: 4
Old Player Returning: 2



The rest:

- whlhlcn
- From a fellow Eegra forum user.
- thkfkpu
- ldaldaldaldalda
- majeek
- santa clause told me
- ptpnbca
- On some godforsaken rpg forum. Randomly.
- [3~[3~[3~[3~[3~[3~[3~came across it while researching the biblical term "armageddon
- web
- Through a person that recommended it to me on gaiaonline.com when I was searching for good MUDs.
- Found it whilst looking up another MUD
- [3~[3~[3~[3~[3~[3~[3~[3~[3~[3~[3~[3[3~[3~[3~[3~[3~[3~[3~[3~[3~[3~[3~[3~[3~[3~[3~[3~
- guugl
- wintin.net
- a friends posting on facebook
- WEb
- Internet
- From a Facebook friend.
- ToP forms
- IRE forms
- n
- connect
- i was just looking around for a mud game i might like. ive never played before and it sounded fun
- l
- l
- silverhand
- mud.adventmud.org
- forums.somethingawful.com
- a piece of paper in a trash can that no one wanted to look at ever again because it was dumb and evil and all of the above
- I read about it in some article about perma-death in MMO games.
- soi
- dunno
- top 10 muds
- CMUD
- It was listed in the built-in Wintin.net list
- in a dream
- LANslide in oakdale califoni[C[[C[C[C[C[C[C[C[C[C[C[C[C[C[C[C[C[C[C[C[C[C[C[C[C[C[C[C[C[C[C[C[C[C[C[C[C[C[C[C[C[C[C[C[C[C[California
- MOPGD.com
- skills
- quit
- searching for a free MUD. Found a review.
- Internet forum
- N
- Cat Rambo's personal website
- help faq_1
- mud listing
- ubuntu forums
- OOnline Game
- website
- Forums
- Forums.
Title: Re: How new players find us.
Post by: Vanth on March 08, 2010, 12:19:00 PM
May 2009:

Friend who plays: 37
Top Mud Sites: 15
Mud Connector: 36
No Reason Given (left blank): 19
Google/Web search: 9
Wikipedia: 4
Old Player Returning: 1



The rest (there were a lot of people who listed multiple reasons this month):

- a whale's vagina
- ZMUD
- zMUD list of games
- advertisement
- Top Mud List
- On mudconnector, and mentions on the Something Awful forums.
- From a friend, also mudconnect
- i played a MUD once in HighSchool, and enjoyed it. now, 8 years later i decided to look them up again, and chose from a list of the most popular muds.
- Looked
- a mud list site
- By playing SoI or Shadows of Isildur, a similar RPI based MUD I eventually got information on this MUD.
- internet
- dwarf fortress forum
- Dwarf fortress forum[ [m, in a rp games discussion.
- [C[[C[C[C> bay12games forumeast
- Bay12 games forums board Other Games
- Dwarf Fortess Forum
- Codex Writer's Group
- Bay 12 Games Forums
- Bay12 Forums(Dwarf fortress =])
- internet
- mudconnect.com and old time memories ;)
- mudconnector, topmudsites, zuggsoft.com
- I'd read about it at fora; I'm afraid I don't recall where.
- Bay12 forums.
- The net.
- Through a thread over at bay12games.com
- Other games forum at the bay2games forum.
- Bay12 Forums, through a current player
- Ask.com
- I heard from a gaming forum.
- On a forum.
- net
- df forum
- zmud
- Bay12Games forums
- l
- dwarf fortress forum
- recommendation in a forum
- Referral from platyers of another RPI MUD
- SomethingAwful
- Raving reviews, mudlists, also I am a past player.
- An online site directed me to you
- Sanvean's Youtube - but I played here in 1994-1995
- MUD ratings site.
- I forget
- website
- Heard about it on Something Awful forums, in the MUD thread.
- score
- Wintin
- I searched the internet for '[C[C "M.U.D. text-based games" ,and so I found this site.
- mud site

Title: Re: How new players find us.
Post by: Vanth on March 08, 2010, 02:23:33 PM
June 2009:

Friend who plays: 37
Top Mud Sites: 16
Mud Connector: 29
No Reason Given (left blank): 19
Google/Web search: 13
Wikipedia: 1
Old Player Returning: 3



The rest:

- eieejei
- C
- I read about it in the [Cbay12games forums.
- A MUD site
- i searched the interwebs and found a block of cheese.
- www. bangbros. com
- while reading about DIKU mud.
- online
- just looking around
- ok
- many different general mudsites. topmudsite, mudconnector etc
- Internet
- qwtqjwtnqwtnoqtnwqownto[qnwt
- a MUD Website
- n
- Online
- Advertisements
- I was looking for a Rpg-Mud like Fallout or Desolation.
- quit
- through shadows of isildur which is now very boring
- fellow MUD
- MUD listing website underneath "Roleplying enforced"
- MUD listing website
- I found it on Wintin
- a passing rompart
- online-games.net
- Looking for an RP-intensive MUD, with some cool features.
- :)
- no
- a tiger
- Internet
- the voices
- MUD
- i was searching for roleplaying games with pregnancy allowed, and found it
- surfing
Title: Re: How new players find us.
Post by: Booshay on March 08, 2010, 02:28:13 PM
Quote from: Vanth on March 08, 2010, 02:23:33 PM
- i was searching for roleplaying games with pregnancy allowed, and found it

what.

