Emps-World Forum

Emps-World => Feedback => Topic started by: Thomy on May 13, 2017, 03:38:18 pm

Title: New Player Experience - Discussion
Post by: Thomy on May 13, 2017, 03:38:18 pm
Hey everyone,

I'm creating this topic to discuss possible issues and also changes that could be made to Emps-World in order to improve it. Feel free to give me your ideas and opinions, that's what I'd like to hear. If this thread turns out well, I will definitely create more of these topics.

What do you think about the experience of new players? What could improve the game for new players or even make it more appealing to them? What are the current flaws? What's good and what's bad about the current situation?

I am eager to hear your ideas / opinions!

All the best,
Thomy
Title: Re: New Player Experience - Discussion
Post by: Avenus on May 13, 2017, 04:03:51 pm
Needs more staking  :'(

More players, higher risks and HUGEE rewards
Will bring many more new players ^^
Title: Re: New Player Experience - Discussion
Post by: Thomy on May 13, 2017, 04:10:11 pm
Needs more staking  :'(

More players, higher risks and HUGEE rewards
Will bring many more new players ^^

I know you're trying to be funny here... and yeah, I had to grin, so it worked? But please, I would like to keep this topic in a serious state! ;)
Title: Re: New Player Experience - Discussion
Post by: Martijn7 on May 13, 2017, 04:20:52 pm
hi can i join?
Title: Re: New Player Experience - Discussion
Post by: Killbul on May 13, 2017, 04:24:49 pm
new contents like new quests and stuff!
Title: Re: New Player Experience - Discussion
Post by: Il Skill L on May 13, 2017, 04:25:17 pm
As i've been skiller for 95% of my time here I'm going to speak about skilling and not so much about PVM or PVP.
Back when i joined(who the hell remembers when was that) the most appealing thing for me was that Emps was placed perfectly between the exp rates of runescape and other private servers. It seems to me that every update that has been made to improve skilling has made it easier and easier (For example bringing all rocks to barbarian). I understand that the idea behind it was to bring community closer together(for that i would suggest changing home to Yanille, might not have a massive effect but it would definitely be more attractive place than Barbarian) and there's nothing wrong with that but you're kind of losing the challenge of skilling that it used to be.
And some skills are just ridiculous. For example thieving. I understand that removing seed stalls from draynor made the skill much more difficult to autoclick but god how painful it is to train it(notice only 4 ironman accounts that have 99 thieving).

EDIT: Also the game has gone much more individual based imo which isn't a good idea. I've brought up many times the conversation about Jad minigame. I understand that you put much effort into coding that new style jad, but back when you had to group up with your friends in veracks to kill Jad(most damage won the f cape) it brought people together. New friendships and connections were made.
Title: Re: New Player Experience - Discussion
Post by: Katias Bf on May 13, 2017, 04:28:24 pm
  u should get prices grow more and more u cant play 4 hours and u cant get anything worth to sell.
the stakes should be with out limited stacks.
you'r upbates are affects the game. :'(
Title: Re: New Player Experience - Discussion
Post by: S Clegane on May 13, 2017, 04:36:34 pm
Even though I played Emps-Scape before, Emps-World for me is quite new experience itself. In my opinion, what would do best for every one is to make basic information simplified. Right now, there is majority new players who tend to ask anything in cc and due to their lack of knowledge about game they create chaos with useless spam. I suggest here introduce with some of basics about game in tutorial island as must complete option.
What touches rising skills and enjoying the game... Maybe, implementing skilling-only in daily tasks, as slayer/combat skills already bring a lot of profit and rewards. Not so many people tend to skill now. They think it's usually waste of time, they better go Pk or do slayer for money, or what's worse go staking all-in with middlemen.
What's good or bad?
Bad is staking. I don't know where people went to get so lazy or to the point where they want easy money gained quickly, otherwise it's bad game, they rage quit or spam all over cc. In latter days, players as I like to remember didn't even mentioned staking so much...
Good is game improvements making easier for new players to get around, more content to explore.
Current flow is chaotic more and more new players don't even dare to visit forums much less wiki page which provides a lot of useful information. Maybe, trying to recruit more and more contributors seeing as they play for longer periods of time but spectating each and every one of them would also consume time.

In essential, my idea is to summarize what people want from this game, why they still play it and improve their own ideas step by step while improving connection between regular player and higher-ups(this I take from IRL work and it works). The more players will get along staff the more game will be fun to login and play. I think this game(server) has more than enough to be good anytime.

Tip:My English isn't best so English lessons here in-game would also be nice cause some people don't know it and deliver weird message instead of proper sentence.
Title: Re: New Player Experience - Discussion
Post by: The Pro Cow on May 13, 2017, 04:37:56 pm
there is only 5 quests in game , and they have low rewards . I think that more quests with higher rewards should be added in to the game.
Title: Re: New Player Experience - Discussion
Post by: S Clegane on May 13, 2017, 04:39:41 pm
As i've been skiller for 95% of my time here I'm going to speak about skilling and not so much about PVM or PVP.
Back when i joined(who the hell remembers when was that) the most appealing thing for me was that Emps was placed perfectly between the exp rates of runescape and other private servers. It seems to me that every update that has been made to improve skilling has made it easier and easier (For example bringing all rocks to barbarian). I understand that the idea behind it was to bring community closer together(for that i would suggest changing home to Yanille, might not have a massive effect but it would definitely be more attractive place than Barbarian) and there's nothing wrong with that but you're kind of losing the challenge of skilling that it used to be.
And some skills are just ridiculous. For example thieving. I understand that removing seed stalls from draynor made the skill much more difficult to autoclick but god how painful it is to train it(notice only 4 ironman accounts that have 99 thieving).

EDIT: Also the game has gone much more individual based imo which isn't a good idea. I've brought up many times the conversation about Jad minigame. I understand that you put much effort into coding that new style jad, but back when you had to group up with your friends in veracks to kill Jad(most damage won the f cape) it brought people together. New friendships and connections were made.

You do have point. I agree with you a lot.
Title: Re: New Player Experience - Discussion
Post by: S Clegane on May 13, 2017, 04:41:38 pm
there is only 5 quests in game , and they have low rewards . I think that more quests with higher rewards should be added in to the game.
There is somewhere topic where Mary made code for doing quests yourself. Please, be nice and find it yourself. Then get approval from Thomy for it to be implemented and Voala. You made quest. :) Thomy indeed has more work than you think. Also, rewards from other quest are decent already, knowing how difficult they are.
Title: Re: New Player Experience - Discussion
Post by: Charr on May 13, 2017, 04:48:16 pm
new contents like new quests and stuff!
New content wouldn't necessarily help new players and that's way too broad of a statement to be of use. A few new quests catered towards gearing newer players up wouldn't be too bad.

It seems to me that every update that has been made to improve skilling has made it easier and easier (For example bringing all rocks to barbarian). I understand that the idea behind it was to bring community closer together(for that i would suggest changing home to Yanille, might not have a massive effect but it would definitely be more attractive place than Barbarian) and there's nothing wrong with that but you're kind of losing the challenge of skilling that it used to be.
Frankly I'm not a big fan of having everything in barbarian either, I'll agree that changing that wouldn't be a bad idea. I don't entirely agree that every skilling update has made everything easier, but there have definitely been some. 99 is no longer and will never be a real challenge again, we had way less of a general understanding of how to do shit back in scape. If you're looking for a challenge maxing out or getting 250m exp in a skill are the new thing.

And some skills are just ridiculous. For example thieving. I understand that removing seed stalls from draynor made the skill much more difficult to autoclick but god how painful it is to train it(notice only 4 ironman accounts that have 99 thieving).
Even with the seed stall thieving was not a skill anyone enjoyed training. Reworking skills that aren't up to par would be great and they'd certainly help newer players experience less frustration.

u should get prices grow more and more u cant play 4 hours and u cant get anything worth to sell.
Prices aren't something Thomy controls, they're in the hands of players. You can get quite a lot of money in 4 hours, all you need is to know how. Just going after the rare drops of monsters isn't all that good anymore because that's what most people do. If a lot of people use the same method it will become worse and worse over time. If everything is cheaper you will also have to get less money to afford things, so it actually balances itself out quite a bit.

Even though I played Emps-Scape before, Emps-World for me is quite new experience itself. In my opinion, what would do best for every one is to make basic information simplified. Right now, there is majority new players who tend to ask anything in cc and due to their lack of knowledge about game they create chaos with useless spam. I suggest here introduce with some of basics about game in tutorial island as must complete option.
I'd rather put new players in another cc and explain stuff to them there.

What touches rising skills and enjoying the game... Maybe, implementing skilling-only in daily tasks, as slayer/combat skills already bring a lot of profit and rewards. Not so many people tend to skill now. They think it's usually waste of time, they better go Pk or do slayer for money, or what's worse go staking all-in with middlemen.
Giving players more of an influence over what daily tasks they get wouldn't be too bad of an idea as it would probably get them to do them more often. There should be a balance between that and how the current system is, since the daily task system can also be used to get people to try things they don't often do.

Maybe, trying to recruit more and more contributors
That's something I'm working on, it'll take a while.
Title: Re: New Player Experience - Discussion
Post by: Jhonson on May 13, 2017, 04:59:25 pm
Mini-Games
The lack of people playing mini-games triggers me, mini-games brought a lot of fun to the server and I hate to see them die out. My suggestion is to add worth while rewards to our current mini-games (Make them untradeable) or even add a new refreshing mini game that can breathe new life to the server. (I'm down for some soul wars) give players a reason to go play them, because honestly I don't see myself playing the current mini-games with their current rewards. Hell, throw some old school rares in there but make them cost a lot of tickets where players have to spend days/months/years playing in order to buy them. (Players with old school rares, please no hate)

Staff Hosted Events
I know that this depends on the availability of the staff team, but I would really like to see them hosted maybe 3 times a week? I really enjoyed the event divison hosted, got many members playing castle wars (Fucking miracle) Honestly a lot of people would play castle wars/pest control if double tickets were to be enabled. (It's sad, but the truth must be told) I'm also down for like duel arena tournaments, hide n seek, and much more! Also, don't be shy to host forum related events.

New Players
I speak for everyone when i say, I see a lot of new players in grand exchange simply begging to everyone for cash/items. I believe the reason is because not that they're lazy, but it's their lack of knowledge on how to get cash/items and 9 out of 10 times when they ask noob questions, everyone ignores them or simply make fun of them. How to fix this problem you ask? I believe someone said that there was a "Help" cc where all new players go in by default to ask questions... hell i'm down to join that cc and answer their questions while i'm skilling. (Rune crafting is boring af)

Duel Arena
I've noticed a lot of players lose their bank due to staking in duel arena and that's how the end up begging for cash/items at G.E. There's only one solution i can think of that can really help and it's as simple as removing staking from duel arena and keep it for fun dueling only.

Lending Item feature
I know that this got shot down before, but I really believe lending items to new players can help them progress in the game much quicker, and will eventually keep them in the server. At this point, I feel like new players are ignored and I bet they feel the same way. Of course these items will always be protected and won't disappear upon death and members can't enter the wilderness with lent items. (Let's make it where we can only lend maybe 3 items for a max of 24 hours)

I'll let you know if any more ideas come up, good job on the recent updates.
Title: Re: New Player Experience - Discussion
Post by: Thomy on May 13, 2017, 05:08:16 pm
Awesome feedback so far! I am astonished how fast and how many posts already arrived. Big thanks from my side. :D

So far I could change following things:
Title: Re: New Player Experience - Discussion
Post by: Someone12116 on May 13, 2017, 05:15:01 pm
It seems to me that every update that has been made to improve skilling has made it easier and easier

Faster, not easier. There isn't a single skill in this game that is actually challenging unless you find clicking on your client difficult in some way. I never understood why people think it's more ''respectable'' to spend hundreds of hours in osrs to train a single skill to 99 and sweating your ass off when I can do the same in rs3 in considerably less time. I personally want to level up my shit fast and jump straight into the endgame content of the game. I don't want to be 'stuck' grinding for years.

Also, there is absolutely no reward for training thieving past Master Farmers. You get 300 gp per pickpocket at Heroes and the fail rate is ridiculous. Do you seriously think somebody will train 99 to get 300k money per hour? The skill itself is fast and IMO there's nothing wrong with it. Thieving also proves my point, it's the most ''challenging'' skill there is and nobody trains it.

Mini-Games
The lack of people playing mini-games triggers me, mini-games brought a lot of fun to the server and I hate to see them die out. My suggestion is to add worth while rewards to our current mini-games (Make them untradeable) or even add a new refreshing mini game that can breathe new life to the server. (I'm down for some soul wars) give players a reason to go play them, because honestly I don't see myself playing the current mini-games with their current rewards. Hell, throw some old school rares in there but make them cost a lot of tickets where players have to spend days/months/years playing in order to buy them. (Players with old school rares, please no hate)

Staff Hosted Events
I know that this depends on the availability of the staff team, but I would really like to see them hosted maybe 3 times a week? I really enjoyed the event divison hosted, got many members playing castle wars (Fucking miracle) Honestly a lot of people would play castle wars/pest control if double tickets were to be enabled. (It's sad, but the truth must be told) I'm also down for like duel arena tournaments, hide n seek, and much more! Also, don't be shy to host forum related events.

