Attracting and Retaining new players

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Melkor
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Re: Attracting and Retaining new players

Post by Melkor »

Except for the breeding fail rate, I think pets are awesome here. Stat loss on imps are the worst idea I ever heard. If they took stat loss, I would have used nobles instead and saved about 5k oints. Running around a dungeon with a pack of imps is not something anyone does for long, eventually most ppl just use them for monsters with high hit points. Also, in keeping with the subject of the thread, I don't think the pets are driving people away.

Magery prolly does make a few people look for another shard, but I don't know a way they could make it work here.

+Nyx, looking forward to seeing what you have in store for us! Thanks!
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anarchy
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Joined: Wed Nov 04, 2009 10:34 am

Re: Attracting and Retaining new players

Post by anarchy »

i'm sorry nakkasu well all kind of took off of the original subject. even I did. lol

after 2.5 years here and i don't even have a complete spell book. missing some 8th circle. lolz make summon elementals hit for like 250 hps (from checks sdi, skill levels).

also
That said, V and I are working on a very big project and I personally have been working on something that if it works out will add quite a lot of new content. I hope to have that all finished within a month. So everybody keep their britches on ;) :lol:
cool :)
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Devlin
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Re: Attracting and Retaining new players

Post by Devlin »

britches. teehee.

this thread has kinda deteriorated into a nerf pets/boost magery thread. Like Melkor said, the breed rates are atrocious, whilst nerfing imp pets would most likely cause a loss of value in the existing ones/depreciate any new ones as well. We need something between adding a stat loss to the imps and/or reducing the damage they do slightly, so as to appease both sides (if there is anyone that thinks imps are OP, that is). Ive got no ideas, but I would like to see the shard shift slightly from the dex monkey archer tamer setup that 95% of the shard uses.

As for magery, a boost in spell damage would be sufficient enough IMO. I think weapon spell hits do about 66-75% the damage that a casted spell does (70 damage when my wep procs, 100 damage if i cast it). Boost magery to 2-3x the damage of weapons, giving people some incentive to cast ebolt every now and then, at least as an opener. Make summoned elementals do some damage, like Anarchy said, or add some DoTs to spells like flamestrike (last one is probably difficult to implement).

We need ideas, folks. Not just a bunch of people complaining that they want new content. Write out some well thought/structured ideas and post them to the Featured Requests section in the forum.
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