#Improving player retention - discourse

10 messages · Page 1 of 1 (latest)

next delta
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The most recurrent complaints I see are in reference to looting, meaningful combat and SoWs. I loved these features. However, they contributed to keeping the game small and niche which as a business model wasn't sustainable.

We need to find a meaningful alternative that would satisfy the new player base going forward and the veterans such as ourselves. I would like to make some suggestions taken from Dark Age of Camelot - which I fondly played for many years.

  1. Relics - Items held in castles which can be taken by opposing factions. These give small but meaningful bonuses nationwide especially when stacked. They should require a large gathering of players to obtain and a multi-step approach to give the defenders a chance to hold onto them.

  2. PvP xp - probably the biggest motivation to keep playing. The idea that your character can continue to grow in power beyond maximum level by engaging in open world PvP combat. It should progress slowly and will reward dedication. Careful consideration is required not to upset the balance with regards to a steady stream of new players and those who have less time to play. OPEN WORLD is key here, so that it cannot easily be abused. Events are rewarding within their own right. A PvP xp multiplier could be implemented for playing inside the loot zone to encourage fights there.

  3. Seasonal content (not from DAoC) - just to break the monotony. With the first two points implemented there will be a greater degree of choice when implementing this feature. Devs could change the nature of the bonuses held by Relics and have double PvP xp weekends. Or encourage use of a particular weapon for funny fights.

Other considerations - Relics if implemented should be reset seasonally to stop one faction holding them for too long.

Balancing these features would be the biggest challenge.

topaz schooner
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At the GV 1.0 release ppl quickly came to see that combat has no meaning, if you re constantly retaking the same castles during the day, and some rats are retaking them during the night too it has no meaning + you stop caring when you can t lose anything , you can just keep attacking as a solo guy until enemy gets bored and leaves.

If there was a way for a seasonal victory (after you capture most of the territory and subjugate a nation or smth it would change), but that would require scheduled sieges at least for certain points, and rework of current aimless sieges.

signal tundra
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Yeah something needs to be done. Sieges are great fun
But the rewards are pitiful. And there isnt an obvious reason to hold castles.

deft siren
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Make capture of cities and keeps more sticky and meaningful!

That will improve player retention

teal jasper
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Imo castles are way too easy to take.

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The devs should look at when the game had the original faith order keep on the island below mainland (before map expansion and before the release of the third nation Sangmar - originally called Azebians) and look at the difficulty of taking that keep. You had to cheese it or have a group of at least 30 to take it.

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ALL castles should be like that. Maybe a lesser version for forts.

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There should be basic guards.

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And then knights or templars.

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And a mini boss (captain) or something that must be slain before the flag can be lowered.