New Players
I speak for everyone when i say, I see a lot of new players in grand exchange simply begging to everyone for cash/items. I believe the reason is because not that they're lazy, but it's their lack of knowledge on how to get cash/items and 9 out of 10 times when they ask noob questions, everyone ignores them or simply make fun of them. How to fix this problem you ask? I believe someone said that there was a "Help" cc where all new players go in by default to ask questions... hell i'm down to join that cc and answer their questions while i'm skilling. (Rune crafting is boring af)

Duel Arena
I've noticed a lot of players lose their bank due to staking in duel arena and that's how the end up begging for cash/items at G.E. There's only one solution i can think of that can really help and it's as simple as removing staking from duel arena and keep it for fun dueling only.

Lending Item feature
I know that this got shot down before, but I really believe lending items to new players can help them progress in the game much quicker, and will eventually keep them in the server. At this point, I feel like new players are ignored and I bet they feel the same way. Of course these items will always be protected and won't disappear upon death and members can't enter the wilderness with lent items. (Let's make it where we can only lend maybe 3 items for a max of 24 hours)

I'll let you know if any more ideas come up, good job on the recent updates.

Adding more minigames like soul wars will definitely not help the situation. I don't even understand why people want that to be added in the first place, people did nothing but AFK there in RS to begin with because of the long-ass games and boring gameplay. I bet none of you asking for this never even played a single game of it. With only 70 players online, you cannot expect there to be 2 minigames running simultaneously when there's so much more content in the game in addition to those. This is why double ticket weekends should have never been removed and the weekends should be altered between the two minigames.

Staff hosted events - I never gave a flying shiet about these personally. Idk why people want these to be hosted so damn often ????????? You don't need a staff member to host HnS and shit. Get people into a CC and there u go, host events by yourself.

Beggars - A common factor between all of them usually is the fact that they're level 120+. Either they are returning players too lazy to go make starting money at low-level monsters or they got cleaned. If they actually happen to be a new player, one improvement for early game money making would be to replace the annoying af ice fiends from the Ice Mountain and replace them with unaggressive Ice Warriors. They drop bunch of alchables that will make new players money even when sold to general store. They'll make money for dragon/barrows in less than an hour.

Duel Arena - add a minimum total requirement. I don't think duel arena is a ''threat'' to new players since you already need to have maxed melee, whip and something to stake at that point.
Title: Re: New Player Experience - Discussion
Post by: Tulrak on May 13, 2017, 05:32:58 pm
There should be more encouragement for people to interact with other players and less focus on getting people to train skills.


One possibility could be to make use of the daily tasks system more.
I would recommend removing the total level requirement from daily tasks and make them available right away, because it's a good way of introducing different content to people, I remember that I became a moderator before I unlocked daily tasks and that should be a sign that it takes way too much time to unlock daily tasks, especially if one focuses on just a few skills in the beginning, while they get used to the game.
Then after that there would be a possibility to add completing minigames to daily tasks.
Something like:


Create an official "staking" clan chat.
Add an NPC in duel arena that encourages people interested in staking to join it so that they can invite each other to stake. When talking to the NPC, include an option to join the clan chat, so that instead of leaving the clan chat they are in and joining the new clan chat, they can talk to the NPC and use only one click to join the "staking" clan chat.
Don't allow people who were in the "staking" clan chat to join clan chats other than "staking" for 5-15 minutes after they've lost a stake, to give them some time to calm down.
Then removing staking limit may be something that could be considered to get rid of middle-man stakes.


As for the suggestion of having a separate clan chat for new players again, in my opinion that should never happen again, if anyone should be separated from the rest of the community then it's the stakers. For the new players it's more important that they interact with more experienced players (preferably mostly those, who are not mentoring them), in that people should be encouraged to actually learn and try out new things themselves, instead of having someone give them step by step instructions for everything as that turns the game into a pointless grind with no rewards.
The reason for that is that people are taught to get things before they need them, that may be smart for experienced players, but removing the part where people find out that they need something and then figure out how to get it, also removes the satisfying feeling of actually getting the item that they needed.

I think that overall people should be encouraged to have less items stored in their banks, not sure how this could be done but it could be something to consider.
Title: Re: New Player Experience - Discussion
Post by: Il Skill L on May 13, 2017, 05:34:28 pm
@Otto i swear to god i knew you were going to pick on my word choice. But skill being faster = easier. Otherwise one might think that running a marathon is also easy unless you find steping one foot in front of another difficult in some way.
Unlike you i seem to enjoy the foreplay(grinding to 99) just as much as i enjoy the happy endgame content ;)

Awesome feedback so far! I am astonished how fast and how many posts already arrived. Big thanks from my side. :D
That shows how much we actually care about this game as it has been a large part of our childhood and we have fond memories of this for many years to come.

So far I could change following things:
  • Something I forgot?
Changing Barbarian to another home area(Varrock and Falador in my opinion are too large for the 100 players we have. Needs to be compact)
Title: Re: New Player Experience - Discussion
Post by: Charr on May 13, 2017, 06:24:33 pm
Mini-Games
The lack of people playing mini-games triggers me, mini-games brought a lot of fun to the server and I hate to see them die out. My suggestion is to add worth while rewards to our current mini-games (Make them untradeable) or even add a new refreshing mini game that can breathe new life to the server. (I'm down for some soul wars) give players a reason to go play them, because honestly I don't see myself playing the current mini-games with their current rewards. Hell, throw some old school rares in there but make them cost a lot of tickets where players have to spend days/months/years playing in order to buy them. (Players with old school rares, please no hate)
Cosmetic rewards, regardless of how long it takes to get them or how good they look, will not keep a minigame alive. Everyone is just going to get one and stop playing the minigame altogether. If you want people to continually play minigames find something they'll want to get over and over, like brawlers.

Staff Hosted Events
I know that this depends on the availability of the staff team, but I would really like to see them hosted maybe 3 times a week? I really enjoyed the event divison hosted, got many members playing castle wars (Fucking miracle) Honestly a lot of people would play castle wars/pest control if double tickets were to be enabled. (It's sad, but the truth must be told) I'm also down for like duel arena tournaments, hide n seek, and much more! Also, don't be shy to host forum related events.
Step 1: Create topic about you hosting a CW event and plan a date/time a few days or a week in advance
Step 2: Spread information
Step 3: ???
Step 4: Profit

New Players
I speak for everyone when i say, I see a lot of new players in grand exchange simply begging to everyone for cash/items. I believe the reason is because not that they're lazy, but it's their lack of knowledge on how to get cash/items and 9 out of 10 times when they ask noob questions, everyone ignores them or simply make fun of them. How to fix this problem you ask? I believe someone said that there was a "Help" cc where all new players go in by default to ask questions... hell i'm down to join that cc and answer their questions while i'm skilling. (Rune crafting is boring af)
More often than not whenever I run into someone like this rather than ignoring them I actually attempt to teach them to make money. They're either completely unwilling to or they literally never beg again after (the latter being a lot rarer). These people are mostly cleaned stakers. I'd be all for that cc, it would still be a good idea.

Lending Item feature
I know that this got shot down before, but I really believe lending items to new players can help them progress in the game much quicker, and will eventually keep them in the server. At this point, I feel like new players are ignored and I bet they feel the same way. Of course these items will always be protected and won't disappear upon death and members can't enter the wilderness with lent items. (Let's make it where we can only lend maybe 3 items for a max of 24 hours)
The speed at which a new player can progress is already way more than enough. No matter how lending items is implemented, it will give players less of a reason to buy stuff they don't yet have. Selling items is already something that takes a while, lending would make this a longer process. As a fresh account if you do a bit of research you can get yourself any item you might need as a new player within an hour or two, that's fine as is.

There should be more encouragement for people to interact with other players and less focus on getting people to train skills.

One possibility could be to make use of the daily tasks system more.
I would recommend removing the total level requirement from daily tasks and make them available right away, because it's a good way of introducing different content to people, I remember that I became a moderator before I unlocked daily tasks and that should be a sign that it takes way too much time to unlock daily tasks, especially if one focuses on just a few skills in the beginning, while they get used to the game.
Then after that there would be a possibility to add completing minigames to daily tasks.
Something like:
  • Win 2-5 rounds of Pest Control
  • Win 1-2 rounds of Castle Wars
Yes.

Create an official "staking" clan chat.
Add an NPC in duel arena that encourages people interested in staking to join it so that they can invite each other to stake. When talking to the NPC, include an option to join the clan chat, so that instead of leaving the clan chat they are in and joining the new clan chat, they can talk to the NPC and use only one click to join the "staking" clan chat.
Don't allow people who were in the "staking" clan chat to join clan chats other than "staking" for 5-15 minutes after they've lost a stake, to give them some time to calm down.
This doesn't sound too bad, but people will just find ways around it. It's not like people don't go on second/third/fourth accounts to continue flaming in emps world cc.

(preferably mostly those, who are not named Charr), in that people should be encouraged to actually learn and try out new things themselves, instead of having someone give them step by step instructions for everything as that turns the game into a pointless grind with no rewards. The reason for that is that people are taught to get things before they need them, that may be smart for experienced players, but removing the part where people find out that they need something and then figure out how to get it, also removes the satisfying feeling of actually getting the item that they needed.
Because screw Charr and screw how he enjoys playing the game. Screw him for answering people's questions. I, of course, am an expert on what Charr does for I follow him around at all times.

Skilling being too easy / annoying - Thieving as example.
Focus on the latter, as the former might actually turn people away that just started out.
Title: New players , future updates
Post by: Modder Hrki on May 13, 2017, 07:09:20 pm
Here is what I got:

1. For getting new players I would suggest making something like "Reffer a friend" system.

After a player gets few refferal points or something else that would count his success, he should be rewarded.

Also, the players that are new (invited by their friends) to the game would have to reach certain combat or total level to make refferal count. That would prevent just making level 3 accounts to get reward.

Similar refferal system is used by League of Legends.

2.About mini-games now

My personal opinio about why people dont play mini-games that much is they are not motivated. With this one i suggest adding some new untradeable and tradeable rewards such as weapons, armors and skilling items.

3. Now here is the thing I would personaly like the most. I would like to see new dungeon that would be super hard. It would also require more people to complete. That would make people get in teams and cooperate with each other. Im also suggesting adding green text message in chat which shows your boss killcount and a drop that player recieved.

My apologies if I said or spelled something wrong.
Title: Re: New players , future updates
Post by: Il Skill L on May 13, 2017, 08:24:52 pm
2.About mini-games now

My personal opinio about why people dont play mini-games that much is they are not motivated. With this one i suggest adding some new untradeable and tradeable rewards such as weapons, armors and skilling items.
I sincerely doubt we need more weapons/armours in this game right now :/

EDIT: Also Thomy, please look at: https://emps-world.net/forum/index.php?topic=11019.0
Specially the skills section, all ideas in that list were widely supported by our players.
Title: Re: New Player Experience - Discussion
Post by: Skill0wzer on May 13, 2017, 09:12:21 pm
As i've been skiller for 95% of my time here I'm going to speak about skilling and not so much about PVM or PVP.
Back when i joined(who the hell remembers when was that) the most appealing thing for me was that Emps was placed perfectly between the exp rates of runescape and other private servers. It seems to me that every update that has been made to improve skilling has made it easier and easier (For example bringing all rocks to barbarian). I understand that the idea behind it was to bring community closer together(for that i would suggest changing home to Yanille, might not have a massive effect but it would definitely be more attractive place than Barbarian) and there's nothing wrong with that but you're kind of losing the challenge of skilling that it used to be.
And some skills are just ridiculous. For example thieving. I understand that removing seed stalls from draynor made the skill much more difficult to autoclick but god how painful it is to train it(notice only 4 ironman accounts that have 99 thieving).

EDIT: Also the game has gone much more individual based imo which isn't a good idea. I've brought up many times the conversation about Jad minigame. I understand that you put much effort into coding that new style jad, but back when you had to group up with your friends in veracks to kill Jad(most damage won the f cape) it brought people together. New friendships and connections were made.


Old jad game was very fun and a lot of people were doing it as fun part of their nights.
I would like to see new beginning home Yanille instead of barbarian, would be better to organize stuff and skilling.
Title: Re: New Player Experience - Discussion
Post by: Someone12116 on May 13, 2017, 11:10:31 pm
There should be more encouragement for people to interact with other players and less focus on getting people to train skills.


One possibility could be to make use of the daily tasks system more.
I would recommend removing the total level requirement from daily tasks and make them available right away, because it's a good way of introducing different content to people, I remember that I became a moderator before I unlocked daily tasks and that should be a sign that it takes way too much time to unlock daily tasks, especially if one focuses on just a few skills in the beginning, while they get used to the game.
Then after that there would be a possibility to add completing minigames to daily tasks.
Something like:
  • Win 2-5 rounds of Pest Control
  • Win 1-2 rounds of Castle Wars
  • Stake 10m just kidding


Create an official "staking" clan chat.
Add an NPC in duel arena that encourages people interested in staking to join it so that they can invite each other to stake. When talking to the NPC, include an option to join the clan chat, so that instead of leaving the clan chat they are in and joining the new clan chat, they can talk to the NPC and use only one click to join the "staking" clan chat.
Don't allow people who were in the "staking" clan chat to join clan chats other than "staking" for 5-15 minutes after they've lost a stake, to give them some time to calm down.
Then removing staking limit may be something that could be considered to get rid of middle-man stakes.


As for the suggestion of having a separate clan chat for new players again, in my opinion that should never happen again, if anyone should be separated from the rest of the community then it's the stakers. For the new players it's more important that they interact with more experienced players (preferably mostly those, who are not mentoring them), in that people should be encouraged to actually learn and try out new things themselves, instead of having someone give them step by step instructions for everything as that turns the game into a pointless grind with no rewards.
The reason for that is that people are taught to get things before they need them, that may be smart for experienced players, but removing the part where people find out that they need something and then figure out how to get it, also removes the satisfying feeling of actually getting the item that they needed.