rofl.
Title: Re: How new players find us.
Post by: Kol on March 08, 2010, 02:37:37 PM
I just like the whole 'your mom' rerences.....

seems like the same guy got bored once a month....
Title: Re: How new players find us.
Post by: Riev on March 08, 2010, 03:24:46 PM
I generally assume that 90% of the "funny" reasons given are from current players looking to make a new account. Honestly.
Title: Re: How new players find us.
Post by: Kryos on March 08, 2010, 04:52:40 PM
I've got a tangent, but relative to topic question to staff.  When these new accounts are made, and the syntax/style of preposterous answers are similar, do you disallow these accounts or watch them closely?  If I was venturing a guess on style alone, I'd say the same person asked for an account 3-4 times from what you've shown.  Then again, I suppose that applies to all new accounts, does staff give them a bit more of the hairy eyeball in general to observe suspicious behavior?
Title: Re: How new players find us.
Post by: Vanth on March 08, 2010, 04:57:08 PM
Quote from: Kryos on March 08, 2010, 04:52:40 PM
I suppose that applies to all new accounts, does staff give them a bit more of the hairy eyeball in general to observe suspicious behavior?

Yes, but it doesn't usually require that much special effort on our part, as that sort of thing is rarely well-disguised.
Title: Re: How new players find us.
Post by: Kryos on March 08, 2010, 05:02:18 PM
Excellent, and glad to hear it. 
Title: Re: How new players find us.
Post by: Vanth on March 08, 2010, 05:21:15 PM
July 2009:

Friend who plays: 51
Top Mud Sites: 23
Mud Connector: 37
No Reason Given (left blank): 16
Google/Web search: 7
Wikipedia: 0
Old Player Returning: 8
New Staff Account: 2


The rest:
- ym
- wintin
- javascript development[H[D[C[A[D web page[D
- serendipity
- from rpgcodex.net
- online
- dsghhrgyhjhioxbs
- On the web
- f
- A builder working on Tears of Polaris MUD recommended it.
- internet
- Heard about it years ago, was bored.
- online
- ybosiac
- eiuptas
- from an internet forum
- iWhiskey
- exit
- boiifwm
- in a top site of mud clients
- From the web
- forums
- online
- Exploration.
- newgrounds
- Website
- down
- teh intrawebz!
Title: Re: How new players find us.
Post by: mansa on March 08, 2010, 10:38:01 PM
TheMudConnector is more valuable than TopMudSites, it seems.
Title: Re: How new players find us.
Post by: Vanth on March 08, 2010, 11:53:24 PM
I think that has gradually become the case since TMS stopped allowing reviews.  It doesn't hurt that TMC's vote system is less bottable.
Title: Re: How new players find us.
Post by: Spider on March 09, 2010, 12:43:50 AM
May 2009

-Top Mud List

That was me!  :D

Edited to add: Lots of people join via other friends too. So TMC and word of mouth. I'm sure word of mouth -keeps- more players around as well.
Title: Re: How new players find us.
Post by: kuhfelsen on March 09, 2010, 07:17:17 PM
Found it on TMS, but if I knew of TMC, I would have used it instead.
Title: Re: How new players find us.
Post by: Vanth on March 10, 2010, 02:20:46 AM
Quote from: Vanth on March 08, 2010, 11:53:24 PM
I think that has gradually become the case since TMS stopped allowing reviews.  It doesn't hurt that TMC's vote system is less bottable.

Glancing through the dates, it seems like we get more people from TMS when their forums are more active, but that may not necessarily be a cause-and-effect relationship.
Title: Re: How new players find us.
Post by: Vanth on March 10, 2010, 11:30:34 PM
I actually crunched some numbers, and we do get more new accounts from TMC than from TMS.

However, the people we get from TMS, tend to stick around a bit longer/have a better retention rate than those from TMC.
Title: Re: How new players find us.
Post by: RogueGunslinger on March 11, 2010, 12:29:39 AM
What does all this mean? Vote on both sites, of course.
Title: Re: How new players find us.
Post by: Vanth on March 11, 2010, 01:19:12 AM
Quote from: RogueGunslinger on March 11, 2010, 12:29:39 AM
What does all this mean? Vote on both sites, of course.

Yes!  Vote like a Byn Runner spars.*

Also, recruit your friends, co-workers, roommates, significant others, parents, and kids.  New players recruited by existing players are much more likely to stick around than new players we get anywhere else.

*Ok, maybe not that often.  Once a day on TMC, twice a day on TMS.
Title: Re: How new players find us.
Post by: Riev on March 11, 2010, 02:10:23 AM
I have a hard time explaining to people the various reasons I play an "Online, text-based roleplaying game".

