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Re: Attracting and Retaining new players
Posted: Fri Mar 30, 2012 4:56 pm
by crazyb0b
anarchy wrote:
pets: nerf the imps. make them lose something it uses per death permanently like bio's and poisoning.
Magery: i think needs some tweaking. either more damage or faster cast, and recovery.
First off I will start by saying that in a purely PVE shard, balance does not matter.
That being said:
Nerf the damage bonus imps get in a pack (though it would probably be hard to code since pack bonus is universal). Another thing with pets I would like to see is some monster bio loving. They take as much time and cost as much or more than human bios to make, but they suck in comparison. Something needs to be done to them/for them. Has been requested many, many, many times.
I already stated my thoughts on Magery. It sucks. Horribly. Absolutely terrible on this shard and it is sad.
As for new lands, it would be awesome. Heck, I would even settle for the high seas content. That may bring me back to do more than my monthly login to keep my house from falling.
Re: Attracting and Retaining new players
Posted: Fri Mar 30, 2012 9:13 pm
by Nakkasu
Sadly the largest problem with other shards and their new content is none of its balanced. All of their stuff is easy to obtain and you're farming the top end content after only playing for 12 hours and they hand you god mode armor that you didnt have to work for. Quite sad really.
Re: Attracting and Retaining new players
Posted: Fri Mar 30, 2012 10:16 pm
by Thorgal
I had an idea, might not be the best or well thought out but here goes!
Instead of having players do tours for young players and getting a small reward why not make it more interesting, why not make it a sponsorship!
So i might decide to go greet a new player, give him or her a tour but instead of leaving it at that, we could extend the period over to a week, two weeks or even a month. During which, we could help further more the new player by showing him the rope of the shard, good hunting places, advice on gear, realy take the time to explain things that are custom to this shard and maybe prevent unpleasant mistakes like purchasing a weapon that's crappy and puting a leveling deed on it or missing out on the rat quest.
My problem with the tour concept is that new players dont want to spend their first few minutes on the shard listening to some veterant getting exited about the shard and dumping a crap load of info on them, so my suggestion is to extend the time period, that way the new player will have someone to contact and take them out hunting or explaining how different the shard is from others or even OSI.
By the end of that period, the veterant sponsering the newcomer would get a bigger reward of say 75 ed's for the whole month sponsorship, and to prevent abuse, limit the sponsoring to 1 per month or 1 at a time. If a reward of ed's is a problem, why not go with the concept of the library collectors they made on OSI (where you got the glasses), earn sponsorship points (that would be account bound) which after you could exchange for special gear (also account bound) or some new deco.
At the end, everybody gets something out of it, the new players would get advice, contacts, and a better understanding of the shard which in return would give the shard a stronger and more experienced base of players. Finaly the vets would have new objectives, new allies, and a way of passing down all that knowledge!
There it is! That my big idea LOL