I think that overall people should be encouraged to have less items stored in their banks, not sure how this could be done but it could be something to consider.

Arranging a team consisting of unique players (no multilogging) to begin a game of CW should be a daily task itself worth 1M xp to a skill of the player's choice.
I wouldn't have my Ava on my Ironman if it weren't for multilogging.

@Otto i swear to god i knew you were going to pick on my word choice. But skill being faster = easier. Otherwise one might think that running a marathon is also easy unless you find steping one foot in front of another difficult in some way.
Unlike you i seem to enjoy the foreplay(grinding to 99) just as much as i enjoy the happy endgame content ;)

I don't mind the grind (https://i.gyazo.com/366c6320edbe2bb2d30d59e9a8eae714.png) as long as I get rewarded for it.
Title: Re: New Player Experience - Discussion
Post by: Charr on May 13, 2017, 11:15:34 pm
Moving the game's home isn't something I feel is necessary, I would much rather see barbarian village fixed up. Yanille is mostly unconfigured, while everything in barbarian village is. It really would just be a matter of removing a bunch of things like the magic trees/rune ores and possibly replacing them with things that are more catered towards new people.

EDIT: Also the game has gone much more individual based imo which isn't a good idea. I've brought up many times the conversation about Jad minigame. I understand that you put much effort into coding that new style jad, but back when you had to group up with your friends in veracks to kill Jad(most damage won the f cape) it brought people together. New friendships and connections were made.
Group content is something that definitely helps bring people together, but the way that jad minigame was designed wasn't the right way to go about it. Only one person got rewarded for it. Something like kolodion is a better way of doing it, all we need is more things like that. I'm not entirely sure if it should be given a high priority though, given the difficulty of consistently grouping up without knowing every active player.
Title: Re: New players , future updates
Post by: Skill0wzer on May 13, 2017, 11:59:10 pm
2.About mini-games now

My personal opinio about why people dont play mini-games that much is they are not motivated. With this one i suggest adding some new untradeable and tradeable rewards such as weapons, armors and skilling items.
I sincerely doubt we need more weapons/armours in this game right now :/

EDIT: Also Thomy, please look at: https://emps-world.net/forum/index.php?topic=11019.0
Specially the skills section, all ideas in that list were widely supported by our players.

All of these please!
Also area for maxed people 8)
Title: Re: New Player Experience - Discussion
Post by: Hi Im Ethan on May 14, 2017, 01:45:27 am
Mini-Games
The lack of people playing mini-games triggers me, mini-games brought a lot of fun to the server and I hate to see them die out. My suggestion is to add worth while rewards to our current mini-games (Make them untradeable) or even add a new refreshing mini game that can breathe new life to the server. (I'm down for some soul wars) give players a reason to go play them, because honestly I don't see myself playing the current mini-games with their current rewards.
IMO, I feel like one of the major problems our minigames currently have are the current rewards either having little to no desire/profitability to the majority of current players or any of these untradables simply already being owned by most of them. Elite Void is a pretty good example: tier-65 armor that is basically some of the best PvM armor available to us (on par or arguably better than Bandos/Third-Age where damage soaking/defense isn't much of a priority). When it was untradable from the very beginning, there was reason to actually play PC since there was no other way to obtain the armor yourself. After the change to Elite Void to make it better than standard Void, there still was a reason for players to play PC if you didn't own the Elite Void since it was still untradable (albeit probably a bit more frustrating).
However, when the armor was made tradable, playing PC became less of a necessity since players could simply buy the sets off of other players. People were still probably playing PC for awhile to use the sets to make money, but I'm sure after awhile as more sets made their way into the game this number quickly died down. Lots of the sets were able to spread around to our playerbase as a result.
Simply making the sets untradable again didn't really rejuvenate anyone's desire to play PC unless you were missing a set and you missed out on the ~year long opportunity to buy yourself another set while they were still tradable. Most older players probably won't be willing to play PC anymore since they already have Elite Void and therefore buying more Elite Void is utterly useless to them. The rest of the rewards in the PC reward shop aren't particularly desirable either aside from Vigour which is a rather painless grind. Most of the stuff is cosmetic or XP, and it seems like not a lot of players care much about the XP.

Adding a new minigame probably wouldn't really fix much since it's hard to assemble groups for these minigames as it is already. I do feel that addressing the current situations of the rewards would be a much better solution with possible tweaks/changes to the minigames themselves as well.
Title: Re: New Player Experience - Discussion
Post by: Avenus on May 14, 2017, 10:10:21 am
There is so much to read here, and i will be honest. I barely read anything but Tulraks suggestion. The idea seems fun, would have been a fun minigame.

But imo, the problem is not the lack of minigames. The problem is that the game have to adapt to the player count. Currently, at the state we are in now with 60-90 online players. What we need is a smaller hometown for first being. Yanille would be a great place.

Grand exchange? I know this was a lot of work making, testing and all of that stuff that comes with something new. But seriously. This is a quote i will give out there from a irl friend of mine who previously used to be a master mercher in this game back in the days. He started playing around the same time as me, and i remember what kept him in the game for so long. Merching. He loved to stand in falador for hours and just merch, dont ask me why but he did. He had a way more stable bank than me and had way more contact with players to get items that was needed for skilling or pvm, but he also got the bigger game knowledge cause he went pvming with players he bought stuff from.

He said something like this when he quit fully some weeks after GE being out.

Quote
"As far as GE goes, it just takes out all the charm of what i loved in this game. Interacting with players, connecting a network while making friends and future contacts item and skillwise, that's what i loved about this game. Now that GE is up, less players actually wont bother standing around the GE and selling their stuff, it's harder to get that contact with other players. It was a great way making friends but also doing something productive. Now players play more for themselves and dont really need that same interaction"

What i think you should have done, instead of asking for a new player experience. Ask what people that already plays the game what they used to like/love about the game. Emps-world needs to get back to their roots again.
A topic like this, is something you should make. #LetsGetBackToOurROOTS

http://forums.zybez.net/topic/1566492-what-do-you-enjoy-about-runescape/

It would have been easier for majority of players atleast the ones from scape, if you asked them what they used to love about the game.
What do they miss?

Il Skill l suggestion with the old Jad game applies for me. I used to love when we grouped up killing the jad. Same goes for good old Emps-Wars. Was a real fun time, and it forced you to interact with players. Interaction is a big part in this game. Make updates that forces people to interact instead of having a game where everyone just focus on themselves getting the biggest bank or the biggest stats.

Currently, people never play any minigames as far as i have reckoned. So simply, make it less available as they will enjoy it once it gets there. Have a gamemode open at different times of the month. Mon-Friday Emps-Wars is open. The other minigames wont be available. Force us to interact playing minigames together. Rotate the minigames as it wont be the same every week/month. I am not suggesting the what time it should and should not be up. But it would definitely get a group going on this exact time.

Look at league of legends. There is a reason they dont have URF and the other game modes available at all times. They know for sure people will get bored of it. What they also know is when the weekend hits up, and something that haven't been up for a while gets up, it will get players playing. My friends that don't play league on a regular basis always hit up a group when URF (as example) gets up. That weekend, they will be playing a lot of URF. But they will get bored of it towards the end. But hey, Riot succeeded for that exact reason. They manage to keep players that doesn't play on a regular basis in the game.

I can give you more examples, but i feel my brain have worked too fast on this sunday morning now. So i will give it a rest until i mange to process what the fuck i just suggested!

Something new that just striked my brain; We need something that benefits being in a clan more. Give a monthly rank for the most active clan, give them a monthly item, give them something that makes being in a huge clan attractive. Clan events used to be the best events.
I remember when TNG used to host emps-war events. We filled up that thing. Just goodgood times.
Title: Re: New Player Experience - Discussion
Post by: Thomy on May 14, 2017, 11:10:58 am
I've seen especially minigames being mentioned a lot. I think that this may be a good point to increase the fun of playing Emps-World, but is a little bit off-topic, no? I am still going to take a look at how minigames could be improved. Though I think that it won't affect new players too much. So what could be done to make the game more attractive to especially new players?

I would suggest following changes to the game:
Thanks so far! :)
Title: Re: New Player Experience - Discussion
Post by: Il Skill L on May 14, 2017, 11:14:52 am
Quote from: Avenus
Grand Exchange
I do agree that GE is hurting more than benefiting us right now. I'm just afraid this update took too much Thomys time to revert it just like that and i can't blame him for that.
Quote
Rotate the minigames as it wont be the same every week/month.
That's a very interesting idea actually! Instead of spreading people around different minigames you could guide them into one..
Quote
We need something that benefits being in a clan more.
I'm afraid this might require a little larger playerbase than we have right now.. Also Bigdicks would win all the time





* Minigame finder
I don't think that would have much of a effect. People tend to play minigames if they need a specific item and not so much for the fun of it. Therefore if i need a void set then seeing if emps-wars has 15 players meanwhile pest control has 3 won't bring me to emps-wars..

* Quests around Barbarian
I see you're not into changing our home town? + we already have the very first quest that gives you items to start off.. Don't think that would be a solution either.

Title: Re: New Player Experience - Discussion
Post by: Thomy on May 14, 2017, 11:20:10 am
Quote
Grand Exchange
I do agree that GE is hurting more than benefiting us right now. I'm just afraid this update took too much Thomys time to revert it just like that and i can't blame him for that.

I really don't think the GE is hurting the game at all. I still see people spamming sell/buy at the GE area. Imho it is a really great assistance and really shouldn't be disabled. It also gives us the opportunity to monitor item prices, which directly results in price charts on the homepage and the price checker.
Title: Re: New Player Experience - Discussion
Post by: Charr on May 14, 2017, 11:23:07 am
IMO, I feel like one of the major problems our minigames currently have are the current rewards either having little to no desire/profitability to the majority of current players or any of these untradables simply already being owned by most of them. Elite Void is a pretty good example: tier-65 armor that is basically some of the best PvM armor available to us (on par or arguably better than Bandos/Third-Age where damage soaking/defense isn't much of a priority). When it was untradable from the very beginning, there was reason to actually play PC since there was no other way to obtain the armor yourself. After the change to Elite Void to make it better than standard Void, there still was a reason for players to play PC if you didn't own the Elite Void since it was still untradable (albeit probably a bit more frustrating).
However, when the armor was made tradable, playing PC became less of a necessity since players could simply buy the sets off of other players. People were still probably playing PC for awhile to use the sets to make money, but I'm sure after awhile as more sets made their way into the game this number quickly died down. Lots of the sets were able to spread around to our playerbase as a result.
Simply making the sets untradable again didn't really rejuvenate anyone's desire to play PC unless you were missing a set and you missed out on the ~year long opportunity to buy yourself another set while they were still tradable. Most older players probably won't be willing to play PC anymore since they already have Elite Void and therefore buying more Elite Void is utterly useless to them. The rest of the rewards in the PC reward shop aren't particularly desirable either aside from Vigour which is a rather painless grind. Most of the stuff is cosmetic or XP, and it seems like not a lot of players care much about the XP.

Adding a new minigame probably wouldn't really fix much since it's hard to assemble groups for these minigames as it is already. I do feel that addressing the current situations of the rewards would be a much better solution with possible tweaks/changes to the minigames themselves as well.
Very valid points overall. After you've gotten the rewards you need from a minigame there really isn't very much of a reason to play it. Cash rewards might be a solution, though that could turn out bad as well. Can't really think of any good rewards atm.

But imo, the problem is not the lack of minigames. The problem is that the game have to adapt to the player count. Currently, at the state we are in now with 60-90 online players. What we need is a smaller hometown for first being. Yanille would be a great place.
When nostalgia completely destroys your perception of the size of towns.
(http://i.imgur.com/k3Mic1N.png)

Grand exchange? I know this was a lot of work making, testing and all of that stuff that comes with something new. But seriously. This is a quote i will give out there from a irl friend of mine who previously used to be a master mercher in this game back in the days. He started playing around the same time as me, and i remember what kept him in the game for so long. Merching. He loved to stand in falador for hours and just merch, dont ask me why but he did. He had a way more stable bank than me and had way more contact with players to get items that was needed for skilling or pvm, but he also got the bigger game knowledge cause he went pvming with players he bought stuff from.

He said something like this when he quit fully some weeks after GE being out.

Quote
"As far as GE goes, it just takes out all the charm of what i loved in this game. Interacting with players, connecting a network while making friends and future contacts item and skillwise, that's what i loved about this game. Now that GE is up, less players actually wont bother standing around the GE and selling their stuff, it's harder to get that contact with other players. It was a great way making friends but also doing something productive. Now players play more for themselves and dont really need that same interaction"
Granted I'm not going to lie, I kind of miss that as well. I had fun doing the exact same thing. That's not to say the GE hasn't brought a tremendous amount of good things with it. While it takes the interaction out of trading (that is if you only use the GE, plenty of people still trade outside of it) it also makes it so that you don't have to waste hours upon hours looking for a seller. It got rid of those pesky trade scammers that tried to quickly remove their cash from the trade just before you hit accept completely. We no longer have people that fake selling items on another account to make what they're asking on their main account seem like a better deal. People no longer have to download an autotalker or destroy their fingers to effectively sell stuff. Yes, the GE took out some player interaction, but it gave a lot of quality of life in return.

