Someone brought up a big issue at the last dev meeting and I wanted to say why I think the game has lost so many players (and can't retain new players)
This again... I hope too much thought wasn't given to this. This has been torn apart and discussed on the forums for years. In brief, the game and community was not really conducive to both role players and grinders. Things were said and done that discouraged grinders and role players alike. People voiced and discussed their dissatisfaction on the forums and eventually left. As a result of the decline, more players left because without the players, the game was not much fun.
Why isn't the population increasing? Its a lot easier to lose players than to gain players. It will take time for people to learn that Planeshift exists, to try it, to like it, and stick to it. Likewise, there are more free games to choose from than there were before. Currently, the game looks vacant and abandoned despite the wandering npcs. That's a bit of a turn off.
Frankly, I think the reason for lack of players is the game is one big grinding session.
That depends on who you are playing with. Of those of use who role play, some of us don't bother to grind at all. Some of us choose not to take stats into consideration because:
1. They require you to spend time grinding - which is not fun and takes away from role playing time.
2. They do not always mesh well with role playing.
3. Stats and skills offer very little in terms of role play.
Yes, you can role play without grinding but to be able to do anything with your character using the game mechanics takes weeks to get any where.
What do the mechanics really offer?
* You can cast spells. Ok, that looks nice, but isn't a big deal.
* You can fight with swords and stuff. A mechanics fight does little to stimulate those who role play their fights. Also, when there is a huge mismatch in stats, it will end the fight too quickly. A one hit kill ends the role play very quickly. That's .... not fun.
My solution is to simply make levelling significantly easier and fix crafting to make it faster with less clicks (will give a solution for that in another post).
I agree. I think the solution though, is to
find a better ratio of sacrifice to reward. If the percentage of sacrifice is too high, then the game will fail to satisfy the player.
That being said, I would like to end this portion on a positive note. I really like what you did with the rogues after the last update. When I tried to fight the rogues at camp banished and one them yelled for help I was pleasantly surprised. It was the most exciting death I have had in a long time. I loved it. Thank you very much for that.
I totally agree. The rogue camp was done quite nicely.