Apparently, "text based" and "no graphics" really don't help the situation. People just assume its PnP games.
Title: Re: How new players find us.
Post by: Vanth on March 11, 2010, 10:51:48 AM
I've had better results describing it in terms of collaborative storytelling.
Title: Re: How new players find us.
Post by: janeshephard on March 11, 2010, 10:54:38 AM
Quote from: Riev on March 11, 2010, 02:10:23 AM
I have a hard time explaining to people the various reasons I play an "Online, text-based roleplaying game".

Apparently, "text based" and "no graphics" really don't help the situation. People just assume its PnP games.

None of my immediate friends play video games period. Most are women who are getting married or dating vigorously to do so haha. My ex would probably not get it either since he never played anything (although he did read the entire Dune series). And no, I'm not inviting my ex to Armageddon. He'll have to find it on his own.

So I never have to explain any of this to anyone. Maybe I'll bring it up next time I have a chat with my yoga instructor.
Title: Re: How new players find us.
Post by: Akaramu on March 11, 2010, 11:55:52 AM
Many of my friends play games, but they feel they lack the time (and in one case, the stable internet) for Armageddon. They'd probably struggle with the english a bit more than I do, as well.
Title: Re: How new players find us.
Post by: Vanth on March 11, 2010, 06:04:16 PM
Quote from: janeshephard on March 11, 2010, 10:54:38 AM
None of my immediate friends play video games period. Most are women who are getting married or dating vigorously to do so haha. My ex would probably not get it either since he never played anything (although he did read the entire Dune series). And no, I'm not inviting my ex to Armageddon. He'll have to find it on his own.

So I never have to explain any of this to anyone. Maybe I'll bring it up next time I have a chat with my yoga instructor.


Maybe you should tell your girlfriends that male players outnumber female players here by a ratio of...um... that I'm sure Gimfalisette could give you. :P
Title: Re: How new players find us.
Post by: mansa on March 11, 2010, 06:08:17 PM
3 : 1, approximately.

Things have changed in the last couple years, though.

//pulls numbers out of his ass.
Title: Re: How new players find us.
Post by: Gimfalisette on March 11, 2010, 06:09:50 PM
Quote from: Vanth on March 11, 2010, 06:04:16 PM
Maybe you should tell your girlfriends that male players outnumber female players here by a ratio of...um... that I'm sure Gimfalisette could give you. :P

2.3 males to 1 female ;)
Title: Re: How new players find us.
Post by: Vanth on March 12, 2010, 12:36:20 PM
Some interesting numbers related to player attraction and retention from a sampling of new accounts in 2009:

About 40% of new players are referred by friends, but they account for 57% of the players we retain.
About 45% come from TMS and TMC combined, and they make up 42% of the players we retain.
New players from other sources (like google searches) don't tend to stick around.

The median time before new players leave the game is about 7 calendar days.  

Death of their PC doesn't seem to be why people leave; 85% of new players who left had a living character when they stopped playing. An additional 6% had their first characters die but went ahead and made subsequent character(s).
Title: Re: How new players find us.
Post by: Gimfalisette on March 12, 2010, 12:39:49 PM
Quote from: Vanth on March 12, 2010, 12:36:20 PM
About 40% of new players are referred by friends, but they account for 57% of the players we retain...85% of new players who left had a living character when they stopped playing.

This leads me to believe that lack of involvement (an inability or failure to get involved with other PCs, and thus get sucked into plots and fun) is our biggest retention risk factor.
Title: Re: How new players find us.
Post by: Gimfalisette on March 12, 2010, 12:46:05 PM
Adding on: That is very exciting and encouraging data, Vanth, because permadeath in ARM isn't going to change, and if death was the cause of new players leaving, then there's little to nothing we'd really be able to do about that. But lack of involvement is probably extremely fixable. There is just a ton of stuff that players and staff could think of or do to change it.

Actually, I nearly quit ARM due to my first PC being uninvolved. Instead, I stored her and went to another role where I was able to become very involved, very quickly...and that's how I was hooked.
Title: Re: How new players find us.
Post by: Riev on March 12, 2010, 01:11:30 PM
A new player to Arm, or to MUDs in general, will probably have no idea how to be "involved" within the first couple hours of their character. I've been playing for like 4 years now, and I STILL don't know how to properly exercise the secrets of involvement.

If someone logs in to a "multi-user" dungeon, and can't find other people to talk to, chances are they will quit. Most people I see that do this are in the middle of the city, clearly lost, and just give up. This is probably due to logging in at night and getting lost and not wanting to spend 20min doing nothing and don't know how to light a torch.

Chances are, if they're here from a friend, or TMS/TMC, they know something about MUDs and have enough background with context and syntax of the environment to stick it out. Joe GoogleTron is probably not going to have an idea what is going on and will therefore become confused. I think Morgenes' addition of staff knowing when a player logs in for the very first time is great for this, so at LEAST staff online can track whats going on.