What i think you should have done, instead of asking for a new player experience. Ask what people that already plays the game what they used to like/love about the game. Emps-world needs to get back to their roots again.
A topic like this, is something you should make. #LetsGetBackToOurROOTS

http://forums.zybez.net/topic/1566492-what-do-you-enjoy-about-runescape/

It would have been easier for majority of players atleast the ones from scape, if you asked them what they used to love about the game.
What do they miss?
If people can prevent themselves from putting on their nostalgia goggles and demanding back MUH EMPS SCAPE then we can have a thread like that, but I don't expect that to be the reality we're currently in.

Il Skill l suggestion with the old Jad game applies for me. I used to love when we grouped up killing the jad. Same goes for good old Emps-Wars. Was a real fun time, and it forced you to interact with players. Interaction is a big part in this game. Make updates that forces people to interact instead of having a game where everyone just focus on themselves getting the biggest bank or the biggest stats.
Wouldn't be bad, just make sure the reward is acceptable.

Currently, people never play any minigames as far as i have reckoned. So simply, make it less available as they will enjoy it once it gets there. Have a gamemode open at different times of the month. Mon-Friday Emps-Wars is open. The other minigames wont be available. Force us to interact playing minigames together. Rotate the minigames as it wont be the same every week/month. I am not suggesting the what time it should and should not be up. But it would definitely get a group going on this exact time.
Wouldn't mind this, don't think it's entirely necessary though. Might frustrate people that can only play for a limited amount of time a week.

Something new that just striked my brain; We need something that benefits being in a clan more. Give a monthly rank for the most active clan, give them a monthly item, give them something that makes being in a huge clan attractive. Clan events used to be the best events.
I remember when TNG used to host emps-war events. We filled up that thing. Just goodgood times.
Clans have potential but I do think we need actual clans before making content catered towards them. Anyone can go out and create a clan, why don't you?

Minigame finder - A tool where you can find a group of people to join specific minigames. The tool would also show current activity in minigames, so it'll be easier to see what is popular.
Featured minigames - Higher rewards for featured minigames. I could imagine something like 20% additional tickets. These would rotate based on an in-game timer. For example Castle-Wars being highlighted for an hour with broadcasted messages.
Unique daily minigame task. Separated from skilling tasks; you will also always get a unique daily minigame task.
Finder is really good. You can combine the latter two into one thing. A daily task that everyone will share to do a few rounds of that minigame. They'll be rewarded with EP and extra tickets upon completion.

Emps-Wars and the Jad minigame. I could re-create those as featured minigame modes? So every now and then, Castle-Wars will turn into Emps-Wars and the Fight pits into the Jad minigame.
This.. is actually not that bad. If this doesn't take you too long to code it would be good. I do think some of the flaws of both old minigames will come to light more than they did in the past, but that's fine.

Cash rewards for daily tasks - Making them especially useful to complete for newcomers. I could even change them the way they are in RS, where you have to hand in the created items and get other items as reward. Reward could be current GE price and the system would just throw them into the GE system. Thoughts?
I would rather see better rewards for the EP shop. I find that having to bring the items you gathered is a bit tedious and it's really annoying if you forget them.

Quests in or around Barbarian village that give new players armours and beginner items. It will make the game's start definitely easier and will give some guidance on what to do and where to do it?
Yes. Just make sure it doesn't turn into people continually create new accounts for profit. Would you also take a look at the armour shop in barbarian? The armours from dagannoth kings (rockshell/spined/skeletal). They could be moved to DK droptables and replaced with rune and green dhide, new players would recognise these armours a lot easier. Having quests that will lead them to locations of interest such as certain skilling locations, monster locations or shop locations would be beneficial because it would teach them where they are.
Title: Re: New Player Experience - Discussion
Post by: Someone12116 on May 14, 2017, 02:04:42 pm
I would like to hear arguments as to WHY or HOW GE is hurting the game currently. You can still choose not to use it if you want to. Not having to spend a week (or weeks) buying supplies for a few days of PvM or training a skill to 99 is definitely a positive change in my eyes.

I also think jumping straight from nothing but soloable content to adding content for clans is silly when our complete players base is smaller than most clans in Runescape. We don't even have enough players to run two minigames, stop suggesting dead content.
Title: Re: New Player Experience - Discussion
Post by: Thomy on May 14, 2017, 02:45:03 pm
I would like to hear arguments as to WHY or HOW GE is hurting the game currently. You can still choose not to use it if you want to. Not having to spend a week (or weeks) buying supplies for a few days of PvM or training a skill to 99 is definitely a positive change in my eyes.

I also think jumping straight from nothing but soloable content to adding content for clans is silly when our complete players base is smaller than most clans in Runescape. We don't even have enough players to run two minigames, stop suggesting dead content.

I do agree a lot with you. However, bringing some life into minigames won't be too difficult. New rewards, featured minigames (additional tickets) and a minigame finder tool will resolve these issues. I am also considering to bring back Emps-Wars and the old Fight Pits where you had to face Jad as a team.
Title: Re: New Player Experience - Discussion
Post by: Tulrak on May 14, 2017, 04:44:13 pm
I do agree a lot with you. However, bringing some life into minigames won't be too difficult. New rewards, featured minigames (additional tickets) and a minigame finder tool will resolve these issues. I am also considering to bring back Emps-Wars and the old Fight Pits where you had to face Jad as a team.

Make sure to add beginner-friendly rewards to Pest Control and EP shop. Not sure what those rewards should be but just try to stop turning minigames into endgame content.
You can also add more equipment that scales with a player's skills, make them to be more useful in the beginning (only scale from 1 to 40-60 Attack/Defence at most), make them degradable, untradeable and add them to Pest Control/EP shop for a very cheap price.

For Castle Wars/Emps-Wars you could make all brawling gloves 10x cheaper (only 5 tickets), have 10x less charges and stackable (while also increasing the amount of gloves in stock to 100 for each type of gloves), so that people can get a single pair after a single round of Castle Wars.
That would give people a chance to get a taste of what the gloves are like and also give people a chance to gather tens or hundreds of gloves before they start skilling to have thousands of charges for easier skilling, without having to bank to get new gloves.
Title: Re: New Player Experience - Discussion
Post by: Avenus on May 14, 2017, 05:47:52 pm
I would like to hear arguments as to WHY or HOW GE is hurting the game currently. You can still choose not to use it if you want to. Not having to spend a week (or weeks) buying supplies for a few days of PvM or training a skill to 99 is definitely a positive change in my eyes.


If you read my suggestion, then you would have atleast heard one argument to why. If Charr can partially agree. Then it has to be something to it.


I would suggest following changes to the game:
  • Minigame finder - A tool where you can find a group of people to join specific minigames. The tool would also show current activity in minigames, so it'll be easier to see what is popular.
  • Emps-Wars and the Jad minigame. I could re-create those as featured minigame modes? So every now and then, Castle-Wars will turn into Emps-Wars and the Fight pits into the Jad minigame.


This really sounds dope, a universal minigame. Or make it overall universal that can turn into any of the current minigames. That would get people going, atleast me.

@Charr
As i said over discord dm's. In older times in yanille, only the red marked place was used.
People was standing inside there, but the rest of yanille wasnt really used. It had some npc's to talk to around here and there but nothing more. It was just more compact and cosy. I would be open to any hometowns as long as they are cosy, cause we all need some more love in this world <3
(http://i.imgur.com/rzl2JTm.png)




As for how Clan goes, i got some ideas in my head. But i wont be time to pursue it.
So i might just make something and hand it over to some dedicated fella in here!
Title: Re: New Player Experience - Discussion
Post by: Il Skill L on May 14, 2017, 06:09:05 pm
You can still choose not to use it if you want to.
No you can't. Nobody buys magic logs no matter how long i keep standing @GE

Not having to spend a week (or weeks) buying supplies for a few days of PvM or training a skill to 99 is definitely a positive change in my eyes.
No it's not. It again makes the game so much shorter than it used to be(feel free to disagree with me, but imo it's not a good thing). And second of all "having to spend a week/weeks buying supplies" has never been a thing. You could always get your food/potions from people + market section in forums was a huge helping hand.

EDIT: and about yanille. That huge ass bank also brings people together instead of that small hut we have in barb. People can skill there and also interact.
Title: Re: New Player Experience - Discussion
Post by: Someone12116 on May 14, 2017, 07:23:21 pm
You can still choose not to use it if you want to.
No you can't. Nobody buys magic logs no matter how long i keep standing @GE

Not having to spend a week (or weeks) buying supplies for a few days of PvM or training a skill to 99 is definitely a positive change in my eyes.
No it's not. It again makes the game so much shorter than it used to be(feel free to disagree with me, but imo it's not a good thing). And second of all "having to spend a week/weeks buying supplies" has never been a thing. You could always get your food/potions from people + market section in forums was a huge helping hand.

EDIT: and about yanille. That huge ass bank also brings people together instead of that small hut we have in barb. People can skill there and also interact.

People not buying your logs once again comes down to the fact that majority of the players left in the game already trained FM/Fletching in scape, and the skills are once again useless. However, if one decides to train them, they are extremely fast meaning that a lot of supplies are not needed for 99. You get more than enough logs for both 99 FM and Fletching from woodcutting assuming you string the bows you fletch so buying more logs isn't a necessity.

Also not sure if getting baited or you're just silly. Standing in X location with autotalker trying to buy shit for a week isn't content. Player interaction isn't limited to buying items in GE, you can talk with people anywhere you want to. Ironically enough there was more player interaction going on in the duel arena before the staking limit than anywhere else in the game. Still, I'd rather do it while training skills or PvM'ing. Also, I did spend at least 2 weeks buying the supplies (~1k toadflaxes and nests) for 96-99 herblore with double the mid price. It definitely is a thing.

I had 70/1500 of the herbs bought on first of Feb https://i.gyazo.com/efef709f039088318766bedfcdf1d875.png
I got my 99 on 13th https://emps-world.net/forum/index.php?topic=18994.0
Actual training took me less than an hour...

I'm pretty sure that dividing X number of players in a large area instead of a smaller area reduces the player interaction since you never see anyone to begin with. That's already a problem with the game, you never see anyone when training. It's a brain dead idea to scatter the content in this game even further.

Closest mining location to Yanille is at the midway to Ardy. Beginner Fishing locations would have to be either at the pond between Yanille and CW or east from Yanille at the coast or the island (https://i.gyazo.com/f819169237a071f8fd5e23daf07cf739.png). Trees would be scattered af as well. Barb is in the middle of a ton of trees so the willows, maples, yews and mages near Barb are always near a bank. Barb is also walking-distance away from Varrock, Falador and Edge. I don't see a single reason why Yanille would be more convenient than Barb, other than being an actual town which some people may prefer over a village of Barbarians.
Title: Re: New Player Experience - Discussion
Post by: Il Skill L on May 14, 2017, 07:49:10 pm
You can still choose not to use it if you want to.
No you can't. Nobody buys magic logs no matter how long i keep standing @GE

Not having to spend a week (or weeks) buying supplies for a few days of PvM or training a skill to 99 is definitely a positive change in my eyes.
No it's not. It again makes the game so much shorter than it used to be(feel free to disagree with me, but imo it's not a good thing). And second of all "having to spend a week/weeks buying supplies" has never been a thing. You could always get your food/potions from people + market section in forums was a huge helping hand.

EDIT: and about yanille. That huge ass bank also brings people together instead of that small hut we have in barb. People can skill there and also interact.

People not buying your logs once again comes down to the fact that majority of the players left in the game already trained FM/Fletching in scape, and the skills are once again useless. However, if one decides to train them, they are extremely fast meaning that a lot of supplies are not needed for 99. You get more than enough logs for both 99 FM and Fletching from woodcutting assuming you string the bows you fletch so buying more logs isn't a necessity.
Logs were just a random example. People put their money in GE and expect the items to be there by the time they log in again. Nobody sticks around GE to wait if somebody starts selling anything they are looking for..

Quote
I did spend at least 2 weeks buying the supplies (~1k toadflaxes and nests) for 96-99 herblore with double the mid price. It definitely is a thing.
You spent that 2 weeks buying your ingredients from GE. I was speaking about direct marketing back when we did not have GE.

Quote
I'm pretty sure that dividing X number of players in a large area instead of a smaller area reduces the player interaction since you never see anyone to begin with. That's already a problem with the game, you never see anyone when training.
YES! But i hope you do realise that there is a mining spot few steps behind the yanille wall. "Beginner fishing" in barbarian.. Never ever have i been fishing in barbarian. Mudskipper point, Draynor and Catherby is all you need which again is very spread around the world. Willows, maples, yews and mages.. Again: Draynor, Seers village and Rimmington. Nobody ever chops logs @ Barbarian.

Don't think this conversation does any good to Thomy tho.
Title: Re: New Player Experience - Discussion
Post by: Someone12116 on May 14, 2017, 08:22:51 pm
Few steps a.k.a. halfway to Ardy https://i.gyazo.com/1b4ab342b626e49938eb3dd87e7161cf.png
Title: Re: New Player Experience - Discussion
Post by: S Clegane on May 15, 2017, 06:18:53 am
Old Emps, Yanille and etc. Were people doing something about it? Were there any full fledged suggestion, explained in details on how it could become new home city? Or, is it really just nostalgia goggles as Charr said that blurs the vision of players so much?

