Author Topic: Player count back over 70 and over 50 on average now  (Read 7423 times)

Akkaido Kivikar

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Re: Player count back over 70 and over 50 on average now
« Reply #30 on: July 03, 2010, 01:49:38 pm »
Not everyone thinks "I need to build a system to suit a small OpenSource Game I haven't discovered yet" when they're building a system though. Hence, new players are being slowed down by the hardware reqs, players who already play PS kinda know these things already.

kaerli2

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Re: Player count back over 70 and over 50 on average now
« Reply #31 on: July 05, 2010, 12:53:09 am »
Not everyone thinks "I need to build a system to suit a small OpenSource Game I haven't discovered yet" when they're building a system though. Hence, new players are being slowed down by the hardware reqs, players who already play PS kinda know these things already.

Pretty much anyone with a good gaming rig should be able to handle PS (minus gfx driver bugginess).  However, RPers don't exactly seem to be the types to shell out mucho cash for gaming-class HW. :P (you and I are the exception to the rule btw, Akaiddo)

Akkaido Kivikar

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Re: Player count back over 70 and over 50 on average now
« Reply #32 on: July 05, 2010, 01:49:37 am »
That's kinda my point Kaerli, PS attracts Rpers who don't know much about gaming until AFTER they spend some time in PS.

Under the moon

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Re: Player count back over 70 and over 50 on average now
« Reply #33 on: July 05, 2010, 05:39:57 pm »
There are many reasons for the player loss. The obvious ones have been mentioned already, such as hardware issues with the upgrades and things like the tutorial that turn off new players, as well as a lot of the mechanics just not being fun or deadlocked in 'grind' territory.

Other issues are as follows:

Problem: Game expansion. It is counter intuitive to think that making a game larger with more area to 'explore' will actually reduce the number of players, but it is a fact under certain circumstances. Expanding the area people can/have to(in the case of quests and hunting) play in reduces the population density to the point where the game seems abandoned. An MMO needs a certain perceived level of use for most people to think it is worth playing. This also affected established players as their RP base became too diluted to gather the crowds, or even small groups that they felt they need to RP.

Solution: Get rid of some of the road maps, put the towns closer together, and even close down some towns if the population is too low.

Problem: Loss of 'Alpha' players. These are the players that don't just go ingame and play or look for things to do. They go in and make things happen. Every time you saw them or one of their characters, you just knew something was going to happen. A few that come to mind are Proglin, Xillix, and myself. Once we started an event, it was hard not to get involved in it in some fashion. However, it is exhausting trying to put on the large, complicated events that really bring in a lot of players. Small RPs are fine and great, and I love them as well, but they don't really bring in the numbers, and generally the large events give fuel to the small RPs (if the large events are designed right).

Solution: More tools that make it easier for players (and GMs) to put on events.

Problem: Changing feel to the game. Everyone who has been around for a few years knows what I am talking about. Part of it comes from the game itself, with each little change you feel like you are losing a part of 'your' game. Part of it comes from the player, losing that feeling of newness and seeing people you played with leave the game. It is a complicated equation.

Solution: There is no easy solution to this one. You have to keep adding to the game while keeping a familiar feel to it.

Problem: "Just another grind game." Let's face it, anything that does not involve roleplaying in PS is generally a complete grind. There are a lot of 'free to play' games out there right now that offer the same grind, more players, more polish, and more things to do besides grind. Even though you are severely limited in what you can do in those games unless you start paying, you still have more things to do than PS offers.

Solution: PS needs to offer something unique and fun that comes from the game (roleplaying comes from the players, and often ignores the mechanics, so does not count towards this). What that should be, I don't know.

Problem: Time-in-making. People are impatient. If something is in development, they like to see progress. PS has sometimes gone for almost a year with no visible progress at all. This does not mean progress is not being made, just that it is not being publicized. People simply don't know what is going on, or if anything is going on. For a lot of people, it is not worth playing if you don't know what is being worked on, or what changes are planned. The 'surprise' factor of new features/art/quests/whatever does not mean much if you are no longer around to see them.

Solution: PS has a lot of hard work in front of it if it is to overcome the 'verge of vaporware' feel it gives off. It needs to get people excited about things that are being worked on as they are being worked on, not try to surprise the few players that are left after long periods of apparent stagnation.

Akkaido Kivikar

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Re: Player count back over 70 and over 50 on average now
« Reply #34 on: July 06, 2010, 04:19:27 am »
I have to say, that last post was inspiring. Nice positive criticism, and I can't say I disagree with it.

Sadie

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Re: Player count back over 70 and over 50 on average now
« Reply #35 on: July 06, 2010, 09:57:29 am »
@ Under the Moon, I agree, so >much< with what you said. Especially the remark about "vapor-ware"....  I was envolved with that once... and it did, indeed, turn out to be "vapor-ware".... much to my embarressment. (sp?)
In addition, I am going to "shell out" over 600$ (usa) for a new system.... I must admit, my system is 4 yrs old... But, just to play a game?  I must be crazy... and glad to have found this game.
Just flesh out what you have, devs.... and give the "requirements" a break for a while (at least 'till I can catch up again!!)
my name is Sanrai ;)

Tuathanach

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Re: Player count back over 70 and over 50 on average now
« Reply #36 on: July 06, 2010, 07:50:07 pm »
I agree people are very impatient and they don't always notice changes unless they are "in your face". PS needs some new art especially new models for Races without models like Lemur ;) , I also know this takes time. The other thing may be to push development on more customization of characters like adding clothes. I know art stuff is harder especially due to Licensing issues.

I am glad to see there re many background changes happening like new crafting items, review of items costs, NPC armours etc.
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Akkaido Kivikar

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Re: Player count back over 70 and over 50 on average now
« Reply #37 on: July 07, 2010, 03:55:40 am »
I wouldn't say it's the licensing holding back contribution in art, though it is a factor. It's really the sheer commitment.