Attracting and Retaining new players

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Ilsanor
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Re: Attracting and Retaining new players

Post by Ilsanor »

Well, you can always say "I wish to resign from my guild", that will get you out without visiting the stone. And don't get me wrong, I'm not criticising your way of making friends, it's just that it's impossible to accomplish here. The addition of relayers and no skill cap make this server a one very suited for a "lone wolf" style, as opposed to "team player". But that's one of those things that come with the territory, nothing to do about it. Well, nothing that doesn't change the play style of the shard immensely. Sgail is a nice addition that promotes teamplay, but if GMs concentrate on adding only quest that are that tough, then I would be pretty irked. And I assume I wouldn't be the only one.

TL;DR - try to adapt to the methods of friendmaking that are available here.

Re:down - sorry, my bad. Never used that command myself. Thanks for correcting. :)
Last edited by Ilsanor on Mon Mar 19, 2012 5:05 pm, edited 1 time in total.
Shotta
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Re: Attracting and Retaining new players

Post by Shotta »

[quote="Ilsanor"]Well, you can always say "I wish to resign from my guild", that will get you out without visiting the stone. quote]

Actually, the sentence you seek is:
"I resign from my guild"
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Viola
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Re: Attracting and Retaining new players

Post by Viola »

The best point I saw on here is that you should teach newbies HOW to do something and not just GIVE them epic gear.

There are some people who think they're being nice when they give out maxed pets and great artifacts, and no one taught the newbie how to feed the pets, or check their happiness, or train skills to be able to shrink them, or to insure their gear, or any of the serious basics. No one explained the training room for building stats and skills or the newbie dungeon or how to read the signs on the walls to figure things out. No one clued them in on how to navigate the wiki or how to use the EXEX to buy bulk supplies.

It's a nice gesture, but you're not doing anyone any favors. You just make frustrated, angry newbies, who lose everything their first time out in a hard dungeon or wandering in Fel and then don't understand why you're mad or why you won't just give them more free stuff. And then they don't want to play because it's hard and they do not understand what to do.

There's also the issues with 'catch all' newbie guilds. Be wary of any guild that will let in anyone because they usually do not help their players learn to play, just throw some gear at them, and use them as hunt and gather slave labor for the guild leader(s) game advancement. Unfortunately, there's no rule saying guild leaders have to be nice, honest, or fair to their members. It's just sad. :(

As to making friends here, participate in world chat, or hop on TS and say hi. When I played OSI, we didn't have world chat, and we didn't have pm's either! All we had was UO in one window and ICQ in another. Communication is way easier here than it used to be. :) And most people are very helpful and nice.


I'd like to see more easy mode newbie events for young and new players. I think +V once ran an event where new players could earn a little breadbox house the 7x7 kind. I though that was ingenious! What better what to get a vested interest in the shard than giving them a safe little home that you could fit almost anywhere? Stuff like that is fantastic.

+Nyx's story time event is also very user friendly to all play types. +Jade's triple champ is a bit more advanced, but +Jade and +Mocha have both done other little fun events that anyone could play in. And, I think we need more of that, hide and seek, grab all, little easy peasy stuff. I'm not saying give away a billion EDs and tons of Gold and Tokens to keep players happy and interest noobs, but like it's fun even picking up little 100g piles and stuff like that. Also, cute GM food or little decos from events are always very nice and neat to find and/or collect. +V also had a cute zookeeper event. I did it as a noob, good times! ^_^

P.S. I think the cows might be getting sick (remember mad cows?!) And the snake invasion of Bucc's Den, omg snakes! <3 And Team Fortress! Whee! Team Tardlet ready for duty, Sir!
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Jecks
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Re: Attracting and Retaining new players

Post by Jecks »

"Give a man a fish and you feed him for a day. Teach a man to fish and you feed him for a lifetime."
Nakkasu
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Re: Attracting and Retaining new players

Post by Nakkasu »

valid points yet i feel obtaining and retaining would be easier if there were newer cooler things for people to do and see. to be honest i feel like most things in exex are easy to obtain with a little bit of dedication. alot of gamers love development.

something i enjoy in uo is crafting. i dont find crafting too fun here. i've personally flipped thousands of bods and trying to match up a large bod is very difficult and unfun and not so rewarding. cost v benefit ratio is way off. i started off crafting but quickly went to hunting since it was way more fun and i felt less like a masochist.

taming is pointless in my opinion, i also rarely use imps and when anyone uses imps its either to decoy a hard hitting monster that would be impossible without relayers,or to killer a monster that doesnt do much damage but has a lot of health.

after several relayers i feel like a lot of content is trivial which is the point of relayers however i feel like there ought to be more options available for others.

i would really really really like to see the new expansions of uo on here. i dont know much about it but i was reading about gargoyle cities and new treasure maps and such. the treasure map stuff sounds so cool i would just scream with joy if they were here..... just sayin :D
Dramoor
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Re: Attracting and Retaining new players

Post by Dramoor »

Bring in Stygian Abyss and High Seas! Def would be good attractions TONS of new items/weapons, lands, peerless, boats BIG BIG SHIPS with cannons. I mean If you care about your playerbase, I don't see a reason its not worth exploring.
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Re: Attracting and Retaining new players

Post by Draconomicon »

:nod:
Last edited by Draconomicon on Sat May 12, 2012 1:15 pm, edited 1 time in total.
crazyb0b
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Re: Attracting and Retaining new players

Post by crazyb0b »

Dramoor wrote:Bring in Stygian Abyss and High Seas! Def would be good attractions TONS of new items/weapons, lands, peerless, boats BIG BIG SHIPS with cannons. I mean If you care about your playerbase, I don't see a reason its not worth exploring.