Want some new content to bring new players attention? Here's plenty of ideas I would love to see ing:
https://emps-world.net/forum/index.php?topic=19495.0
https://emps-world.net/forum/index.php?topic=19519.0
https://emps-world.net/forum/index.php?topic=19462.0
https://emps-world.net/forum/index.php?topic=19436.0
https://emps-world.net/forum/index.php?topic=19433.0
https://emps-world.net/forum/index.php?topic=19320.0
https://emps-world.net/forum/index.php?topic=19314.0
https://emps-world.net/forum/index.php?topic=19546.0
https://emps-world.net/forum/index.php?topic=19242.0
https://emps-world.net/forum/index.php?topic=19212.0
https://emps-world.net/forum/index.php?topic=19083.0
https://emps-world.net/forum/index.php?topic=19082.0
https://emps-world.net/forum/index.php?topic=19094.0
https://emps-world.net/forum/index.php?topic=18409.0
https://emps-world.net/forum/index.php?topic=17986.0
https://emps-world.net/forum/index.php?topic=17751.0
https://emps-world.net/forum/index.php?topic=17688.0
https://emps-world.net/forum/index.php?topic=16830.0
https://emps-world.net/forum/index.php?topic=16807.0

And many more which I like a lot. Some are mine, some are others. In any way, there is so much more to be done for exploring and making it better for new players than making Yanille - Hometown... If anyone hasn't visited those suggestions ever, please be my guest. :)

What touches GE, I don't see any problems here, besides the fact that some items that aren't in game are there listed in search list. I don't know if it would be too hard to remove them but it will definitely make search for newbies better to adjust.
Charr also gave me an idea of making one or two persons to stay in newbies clan chat so they could provide shortcuts for information about the game itself. There could be spectated people that can eventually join Emps-world clan chat after, let's say, 1000 total just to be safe so they won't come there all flaming each other by losing stakes or raging over lost at wilderness. Otherwise, I don't see option how to stop eager to verbally attack other players and to accuse player moderators or high admins for their pure effort that they put ing to downgrade it to the level where they think they know this game better than higher-ups do.

After all, topic is all about new players who came in to game. Not how we should brought more.
Title: Re: New Player Experience - Discussion
Post by: Il Skill L on May 15, 2017, 10:27:26 am
Old Emps, Yanille and etc. Were people doing something about it? Were there any full fledged suggestion, explained in details on how it could become new home city? Or, is it really just nostalgia goggles as Charr said that blurs the vision of players so much?
This is the feedback section where we discuss what could make the game experience better for new players. Yanille was suggested here and in my and couple of other peoples eyes that would exactly do that. What kind of "full fledged suggestion, explained in details" you need for something that fairly obvious?
Throw in some trees, fishing spots and a shop keeper and you're good to go. There is a latter going down next to the smithing place. It could lead to a dungeon with hill giants. Easy place for beginners to train. Could also be some other dungeon that requires doing a quest to climb down? Anything really. Wizards guild could have a essence mining place for example. Wouldn't make it any easier than it is right now.
Pretty straight forward in my eyes. Benefits you ask? It would downsize our big ass map which would bring new and old players closer together. While skilling you would actually meet other people rather than everyone being on different ends of the map. Also smithing, firemaking and other stationary skills could be done in that big bank.
Title: Re: New Player Experience - Discussion
Post by: Someone12116 on May 15, 2017, 10:34:01 am
Old Emps, Yanille and etc. Were people doing something about it? Were there any full fledged suggestion, explained in details on how it could become new home city? Or, is it really just nostalgia goggles as Charr said that blurs the vision of players so much?
This is the feedback section where we discuss what could make the game experience better for new players. Yanille was suggested here and in my and couple of other peoples eyes that would exactly do that. What kind of "full fledged suggestion, explained in details" you need for something that fairly obvious?
Throw in some trees, fishing spots and a shop keeper and you're good to go. There is a latter going down next to the smithing place. It could lead to a dungeon with hill giants. Easy place for beginners to train. Could also be some other dungeon that requires doing a quest to climb down? Anything really. Wizards guild could have a essence mining place for example. Wouldn't make it any easier than it is right now.
Pretty straight forward in my eyes. Benefits you ask? It would downsize our big ass map which would bring new and old players closer together. While skilling you would actually meet other people rather than everyone being on different ends of the map. Also smithing, firemaking and other stationary skills could be done in that big bank.

Everything you mentioned either already is or could be added in barb as well. In addition to that Barb is already close to Edge and GE. Yanille would need portals or some shit for those places.
Title: Re: New Player Experience - Discussion
Post by: Freestuffyay on May 15, 2017, 10:45:23 am
Just a little thought but maybe add some sort of achievement system for new players so if they get certain levels or experience a day they get small rewards for it like cash or low priced gear or something else

Not like the daily task thing but more like milestones
Title: Re: New Player Experience - Discussion
Post by: Thomy on May 15, 2017, 11:40:22 am
Just a little thought but maybe add some sort of achievement system for new players so if they get certain levels or experience a day they get small rewards for it like cash or low priced gear or something else

Not like the daily task thing but more like milestones

Already in the development backlog. Though a proper system like this will take a really long time to develop... so it may not come out too soon. :)
Title: Re: New Player Experience - Discussion
Post by: H3lix on May 15, 2017, 01:00:11 pm
Tips for you:


What I mean? Bring them (players) closer, so they will actually talk to eachother (I will ignore everyone anyways). Making them think they have "friends", they will invest more time and will do "Duo-events, Duo-Minigames etc." It's all about the mind games, running/teleing to edge, barb, catherby each time you get bored of grinding is frustrating aswell.


"Kill the white knight and get a ticket then exchange it for a free member item from the cupboard". Again Gathering slaves to one place, makes them talk, invest more in the game, and they believe in something. It doesn't have to be a myth, maybe make the myth true, just don't blab about it, when someone makes a topic you'd say, "Some thing you must discover by yourself". Everyone likes surprises (take it as a hint).


Now you're thinking i've lost my goddamn mind. NO. There was a 1-ing item, that person became famous. Now everyone has a santa ring, boooring. You wanna get famous (ofc you do), you will want that 1-ing item, you will overpay for it, you will invest 6 hours a day grind for it. Again, making them invest more time in the game.


You come online, maybe because you don't have friends, maybe because it's cold outside, maybe because you're parents are limiting you. I am actually happy with my parents, I don't need them in here aswell, we have actually pretty relaxed mods, but I've seen some pretty serious s**t they do. Ease it up, if someone really posts something that is out of hands, be my guest, but if someone is out here for trolling purposes, for christian sake, if they post 3 troll things don't go all ape on them, everyone has their own way of expressing themselves. If they don't feel rejected or limited much they will see it can be fun here and they might just invest their time here because they found a guy who jokes with them.


People come and go because they get cleaned, die and rage, don't see the point anymore. They mostly go out of the game (afk or not logging in). There was a guy named "Mike" or "safe up kid", everyone knew he smelled like dirt, but he was only active in the forums because not everyone talked about the game, people actually had fun in tinychat and in the shoutbox. They actually discussed about politics, everyday news and religion (not the best example). When newcomers came here, they stayed because someone listened to them (let me do basic math ladies and gentlemen: you talk out of 3 people, that's 1/3 guys are talking there's a higher chance you will feel alone then if you're talking and 10 others are talking, no matter the discussion topic.) How would you feel if you're new somewhere and someone actually listened to you? You will come back because someone noticed you, in other words, you'd start investing you time here.
Title: Re: New Player Experience - Discussion
Post by: Il Skill L on May 15, 2017, 03:35:46 pm
Old Emps, Yanille and etc. Were people doing something about it? Were there any full fledged suggestion, explained in details on how it could become new home city? Or, is it really just nostalgia goggles as Charr said that blurs the vision of players so much?
This is the feedback section where we discuss what could make the game experience better for new players. Yanille was suggested here and in my and couple of other peoples eyes that would exactly do that. What kind of "full fledged suggestion, explained in details" you need for something that fairly obvious?
Throw in some trees, fishing spots and a shop keeper and you're good to go. There is a latter going down next to the smithing place. It could lead to a dungeon with hill giants. Easy place for beginners to train. Could also be some other dungeon that requires doing a quest to climb down? Anything really. Wizards guild could have a essence mining place for example. Wouldn't make it any easier than it is right now.
Pretty straight forward in my eyes. Benefits you ask? It would downsize our big ass map which would bring new and old players closer together. While skilling you would actually meet other people rather than everyone being on different ends of the map. Also smithing, firemaking and other stationary skills could be done in that big bank.

Everything you mentioned either already is or could be added in barb as well. In addition to that Barb is already close to Edge and GE. Yanille would need portals or some shit for those places.
Sorry, but Edge and especially GE are just as close to Rimmington, Barbarian, Ardougne or Yanille - 1 teleport away. Yanille would need a home portal, that's it.

But I do have to agree with H3lix about making newcomers feel more welcome here. Right now it's tough as fuck to survive in the shoutbox because when a newcomer sees all the trash talking it can be tough on him. Only the strongest survive and feel welcome through the bs. Im surprised Skill0wzer has kind of blended in ._. So there's much we(as players) can do on our own too.

Edit: an idea popped in my head. What about changing the forums a little bit. Instead of having 2 separate webpages, one for forums and one for downloading the client and whatnot we could blend these two together? This would bring new players directly to the forums where they could read discussions, ask questions or look at screenshots and this way blend into the community a little better?
Title: Re: New Player Experience - Discussion
Post by: Thomy on May 15, 2017, 04:32:10 pm
Sorry, but Edge and especially GE are just as close to Rimmington, Barbarian, Ardougne or Yanille - 1 teleport away. Yanille would need a home portal, that's it.

But I do have to agree with H3lix about making newcomers feel more welcome here. Right now it's tough as fuck to survive in the shoutbox because when a newcomer sees all the trash talking it can be tough on him. Only the strongest survive and feel welcome through the bs. Im surprised Skill0wzer has kind of blended in ._. So there's much we(as players) can do on our own too.

Edit: an idea popped in my head. What about changing the forums a little bit. Instead of having 2 separate webpages, one for forums and one for downloading the client and whatnot we could blend these two together? This would bring new players directly to the forums where they could read discussions, ask questions or look at screenshots and this way blend into the community a little better?

Yeaaaaah... from a technical point of view, blending the forum and main page together is quite a large task. Some project that'll take a month or so, because it will mean that the entire site needs to be rewritten. So that's imho not needed and also won't happen. :)
Title: Re: New Player Experience - Discussion
Post by: Jp on May 15, 2017, 05:24:43 pm
I can't say that i'm a new player, I played back in Emps-Scape but I quit that late 2011/early 2012 and started to play Emps-World almost 1 year ago when ironman mode was released. That was something that really caught my attention and made me want to return. I've been around the forums since Emps-World was opened though.

My feedback and experience here is only positive. I dont know if that because of my personality or attitude towards the game. I've really enjoyed every single update and how the game has evolved since the early times is really amazing. A lot of work has been put towards the game.

I created my account as an ironman meaning that I'm basically playing the game singleplayer, no trading with other players. I enjoyed the grind at the start and still enjoying it, I really loved how everything is unlocked after a small grind, not too easy and not too hard either. You really have to see a lot of effort to advance in the game. Not sure if new players lack motivation to make progress on their accounts. Hard work here is rewarded, that's where Emps-World is unique compared to other servers and it's a very good thing in my opinion.

There was nothing that has felt annoying for me during my gameplay. I like these kind of games where you have to see effort to see progress. Play the game slowly or however you want, make progress on your own phase.
Title: Re: New Player Experience - Discussion
Post by: Ameer on May 15, 2017, 06:26:52 pm
Some might disagree with me on this, however for me I liked a lot the way we had few bosses ing and their unique drops, such as kbd drops bgs, kolodion zgs, wyvern drops ags and sgs to be dropped by some boss that i completely forgot its name, * possible troll general *

back when we had kree arra at desert wilderness, it gave another reason to people to visit that place instead of the dung only
back when we had old castle wars, that shit was fun af like hours each day just playing it and having fun
and not to forget about the old jad, i actually had a lot of fun there, running around falador for few mins to get as many as possible then go there to get some fire capes

more like the server had something unique, instead of a rs copy of gwd , rs copy of jad , rs copy of castle wars i guess( i don't play rs often )


for me, I would really enjoy seeing gwd removed and placing the items to how is used to be, however this thing is impossible since you spent hours coding it.

just lemme make a quick list of what I would like to see changed ( don't get me wrong i like it now but its used to be more unique )

I wouldn't mind either seeing our home place changed from g.e, Imo this place is a so big for our current player base
maybe having a unique G.E place in Yannile, or even falador idk it might look so bad anyway

I'll edit this if something new comes to my mind
Title: Re: New Player Experience - Discussion
Post by: Charr on May 15, 2017, 06:58:16 pm
As opposed to the old jad minigame, I have two suggestions for group PvM that I think would do way better. Of course we could still have the old jad minigame, but I'd prefer if it was something that only came around once in a while rather than being permanent.

The first one is giving Kolodion a second look. For something that actually had the potential to be group content it's way too easy to solo. It already has a drop system that will give something to everyone that took part in killing it and the PvP aspect of it (group vs group) isn't something that works out in reality as it is now. Buff the boss to actually require a group to kill at an acceptable speed (3-6 people should be enough) and maybe give it slightly better drops. Getting some teleport tabs slightly closer to it's spawning location would be nice and convenient.

The second one is something similar to the jad minigame except it's not the jad minigame, but a god wars dungeon equivalent of it. We have nex' room completely empty and available for it right now and it shouldn't be super difficult to put together. Waves would consist of monsters that are both in the boss room and outside of them, buffed up versions of boss minions and the bosses themselves could be the more important targets.