Re: Attracting and Retaining new players
Posted: Sat Mar 31, 2012 3:50 am
by Ilsanor
nerf the imps. nerf the imps. nerf the imps. nerf the imps.
Ad nauseam. I don't believe in taking away from players something they worked hard to earn. Getting a pack of fully ointed imps with pet powerscrolls added is the equivalent of a relayer or two. People do it because it gives them power. Nerf the imps and suddenly all this money and time loses it's value. Maybe I should suggest nerfing relayers (including existing ones) to half of their current power. Would that be fair?
Really, I love some of the ideas posted here but please think of features that can give us more, not take away something because of "balance". Which is skewered the most by the power of relayers, not weak magery or powerful imps. There is a reason many vets use imps only rarely, but have a ton (or the desire to have) of relayers. Not the other way around.
Re: Attracting and Retaining new players
Posted: Sat Mar 31, 2012 6:34 am
by anarchy
Ad nauseam. I don't believe in taking away from players something they worked hard to earn. Getting a pack of fully ointed imps with pet powerscrolls added is the equivalent of a relayer or two. People do it because it gives them power. Nerf the imps and suddenly all this money and time loses it's value. Maybe I should suggest nerfing relayers (including existing ones) to half of their current power. Would that be fair?
Let's do some math.
imps are the best pet available on the shard. so you maxed out the best pet on the shard.
best pet on the shard. Imprisoned pet
cost.
20 mil just for giggles x 5
total price:
100 mil.
best re layer on the shard. Titan hammer.
cost
1500 eds (way low end price) + 200 eds to remove artie tag + 50 eds for self repair 5 (only if it needs it) + 750k tokens for bless + 500 eds for re layering.
total cost.
2250 eds (as of 31.3.2012.13:09 eds are 45.5k ea) and 750k token (as of same time 2.35 gps ea).
total price.
104,137,500
after doing some math it seems the titan hammer on the low end price would really be equal to a fully maxed pack of imps (not including fluctuations in the market and if no one was bidding against you; seen the titan hammer on auction go for 120 mil by a player which then they wouldn't be equal).
but that's 5 items to 1 item.
Re: Attracting and Retaining new players
Posted: Sat Mar 31, 2012 11:22 am
by Lagos
Here's my 2 cents *throws some pocket change into the ring*
MORE PLAYER RUN EVENTS! =) =) =)
mine will be coming soon ^.^
Re: Attracting and Retaining new players
Posted: Sat Mar 31, 2012 2:17 pm
by Riddlebox
Ilsanor wrote:Really, I love some of the ideas posted here but please think of features that can give us more, not take away something because of "balance".
This. ^
Re: Attracting and Retaining new players
Posted: Sun Apr 01, 2012 2:38 am
by Ilsanor
Thanks for doing the math Anarchy. Basically - In the cost of a titan relayer you could easily get 2 bone crushers (or whatever artie weap), 3 non-artie tag weaps or 4 SoT's. Depends on how you define a relayer. Though my point still stands.
Re: Attracting and Retaining new players
Posted: Sun Apr 01, 2012 12:17 pm
by Nakkasu
either way we want stygian abyss or high seas. lets not get sidetracked. i mean honestly why not put stygian abyss? the cost is worth the reward.
Re: Attracting and Retaining new players
Posted: Sun Apr 01, 2012 4:02 pm
by sirboss
Ok my comment was not to be nagitive it was the veiw point of a new player. Are we not trying to get new players? its just a little hard for a newbie to get going and i have friends and enjoy the game so i still playing. Both my sons and daughter tried to play but left, my wife left also "it was to hard and boring" she is not a mmo player. So this is coming from 1 out of 5 people stayed to play ME. So my coments were to help not critisize. (sorry i cant Spell i have dyslexia)
Re: Attracting and Retaining new players
Posted: Sun Apr 01, 2012 4:14 pm
by sirboss
Years ago when UO was first out we would have 40-50 players battling out in one area. It was massive and exciting your heart was pounding. maby have a Store bought armor battle only or nude only, where everyone just fights and has fun, but no super powers!!!! Have a no rez battle the winner gets a prize!!! just some thoughts for fun!!!!
Re: Attracting and Retaining new players
Posted: Mon Apr 02, 2012 4:14 pm
by +Nyx
The reason Stygian Abyss / High seas are not likely to get added soon is that it is an extreme amount of work for Colibri. He has a lot of RL obligations and adding such a huge project isn't feasible for him right now. Someone earlier commented that because other shards have it / had it quickly that it can't be that much work. That's a silly and very inaccurate statement. The way our shard is, what it's run on, and the level of custom work Coli has put into the guts of the shard means that it's not just a plug and play sort of deal, with a little tweaking. It is a massive undertaking.
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

Re: Attracting and Retaining new players
Posted: Mon Apr 02, 2012 4:21 pm
by Dramoor
sirboss wrote:Years ago when UO was first out we would have 40-50 players battling out in one area. It was massive and exciting your heart was pounding. maby have a Store bought armor battle only or nude only, where everyone just fights and has fun, but no super powers!!!! Have a no rez battle the winner gets a prize!!! just some thoughts for fun!!!!
That would be exciting. However PvP shards, and Easy Uo scripting, Tends to add for Non fun pvping. It becomes the fact of whos scripts are better then the other persons. Usually why most people dont do pvp shards or pvping a lot anymore.
Re: Attracting and Retaining new players
Posted: Mon Apr 02, 2012 4:37 pm
by arrow
Went out and bought some new suspenders for my britches! Lolz no thats not me!!!!
Re: Attracting and Retaining new players
Posted: Mon Apr 02, 2012 5:20 pm
by crazyb0b
+Nyx wrote:The reason Stygian Abyss / High seas are not likely to get added soon is that it is an extreme amount of work for Colibri. He has a lot of RL obligations and adding such a huge project isn't feasible for him right now. Someone earlier commented that because other shards have it / had it quickly that it can't be that much work. That's a silly and very inaccurate statement. The way our shard is, what it's run on, and the level of custom work Coli has put into the guts of the shard means that it's not just a plug and play sort of deal, with a little tweaking. It is a massive undertaking.
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

Could we get a comment on pet balancing and making magery not absolutely useless in combat?