I doubt this will ever happen. When I was playing I had talked with +C and he said it would take way too much work and too much time to get it implemented. Odd though that a majority of the other shards do have these things and had them almost as soon as they were on the production shards.


I think there is "enough" content on this shard, it just severely lacks any diversity in combat. That is the main problem.
Nakkasu
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Re: Attracting and Retaining new players

Post by Nakkasu »

having enough doesnt keep the attention of many for long. even though enough is nice we know no one is ever content with just that. i think ex would gain multitudes and be better with it if +c could find the timee for it.
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Devlin
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Re: Attracting and Retaining new players

Post by Devlin »

http://www.uoex.net/forum/viewtopic.php ... 954#p30696

Factions: Most people, when they think of UO, think of PvP with some PvE on the side. Considering the large gaps that exist between players gear wise, factions appear to be one of the few viable options for introducing PvP to UOEX (aside from tourneys/events... even with set gear for each person to wear, +stat scrolls still affect the balance, as well as pscrolls. My stats are 150/150/25, used a 325 stat scroll. If i take my GoCs/relayers off, i cannot use an ability because of a lack of mana.)

Introduce factions, give some people that find this shard boring something else to do. After a point you run out of things to do. You can only hunt peerless/farm umbris/do the sgail quests so many times before the only thing left you can think of is
1. farming bods
2. fishing
which is a dire day to all UO players.

Magery: I think i read somewhere in here about improving magery. Hell yes. I do not think I have cast explosion/ebolt on this shard once, even to see the damage. Despite the large amount of +spdmg available from gear, leveled weapons are still the best method of damage output. For an example of how useless magery is (aside from teleport/gate), go back to the winter event where everyone got the shimmering ice cloak. Can anyone remember what slot the mage item was, or what is was called? Probably not, for nobody got it because casting is not this shards forte.

Pets: Also, nerf pets. And kinda unnerf them at the same time. Imp pets are overpowered and essentially turn on easy mode for the game. On the other hand, undo the nerfs to breeding so the fail rate isnt ridiculously high, hopefully inspiring more people to breed pets and/or an increase in usage of them. Would be cool to see a couple of new pets to use.

New content: I can only imagine the flow of money to the shard via donations. Would be nice to see a paid coder come in to introduce some new stuff.

New staff: Its a free shard meaning the staff is free too and anything they do is of their own volition... But we need more than Nyx and +V when he has the time to swing by. I love you guys, but you are not enough, sorry.

Personally, I've been teetering on quitting this shard permanently, basically just figuring out what to do with my stuff at this point, mostly for the aforementioned reasons, as well as a few others that I need not dive into. The shard has seen a significant drop in active players as well; we went from breaking milestones, pushing 250 people or so, to dropping 75 or so, a lot of them active players and/or vets. This is just my two cents. UO has always and will always be my favorite game. UOEX is a great shard, but if it wants to continue to stay populated and as #1 on the charts, there need to be some changes.
Last edited by Devlin on Mon Mar 26, 2012 10:24 am, edited 1 time in total.
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Devlin
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Re: Attracting and Retaining new players

Post by Devlin »

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Re: Attracting and Retaining new players

Post by Nakkasu »

all of what dev said, i would logon more but i just dont feel a reason to logon. every now and then i have a couple hours to spare but i think about what i could do with that time. Hunt things ive hunted over and over, level another weapon, gather resources for bods? ugh i rather just sit on the phone and listen to people chatter or get extra rest for work. Stygian Abyss or whatever the newest content is thats available would give me a good reason to logon and actually play. For now i feel like there's no point. Great Server, Great People, Not enough to do. Yes uo is old but there's still new content to play with.
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anarchy
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Re: Attracting and Retaining new players

Post by anarchy »

Here's my 1.02 dollars and cents worth {inflation}

first we do not know what type of tags he has been using for his custom scripts, and i'm sure there are a lot of them. now would there be conflict if introducing an expansion? so that would mean he would have to go through code by code and change those tags. 2nd he would then have to have an alpha and beta testing for that 'shard'; to try to get rid of the bugs. found a bug and a bad one. then he would have to go search for that error. i'm pretty computer stupid so i'm guessing here, and i don't know how case sensitive C# is. so adding any type of expansion would take a very long time to do. personally i wouldn't do it. sorry being real. would take so long.

what's a paid coder? remember computer stupid and old so i don't know all the lingo.
factions: would like to see that on a different faction. lol. (tram/fel) would take up resources though.
pets: nerf the imps. make them lose something it uses per death permanently like bio's and poisoning.
staff: sorry but have to agree maybe someone from Europe. even out the time zone.
Magery: i think needs some tweaking. either more damage or faster cast, and recovery.

eh everyone get's uo burn. i just had it, and had to take a break from the game. now i'm back. :)
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Devlin
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Re: Attracting and Retaining new players

Post by Devlin »

paid coder, someone we pay to code ;P just a fresh face, or even someone in house, that can follow instructions, code a few things and help testing or something like that.

on the factions note, the top of my post has a link to a thread which i started a while back, kinda outlining what it would be like. Part of that was "fel only" for the fighting (and potentially not all of fel, such as paroxy or khaldun... scratch that, make khaldun some awesome pvp arena) so there would be safe zones, even for those involved.
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Melkor
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Re: Attracting and Retaining new players

Post by Melkor »

I have no idea how much work would be involved, but the new lands would be really nice to have, even if you don't include the aspect of relics, the lands and monsters alone would be awesome.

I will say thu, if I Didn't already have a character, and I was in the process of picking a shard to play on, I would pick one that had the new lands in it for sure.
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