To restrict the access to this, you can only access it if the door is open, requiring the frozen key to open and not staying open for very long. The pieces to the frozen key are dropped by any monster in the god wars dungeon and they would also be tradable. With spiritual creatures as a slayer task (and hopefully after they get the necessary improvements to them) that should be an acceptable means of acquiring the key. Given that this would be our most endgame content yet I would want it to require membership.

You should be able to do this with relatively cheap gear (black dhide, dragon) so long as your group is large enough, which would fill in a gap in our gear progression. The current gwd bosses can remain as they are or be changed to benefit solo players more. With the 'raid' version of gwd there's potential for new items, potential for some sort of token system so that rewards are more consistent or the drops could just be done like kolo. I think it might be worth Thomy's and our time.

Rather than looking at the past and being deadset on going back to it, can we all look to the past and learn from it instead?
Title: Re: New Player Experience - Discussion
Post by: Thomy on May 15, 2017, 07:19:06 pm
We could turn KBD into a group boss that gives a drop to everyone? We could also apply the same mechanic to other bosses actually... Though, their drops may be a little too good. Maybe giving the top 3 players or so a drop could also work?
Title: Re: New Player Experience - Discussion
Post by: Charr on May 15, 2017, 07:24:07 pm
We could turn KBD into a group boss that gives a drop to everyone? We could also apply the same mechanic to other bosses actually... Though, their drops may be a little too good. Maybe giving the top 3 players or so a drop could also work?
That would just be increasing the supply of the boss' drops without actually fixing anything. I would literally just bring along more of my own accounts to kbd if it were like that.
Title: Re: New Player Experience - Discussion
Post by: Tulrak on May 15, 2017, 08:19:21 pm
We could turn KBD into a group boss that gives a drop to everyone? We could also apply the same mechanic to other bosses actually... Though, their drops may be a little too good. Maybe giving the top 3 players or so a drop could also work?
That would just be increasing the supply of the boss' drops without actually fixing anything. I would literally just bring along more of my own accounts to kbd if it were like that.
Add more RNG into the mix to fix the problem. Track the damage that each player deals and the total damage dealt to boss and the chance that any player gets a drop is (damage dealt by player)/(total damage dealt by all players).

So with KBD, if 3 players with really original names kill it and player1 deals 100 damage, player2 deals 150 damage and player3 deals 250 damage to it. Then RNG determines whether each of them gets a drop.
For player1 if RNG < 1/5 then player1 gets drop.
For player2 if RNG < 3/10 then player2 also gets a drop.
For player3 if RNG < 1/2 then player3 gets a drop as well.
In the long run that should end up being exactly the same, with the difference that there's a chance that none of them get a drop and a chance that all of them do. If someone soloes a boss then the chance is 100% and they're still guaranteed a drop.

What's the difference at all? Nooblets that can only deal a few damage get a chance to get drops without having to beg others to share, more experienced players get to still have drops more often and Charr can't abuse the system by multilogging, because each damage he deals with his other accounts lowers the chance of him getting a drop with his main. So for the same number of kills he should expect to get roughly the same drops and the only advantage of using a group or multilogging to fight bosses is that kills come faster.

Would it be more frustrating? Possibly for the experienced players who deal most damage but get unlucky with RNG, but for them to get a chance to be unlucky would mean that someone was helping them so it's also possible that more noobs helping them ends up getting them more kills faster and making up for them getting drops less often.
Title: Re: New Player Experience - Discussion
Post by: S Clegane on May 16, 2017, 05:31:39 am
Some might disagree with me on this, however for me I liked a lot the way we had few bosses ing and their unique drops, such as kbd drops bgs, kolodion zgs, wyvern drops ags and sgs to be dropped by some boss that i completely forgot its name, * possible troll general *

What about Bandos Set/Armadyl Set/Battle Robes Set which are without a doubt one of the best offensive armor with decent defensive bonuses? As I recall, they were on drop tables of Cockatrices and Banshees when they was "farmed" for longer periods of time in safe spot. However, I don't say I disagree with you there fully.
Title: Re: New Player Experience - Discussion
Post by: Thomy on May 16, 2017, 06:01:20 am
We could turn KBD into a group boss that gives a drop to everyone? We could also apply the same mechanic to other bosses actually... Though, their drops may be a little too good. Maybe giving the top 3 players or so a drop could also work?
That would just be increasing the supply of the boss' drops without actually fixing anything. I would literally just bring along more of my own accounts to kbd if it were like that.
Add more RNG into the mix to fix the problem. Track the damage that each player deals and the total damage dealt to boss and the chance that any player gets a drop is (damage dealt by player)/(total damage dealt by all players).

So with KBD, if 3 players with really original names kill it and player1 deals 100 damage, player2 deals 150 damage and player3 deals 250 damage to it. Then RNG determines whether each of them gets a drop.
For player1 if RNG < 1/5 then player1 gets drop.
For player2 if RNG < 3/10 then player2 also gets a drop.
For player3 if RNG < 1/2 then player3 gets a drop as well.
In the long run that should end up being exactly the same, with the difference that there's a chance that none of them get a drop and a chance that all of them do. If someone soloes a boss then the chance is 100% and they're still guaranteed a drop.

What's the difference at all? Nooblets that can only deal a few damage get a chance to get drops without having to beg others to share, more experienced players get to still have drops more often and Charr can't abuse the system by multilogging, because each damage he deals with his other accounts lowers the chance of him getting a drop with his main. So for the same number of kills he should expect to get roughly the same drops and the only advantage of using a group or multilogging to fight bosses is that kills come faster.

Would it be more frustrating? Possibly for the experienced players who deal most damage but get unlucky with RNG, but for them to get a chance to be unlucky would mean that someone was helping them so it's also possible that more noobs helping them ends up getting them more kills faster and making up for them getting drops less often.

Interesting approach... Could just work on something like lootshare though. We could just split up resource drops between the group and give out rare drops with the formula you provided. This of course would only be enabled while being in a clan chat.

Thoughts?

EDIT: Even resource drops could be shared with the formula you've provided.
Title: Re: New Player Experience - Discussion
Post by: Jp on May 16, 2017, 06:15:28 am
Loot share would definitely encourage group bossing and that should be a good thing in my opinion. Could also be used in the future as well in case you come up with some team boss that actually requires a group of 2 - 3 players to kill.
Title: Re: New Player Experience - Discussion
Post by: Thomy on May 16, 2017, 06:30:03 am
Loot share would definitely encourage group bossing and that should be a good thing in my opinion. Could also be used in the future as well in case you come up with some team boss that actually requires a group of 2 - 3 players to kill.

Could also add all group members health bars to the top left of the screen. :P With a toggle... cuz drama.
Title: Re: New Player Experience - Discussion
Post by: S Clegane on May 16, 2017, 06:39:35 am
The first one is giving Kolodion a second look. For something that actually had the potential to be group content it's way too easy to solo. It already has a drop system that will give something to everyone that took part in killing it and the PvP aspect of it (group vs group) isn't something that works out in reality as it is now. Buff the boss to actually require a group to kill at an acceptable speed (3-6 people should be enough) and maybe give it slightly better drops. Getting some teleport tabs slightly closer to it's spawning location would be nice and convenient.
Unless people actually stop Pking, Kolodion is still dangerous semi-boss. He is spawned mostly in multi and after recent updates I doubt it can be killed in single combat zone. Take it, for instance, Bone Yard. Multi, 30+ level wilderness and not so safe. Although adjusting it's drops I wouldn't mind but the time it takes to kill Kolodion(1200 Hitpoints) for skilling drops or especially, pet/wings/latern(1/1000) is something some people are still trying to do and isn't as easy as it seems. I'm more focused on doing group Bossing in safe zones than in Wilderness with Kolodion around. Jad is one good example of it. As far as group killing it goes, players will probably make more accounts with protect from magic and high range level fast for it then go kill it in d'hides + blurite crossbow which equals from low to almost none risk at all.
Teleportation Tablets from Ancient Spellbook that I suggested not so long ago... where are they lol, they would turn in useful thingy. :)
Title: Re: New Player Experience - Discussion
Post by: S Clegane on May 16, 2017, 06:43:02 am
We could turn KBD into a group boss that gives a drop to everyone? We could also apply the same mechanic to other bosses actually... Though, their drops may be a little too good. Maybe giving the top 3 players or so a drop could also work?
That would just be increasing the supply of the boss' drops without actually fixing anything. I would literally just bring along more of my own accounts to kbd if it were like that.
Add more RNG into the mix to fix the problem. Track the damage that each player deals and the total damage dealt to boss and the chance that any player gets a drop is (damage dealt by player)/(total damage dealt by all players).

So with KBD, if 3 players with really original names kill it and player1 deals 100 damage, player2 deals 150 damage and player3 deals 250 damage to it. Then RNG determines whether each of them gets a drop.
For player1 if RNG < 1/5 then player1 gets drop.
For player2 if RNG < 3/10 then player2 also gets a drop.
For player3 if RNG < 1/2 then player3 gets a drop as well.
In the long run that should end up being exactly the same, with the difference that there's a chance that none of them get a drop and a chance that all of them do. If someone soloes a boss then the chance is 100% and they're still guaranteed a drop.

What's the difference at all? Nooblets that can only deal a few damage get a chance to get drops without having to beg others to share, more experienced players get to still have drops more often and Charr can't abuse the system by multilogging, because each damage he deals with his other accounts lowers the chance of him getting a drop with his main. So for the same number of kills he should expect to get roughly the same drops and the only advantage of using a group or multilogging to fight bosses is that kills come faster.

Would it be more frustrating? Possibly for the experienced players who deal most damage but get unlucky with RNG, but for them to get a chance to be unlucky would mean that someone was helping them so it's also possible that more noobs helping them ends up getting them more kills faster and making up for them getting drops less often.

Interesting approach... Could just work on something like lootshare though. We could just split up resource drops between the group and give out rare drops with the formula you provided. This of course would only be enabled while being in a clan chat.

Thoughts?

EDIT: Even resource drops could be shared with the formula you've provided.
I suggested something similar to lootshare but not exactly the same that would show drop in green color which person what gained to prevent scamming at Bossing events where people would share drops. Also, red colored drop would be rare drop or uncommon one. And it would work in certain area, let's say, you'll see if someone received something as drop if you're 25 paces far away from it. Same with scan clue distance.
https://emps-world.net/forum/index.php?topic=19212.0
Title: Re: New Player Experience - Discussion
Post by: Freestuffyay on May 16, 2017, 08:33:07 am
Would be cool if theres a rare drop it would be highlighted in the chat
Title: Re: New Player Experience - Discussion
Post by: Jp on May 16, 2017, 09:15:42 am
Newcomer items and different rewards could also be rewarded through achievement diaries (from easy and medium parts) if they ever get released. Having easy, medium and hard tasks in popular locations/areas (Varrock, Barbarian/Edgeville, Falador and Catherby, Alkharid/Desert) would be an encouraging move for players to move around the game more, explore and do different stuff. And why not for older players as well?
Title: Re: New Player Experience - Discussion
Post by: Thomy on May 16, 2017, 09:15:54 am
Newcomer items and different rewards could also be rewarded through achievement diaries (from easy and medium parts) if they ever get released. Having easy, medium and hard tasks in popular locations/areas (Varrock, Barbarian/Edgeville, Falador and Catherby) would be an encouraging move for players to move around the game more, explore and do different stuff.

I do agree this is a really great addition. But it's quite a big update, so it won't find itself too soon into emps.


Would be cool if theres a rare drop it would be highlighted in the chat

That's an easy change. Any idea of which value should be exceeded in order for the drop to be highlighted? Currently I've configured 100k.
Title: Re: New Player Experience - Discussion
Post by: S Clegane on May 16, 2017, 09:18:01 am
Newcomer items and different rewards could also be rewarded through achievement diaries (from easy and medium parts) if they ever get released. Having easy, medium and hard tasks in popular locations/areas (Varrock, Barbarian/Edgeville, Falador and Catherby) would be an encouraging move for players to move around the game more, explore and do different stuff. And why not for older players as well?
Desert Diary on of rewards could provide immunity from smoke in Smoke dungeon and let's you bring Better gear if you were to solo Smoke Demon Champion with full gear and not slayer helm/facemask.
Title: Re: New Player Experience - Discussion
Post by: Jp on May 16, 2017, 09:19:14 am
Newcomer items and different rewards could also be rewarded through achievement diaries (from easy and medium parts) if they ever get released. Having easy, medium and hard tasks in popular locations/areas (Varrock, Barbarian/Edgeville, Falador and Catherby) would be an encouraging move for players to move around the game more, explore and do different stuff.

I do agree this is a really great addition. But it's quite a big update, so it won't find itself too soon into emps.


Yeah you've mentioned that a couple times by now. Coming up with the tasks you actually have to do, add different triggers or something to different actions that are do-able in-game takes a lot of time I can imagine. There's probably even more in it as well.
Title: Re: New Player Experience - Discussion
Post by: Thomy on May 16, 2017, 09:21:09 am
Newcomer items and different rewards could also be rewarded through achievement diaries (from easy and medium parts) if they ever get released. Having easy, medium and hard tasks in popular locations/areas (Varrock, Barbarian/Edgeville, Falador and Catherby) would be an encouraging move for players to move around the game more, explore and do different stuff.

I do agree this is a really great addition. But it's quite a big update, so it won't find itself too soon into emps.


Yeah you've mentioned that a couple times by now. Coming up with the tasks you actually have to do, add different triggers or something to different actions that are do-able in-game takes a lot of time I can imagine. There's probably even more in it as well.

Excactly, it will require triggers in the game everywhere. I'm not gonna hack something together and want a really decent system there. :)
Title: Re: New Player Experience - Discussion
Post by: S Clegane on May 16, 2017, 09:21:20 am
Newcomer items and different rewards could also be rewarded through achievement diaries (from easy and medium parts) if they ever get released. Having easy, medium and hard tasks in popular locations/areas (Varrock, Barbarian/Edgeville, Falador and Catherby) would be an encouraging move for players to move around the game more, explore and do different stuff.

I do agree this is a really great addition. But it's quite a big update, so it won't find itself too soon into emps.


Would be cool if theres a rare drop it would be highlighted in the chat

That's a small edit. Any idea of which value should be exceeded in order for the drop to be highlighted? Currently I've configured 100k.
Can it be configured by rarity? Like from Bosses common drops - green, uncommon - yellow and rare or very rare - red.
Title: Re: New Player Experience - Discussion
Post by: Thomy on May 16, 2017, 09:25:17 am
Newcomer items and different rewards could also be rewarded through achievement diaries (from easy and medium parts) if they ever get released. Having easy, medium and hard tasks in popular locations/areas (Varrock, Barbarian/Edgeville, Falador and Catherby) would be an encouraging move for players to move around the game more, explore and do different stuff.

I do agree this is a really great addition. But it's quite a big update, so it won't find itself too soon into emps.


Would be cool if theres a rare drop it would be highlighted in the chat

That's a small edit. Any idea of which value should be exceeded in order for the drop to be highlighted? Currently I've configured 100k.
Can it be configured by rarity? Like from Bosses common drops - green, uncommon - yellow and rare or very rare - red.

Pretty sure that this is going to end up being frustrating. Rare drops aren't always the same... Some monsters would give you a loot beam on Rune scimitars and others wouldn't even give you one on Dragon items. Imho it should be based on the item value.
Title: Re: New Player Experience - Discussion
Post by: S Clegane on May 16, 2017, 09:28:28 am
Would be cool if theres a rare drop it would be highlighted in the chat

That's an easy change. Any idea of which value should be exceeded in order for the drop to be highlighted? Currently I've configured 100k.
That would work more than enough then.
Title: Re: New Player Experience - Discussion
Post by: Freestuffyay on May 16, 2017, 10:40:41 am
Newcomer items and different rewards could also be rewarded through achievement diaries (from easy and medium parts) if they ever get released. Having easy, medium and hard tasks in popular locations/areas (Varrock, Barbarian/Edgeville, Falador and Catherby) would be an encouraging move for players to move around the game more, explore and do different stuff.

I do agree this is a really great addition. But it's quite a big update, so it won't find itself too soon into emps.


Would be cool if theres a rare drop it would be highlighted in the chat

That's an easy change. Any idea of which value should be exceeded in order for the drop to be highlighted? Currently I've configured 100k.
Did you put it on bosses only or also regular monsters, I would set it so you would see every boss drop and only the valuable regular monster drops
Title: Re: New Player Experience - Discussion
Post by: Thomy on May 16, 2017, 11:56:10 am
Newcomer items and different rewards could also be rewarded through achievement diaries (from easy and medium parts) if they ever get released. Having easy, medium and hard tasks in popular locations/areas (Varrock, Barbarian/Edgeville, Falador and Catherby) would be an encouraging move for players to move around the game more, explore and do different stuff.

I do agree this is a really great addition. But it's quite a big update, so it won't find itself too soon into emps.


Would be cool if theres a rare drop it would be highlighted in the chat

That's an easy change. Any idea of which value should be exceeded in order for the drop to be highlighted? Currently I've configured 100k.
Did you put it on bosses only or also regular monsters, I would set it so you would see every boss drop and only the valuable regular monster drops

On every monster. It appears when the drop is worth more than 100k.
Title: Re: New Player Experience - Discussion
Post by: S Clegane on May 16, 2017, 12:00:18 pm
Newcomer items and different rewards could also be rewarded through achievement diaries (from easy and medium parts) if they ever get released. Having easy, medium and hard tasks in popular locations/areas (Varrock, Barbarian/Edgeville, Falador and Catherby) would be an encouraging move for players to move around the game more, explore and do different stuff.

I do agree this is a really great addition. But it's quite a big update, so it won't find itself too soon into emps.


Would be cool if theres a rare drop it would be highlighted in the chat

That's an easy change. Any idea of which value should be exceeded in order for the drop to be highlighted? Currently I've configured 100k.
Did you put it on bosses only or also regular monsters, I would set it so you would see every boss drop and only the valuable regular monster drops

On every monster. It appears when the drop is worth more than 100k.
I'm finishing work in few hours. Will I be able to test it in-game?
Title: Re: New Player Experience - Discussion
Post by: Thomy on May 16, 2017, 12:14:02 pm
I'm finishing work in few hours. Will I be able to test it in-game?

Nope. It will be part of the next update. :) Sorry.
Title: Re: New Player Experience - Discussion
Post by: S Clegane on May 16, 2017, 12:24:49 pm
I'm finishing work in few hours. Will I be able to test it in-game?

Nope. It will be part of the next update. :) Sorry.
No problem. It can wait, of course.
Title: Re: New Player Experience - Discussion
Post by: Il Skill L on May 16, 2017, 12:32:01 pm
What about a yell feature: "Il Skill L has just received an Abyssal Whip from Abyssal Demon" Or something in a similar style. It has also been suggested a couple of times. To avoid it just becoming a spam-fest I would suggest setting the price high enough, having a toggle to turn it on and off and also making it PVM feature only.
I fail to see how me getting a notification about my own drop only is any good as we already have a price checker incase you're not familiar with the prices on your own. (100k seems also too low because jangerberries for example go for 20k each and 1-8 jangerberries is a common drop of a cockatrice)
Title: Re: New Player Experience - Discussion
Post by: S Clegane on May 16, 2017, 12:45:17 pm
What about a yell feature: "Il Skill L has just received an Abyssal Whip from Abyssal Demon" Or something in a similar style. It has also been suggested a couple of times. To avoid it just becoming a spam-fest I would suggest setting the price high enough, having a toggle to turn it on and off and also making it PVM feature only.
I fail to see how me getting a notification about my own drop only is any good as we already have a price checker incase you're not familiar with the prices on your own. (100k seems also too low because jangerberries for example go for 20k each and 1-8 jangerberries is a common drop of a cockatrice)
Uncommon drops - green and rare or very rare - red. .
I know it will be more frustrating but this way it will stay stable unlike by price because prices change everyday.
Title: Re: New Player Experience - Discussion
Post by: Il Skill L on May 16, 2017, 12:55:32 pm
What about a yell feature: "Il Skill L has just received an Abyssal Whip from Abyssal Demon" Or something in a similar style. It has also been suggested a couple of times. To avoid it just becoming a spam-fest I would suggest setting the price high enough, having a toggle to turn it on and off and also making it PVM feature only.
I fail to see how me getting a notification about my own drop only is any good as we already have a price checker incase you're not familiar with the prices on your own. (100k seems also too low because jangerberries for example go for 20k each and 1-8 jangerberries is a common drop of a cockatrice)
Uncommon drops - green and rare or very rare - red. .
I know it will be more frustrating but this way it will stay stable unlike by price because prices change everyday.
no way, price is way easier to keep track of. And for example, werewolfs rare drop is a maple shortbow lmao.
Title: Re: New Player Experience - Discussion
Post by: Someone12116 on May 16, 2017, 12:56:47 pm
What about a yell feature: "Il Skill L has just received an Abyssal Whip from Abyssal Demon" Or something in a similar style. It has also been suggested a couple of times. To avoid it just becoming a spam-fest I would suggest setting the price high enough, having a toggle to turn it on and off and also making it PVM feature only.
I fail to see how me getting a notification about my own drop only is any good as we already have a price checker incase you're not familiar with the prices on your own. (100k seems also too low because jangerberries for example go for 20k each and 1-8 jangerberries is a common drop of a cockatrice)
Uncommon drops - green and rare or very rare - red. .
I know it will be more frustrating but this way it will stay stable unlike by price because prices change everyday.
no way, price is way easier to keep track of. And for example, werewolfs rare drop is a maple shortbow lmao.

If a system was released, it should be for rare boss drops. Nothing else IMO.
Title: Re: New Player Experience - Discussion
Post by: Thomy on May 16, 2017, 01:00:23 pm
Not that we're mistakening here: Drops > 100k will be marked on the floor and sent to your chatbox only.

There's no broadcast system yet. I would broadcast 99s, 200ms and drops > 5m? That would come from both worlds
Title: Re: New Player Experience - Discussion
Post by: Jp on May 16, 2017, 01:06:01 pm
Not that we're mistakening here: Drops > 100k will be marked on the floor and sent to your chatbox only.

There's no broadcast system yet. I would broadcast 99s, 200ms and drops > 5m? That would come from both worlds
In addition to that, perhaps a broadcast message for fighting and fancy boots from medium clues, elite black from hard clues, druidic 3rd age from elites and gilded ornament kits from regular caskets?
Title: Re: New Player Experience - Discussion
Post by: Freestuffyay on May 16, 2017, 01:15:46 pm
There's no broadcast system yet. I would broadcast 99s, 200ms and drops > 5m? That would come from both worlds
That would be lit, would make the server feel very alive
Title: Re: New Player Experience - Discussion
Post by: Thomy on May 16, 2017, 05:05:17 pm
There's no broadcast system yet. I would broadcast 99s, 200ms and drops > 5m? That would come from both worlds
That would be lit, would make the server feel very alive

I'm just gonna do it via clan chat. Already working out really well. Every 50M experience steps are broadcasted, level 99s and all drops that have a value over 1m. Anything else that should be broadcasted? Does 1m sound like a reasonable value to be broadcasted, or should it be higher for item drops?
Title: Re: New Player Experience - Discussion
Post by: Jp on May 16, 2017, 05:08:54 pm
Is that alch value? Might be annoying at revenants and spectrals. You're basically telling everyone 'hey come kill me' when you get a drop there and it gets broadcasted :P
Title: Re: New Player Experience - Discussion
Post by: Thomy on May 16, 2017, 05:11:24 pm
Is that alch value? Might be annoying at revenants and spectrals. You're basically telling everyone 'hey come kill me' when you get a drop there and it gets broadcasted :P

Street price (GE value) is used for the trigger if available, else alch price. Could disable it in the wilderness or make it a setting? Though I am pretty sure people will just forget that in the wilderness.

EDIT: changed the value from 1M to 2M... think that's better and will cause less spam. Will definitely only trigger on really good drops.

Current triggers:
Title: Re: New Player Experience - Discussion
Post by: Charr on May 16, 2017, 05:38:22 pm
Street price (GE value) is used for the trigger if available, else alch price. Could disable it in the wilderness or make it a setting? Though I am pretty sure people will just forget that in the wilderness.

EDIT: changed the value from 1M to 2M... think that's better and will cause less spam. Will definitely only trigger on really good drops.
Would rather see a whitelist but this works. Don't forget about things like pets, which are worthy of being announced but not tradable.

Current triggers:
  • Level 99 in a skill.
  • 50M experience steps in a skill: 50M, 100M, 150M, 200M and 250M.
  • Drops from a monster exceeding a Grand Exchange price of 2M.
  • Players completing the tutorial.
Make sure that people can't just spam the thing by creating new accounts over and over or using lamps. Maxing out also deserves one.
Title: Re: New Player Experience - Discussion
Post by: Il Skill L on May 16, 2017, 05:46:15 pm
i would stick with the 5m you mentioned at first. Things like dragon hasta which is 3m isn't special enough to be broadcasted in my personal opinion.
But definitely add maxing out as Charr mentioned above.
Title: Re: New Player Experience - Discussion
Post by: Crusher123 on May 16, 2017, 09:36:35 pm
Could also add all group members health bars to the top left of the screen. :P With a toggle... cuz drama.

This could be useful in multi pking aswell.
Title: Re: New Player Experience - Discussion
Post by: Thomy on May 17, 2017, 06:19:32 am
New list of broadcasting triggers:
Title: Re: New Player Experience - Discussion
Post by: Il Skill L on May 18, 2017, 09:16:09 pm
@Thomer, what's your opinion about shutting down world 2?
Title: Re: New Player Experience - Discussion
Post by: Thomy on May 19, 2017, 05:35:12 am
@Thomer, what's your opinion about shutting down world 2?

Pretty unnecessary imho. You can just go to another spot when it's too crowded or when other people are doing a boss currently. Although I have to agree that this is unlikely. :)
Title: Re: New Player Experience - Discussion
Post by: Il Skill L on May 19, 2017, 05:48:02 am
@Thomer, what's your opinion about shutting down world 2?

Pretty unnecessary imho. You can just go to another spot when it's too crowded or when other people are doing a boss currently. Although I have to agree that this is unlikely. :)
Otto reminded me a few days ago that back in emps-scape to run 2 worlds we needed atleast 600 players. Right now we have 1/5 of that and our map has gone pretty much twice the size as it was back then. World 2 is averaging ~5 players online which is just silly. Not a single place in this game is crowded enough for 2 worlds to make sense right now. Not even doing a boss as bosses are in multi zones which would create a healthy challenge between players. Having players together in 1 world would also make the game look tiny bit more active and crowded which might create more interest in new players.
Title: Re: New Player Experience - Discussion
Post by: Ameer on May 19, 2017, 06:46:55 am
@Thomer, what's your opinion about shutting down world 2?

Pretty unnecessary imho. You can just go to another spot when it's too crowded or when other people are doing a boss currently. Although I have to agree that this is unlikely. :)
Otto reminded me a few days ago that back in emps-scape to run 2 worlds we needed atleast 600 players. Right now we have 1/5 of that and our map has gone pretty much twice the size as it was back then. World 2 is averaging ~5 players online which is just silly. Not a single place in this game is crowded enough for 2 worlds to make sense right now. Not even doing a boss as bosses are in multi zones which would create a healthy challenge between players. Having players together in 1 world would also make the game look tiny bit more active and crowded which might create more interest in new players.

This is actually 100% true,
Title: Re: New Player Experience - Discussion
Post by: Charr on May 19, 2017, 10:46:10 am
Otto reminded me a few days ago that back in emps-scape to run 2 worlds we needed atleast 600 players. Right now we have 1/5 of that and our map has gone pretty much twice the size as it was back then. World 2 is averaging ~5 players online which is just silly. Not a single place in this game is crowded enough for 2 worlds to make sense right now. Not even doing a boss as bosses are in multi zones which would create a healthy challenge between players. Having players together in 1 world would also make the game look tiny bit more active and crowded which might create more interest in new players.
While this is all fine and dandy having w2 there in case someone decides to do the same thing as you're doing is fucking great. It prevents a lot of frustration. It wouldn't be very much of a competition if someone in full void comes to KBD while you're in rune, it would be frustrating for that guy in rune. It may not be used constantly and it may not be used by everyone, but given that it prevents frustration I think it's a good thing to have.

If it was a financial issue I think it would've been closed a long time ago.
Title: Re: New Player Experience - Discussion
Post by: Thomy on May 19, 2017, 11:33:09 am
It costs absolutely nothing to run world 2... In fact, our server's load is at 20-30%, there's a lot of capacity for future players and worlds. ;)
Title: Re: New Player Experience - Discussion
Post by: Il Skill L on May 19, 2017, 12:05:43 pm
It wasn't the financial factor that i was speaking of. It simply doesn't make sense if we average ~5 players in a world. Our map is already too spread out and world 2 basically doubles it
.
About guys in rune killing KBD - I would rather see competition for kbd drops rather than make it available for everyone. KBD is still 1 of 1(in each world as of now) therefore it is considered a boss which makes it suppose to be a high-end content. Why should i even grind for full void when you lose all the competition and make bosses killable in as low-end content that is runite armour..

You guys are focusing too much on the frustration of people. It's not like every player in this game is autistic and gets mad when somebody joins them killing a boss lmao. Competition is normal and people are fine with it and that makes them grind for better levels themselves.

In fact, our server's load is at 20-30%, there's a lot of capacity for future players and worlds. ;)
Also not the point i was trying to make. If we somehow got 50k players im sure you would find a way to get the capacity for that too. Just because it would make sense and possibly bring in money from donations. Right now we average about 100 players which is even too little for the first world. Therefore in my eyes it would only make sense to continue with 1 world.

And as we discussed with Charr and Otto in shoutbox a few days back, two worlds brings more supplies into the game that are left unused because of our low player count as of now. There are players who have 600k+ coals in their banks.. which is insane. Im not saying that the amount of supplies in the game comes straight from having 2 worlds but that's one of many reasons.
Title: Re: New Player Experience - Discussion
Post by: Freestuffyay on May 19, 2017, 01:35:36 pm
Well if we only had one world and something I wanted to do wouldn't be possible because of a lot of other players I would just logout and play something else
Title: Re: New Player Experience - Discussion
Post by: Il Skill L on May 19, 2017, 01:40:05 pm
Well if we only had one world and something I wanted to do wouldn't be possible because of a lot of other players I would just logout and play something else
Name me one thing that is so overpopulated right now that you couldn't possibly do it at any given time.
Title: Re: New Player Experience - Discussion
Post by: Freestuffyay on May 19, 2017, 02:41:37 pm
Well if we only had one world and something I wanted to do wouldn't be possible because of a lot of other players I would just logout and play something else
Name me one thing that is so overpopulated right now that you couldn't possibly do it at any given time.
Nothing because we have two worlds :LUL:
Title: Re: New Player Experience - Discussion
Post by: Someone12116 on May 19, 2017, 02:52:42 pm
Well if we only had one world and something I wanted to do wouldn't be possible because of a lot of other players I would just logout and play something else
Name me one thing that is so overpopulated right now that you couldn't possibly do it at any given time.
Nothing because we have two worlds :LUL:

And you still arent playing. You would have to log in first to log out :LUL:
Title: Re: New Player Experience - Discussion
Post by: Freestuffyay on May 19, 2017, 03:27:35 pm
Well if we only had one world and something I wanted to do wouldn't be possible because of a lot of other players I would just logout and play something else
Name me one thing that is so overpopulated right now that you couldn't possibly do it at any given time.
Nothing because we have two worlds :LUL:

And you still arent playing. You would have to log in first to log out :LUL:
I have actually played a couple of hours in the past few days 8)
Title: Re: New Player Experience - Discussion
Post by: Junkz on May 19, 2017, 05:25:55 pm
  • Emps-Wars and the Jad minigame. I could re-create those as featured minigame modes? So every now and then, Castle-Wars will turn into Emps-Wars and the Fight pits into the Jad minigame.

Thanks so far! :)


and this took you over 2 years to realize what has to be done?

Having you this kind of mindset makes me wonder, if emps is in a healthy state.

But I think that it is too late for these kind of changes unless you wipe out atleast... well nvm. it's too late.
Title: Re: New Player Experience - Discussion
Post by: Ameer on May 19, 2017, 06:04:01 pm
Why not start a poll about having 2 worlds ? :/

like if the majority of the players wants to use 1 world instead of 2, I don't see a reason why it can't be done tbh
with that you can also start a discussion topic about it so you see why it should or shouldn't removed.


for me I've suggested closing it many times already as spreading our 100 online players between 2 worlds is just not a great idea
Title: Re: New Player Experience - Discussion
Post by: Freestuffyay on May 20, 2017, 07:47:37 am
Why not start a poll about having 2 worlds ? :/

like if the majority of the players wants to use 1 world instead of 2, I don't see a reason why it can't be done tbh
with that you can also start a discussion topic about it so you see why it should or shouldn't removed.


for me I've suggested closing it many times already as spreading our 100 online players between 2 worlds is just not a great idea
Forcing people to play on one world and deal with other players if they don't want to doesn't offer fun gameplay
Title: Re: New Player Experience - Discussion
Post by: Il Skill L on May 20, 2017, 07:53:34 am
Why not start a poll about having 2 worlds ? :/
There already is a live poll running and right now it reads:
 (http://i.imgur.com/ErxiLUt.png)

Edit: 44 to 5
Title: Re: New Player Experience - Discussion
Post by: Someone12116 on May 20, 2017, 09:19:47 am
Why not start a poll about having 2 worlds ? :/

like if the majority of the players wants to use 1 world instead of 2, I don't see a reason why it can't be done tbh
with that you can also start a discussion topic about it so you see why it should or shouldn't removed.


for me I've suggested closing it many times already as spreading our 100 online players between 2 worlds is just not a great idea
Forcing people to play on one world and deal with other players if they don't want to doesn't offer fun gameplay

Makes so much sense to play a multiplayer online game and complain about other players.
Title: Re: New Player Experience - Discussion
Post by: Crusher123 on May 21, 2017, 12:06:14 am
Why not start a poll about having 2 worlds ? :/
There already is a live poll running and right now it reads:
 (http://i.imgur.com/ErxiLUt.png)

Edit: 44 to 5

Seems like w2 is leading?
(https://image.prntscr.com/image/eb37cf80631542e4b9395c1af488d107.png)
Title: Re: New Player Experience - Discussion
Post by: Il Skill L on May 21, 2017, 07:58:40 am
Why not start a poll about having 2 worlds ? :/
There already is a live poll running and right now it reads:
http://i.imgur.com/ErxiLUt.png

Edit: 44 to 5

Seems like w2 is leading?
https://image.prntscr.com/image/eb37cf80631542e4b9395c1af488d107.png
(http://imgur.com/7fA9vJN.png)
Title: Re: New Player Experience - Discussion
Post by: Freestuffyay on May 21, 2017, 09:01:19 am
Why not start a poll about having 2 worlds ? :/

like if the majority of the players wants to use 1 world instead of 2, I don't see a reason why it can't be done tbh
with that you can also start a discussion topic about it so you see why it should or shouldn't removed.


for me I've suggested closing it many times already as spreading our 100 online players between 2 worlds is just not a great idea
Forcing people to play on one world and deal with other players if they don't want to doesn't offer fun gameplay

Makes so much sense to play a multiplayer online game and complain about other players.
http://prntscr.com/faauqk
T I L T E D B O Y S
Title: Re: New Player Experience - Discussion
Post by: Iron Dharoks on May 25, 2017, 06:58:05 am
what made the prices drop? bossing isnt worth bossing anymore..
Title: Re: New Player Experience - Discussion
Post by: Charr on May 25, 2017, 11:18:06 am
what made the prices drop? bossing isnt worth bossing anymore..
If everyone has the mindset of going after rare drops then they end up bringing more into the game than people need. Basic economics, supply and demand. People that think the same way as you do about PvM need to learn that there is money to be made from non-rare drops as well. Once everyone and their grandmother stops hunting rare drops for money it'll get better.
Title: Re: New Player Experience - Discussion
Post by: Someone12116 on May 25, 2017, 11:28:28 am
what made the prices drop? bossing isnt worth bossing anymore..
If everyone has the mindset of going after rare drops then they end up bringing more into the game than people need. Basic economics, supply and demand. People that think the same way as you do about PvM need to learn that there is money to be made from non-rare drops as well. Once everyone and their grandmother stops hunting rare drops for money it'll get better.

Also the relative prices stayed pretty much the same, apart from the Spirit Shields that were nerfed into the brink of uselessness. Sure you don't make money as fast as before, but you don't need it nearly as much as before either, unless you're going for oldschool rares. GWD is till very much profitable and the 200k coins drops and increased supply and alch drops make a ton of money.
Title: Re: New Player Experience - Discussion
Post by: Thomy on May 25, 2017, 12:10:29 pm
what made the prices drop? bossing isnt worth bossing anymore..
If everyone has the mindset of going after rare drops then they end up bringing more into the game than people need. Basic economics, supply and demand. People that think the same way as you do about PvM need to learn that there is money to be made from non-rare drops as well. Once everyone and their grandmother stops hunting rare drops for money it'll get better.

Also the relative prices stayed pretty much the same, apart from the Spirit Shields that were nerfed into the brink of uselessness. Sure you don't make money as fast as before, but you don't need it nearly as much as before either, unless you're going for oldschool rares. GWD is till very much profitable and the 200k coins drops and increased supply and alch drops make a ton of money.

Isn't the new effect more like a buff? Being able to withstand hits for a short amount of time while also having pretty good offensive bonuses? Just wondering, because this sounded like a buff to me and was also intended that way.
Title: Re: New Player Experience - Discussion
Post by: Charr on May 25, 2017, 12:15:10 pm
Isn't the new effect more like a buff? Being able to withstand hits for a short amount of time while also having pretty good offensive bonuses? Just wondering, because this sounded like a buff to me and was also intended that way.
He might be talking about their stat nerf, which turned arcane and ely from being best in slot to outclassed by other shields.
Title: Re: New Player Experience - Discussion
Post by: Ristopossu on June 01, 2017, 03:52:19 pm
What you need to do is increase the prices of the items in game, why?

Because it makes no sense to PVM for hours or days to get a loot that's not even worth 100m.
Title: Re: New Player Experience - Discussion
Post by: Someone12116 on June 01, 2017, 04:03:00 pm
What you need to do is increase the prices of the items in game, why?

Because it makes no sense to PVM for hours or days to get a loot that's not even worth 100m.

That's a dumbass mentality.

100M now is worth more than it was worth 2 years ago. What I mean with this is that you get the same amount of stuff bought with 100M now as you did with 500M in the past. You DONT NEED as much money as before. As simple as that.

Also you cannot Thomy to just increase the prices. It's the players that pay for them. It's all about supply and demand.
Title: Re: New Player Experience - Discussion
Post by: Ameer on June 27, 2017, 12:59:46 pm
(http://i.imgur.com/R90MzrW.png?1)


 just saw this and wanted to point out we're having an improvement.
Title: Re: New Player Experience - Discussion
Post by: Di Dot on June 28, 2017, 11:01:11 am
(http://i.imgur.com/R90MzrW.png?1)


 just saw this and wanted to point out we're having an improvement.
(https://image.prntscr.com/image/MRqi6_4uT7SFo4UxetpxDQ.png)
Title: Re: New Player Experience - Discussion
Post by: Il Skill L on June 28, 2017, 11:16:19 am
http://i.imgur.com/R90MzrW.png?1


 just saw this and wanted to point out we're having an improvement.
https://image.prntscr.com/image/MRqi6_4uT7SFo4UxetpxDQ.png
*cough* world 2 is still useless *cough*
Title: Re: New Player Experience - Discussion
Post by: Ameer on June 28, 2017, 11:38:43 am
http://i.imgur.com/R90MzrW.png?1


 just saw this and wanted to point out we're having an improvement.
https://image.prntscr.com/image/MRqi6_4uT7SFo4UxetpxDQ.png
*cough* world 2 is still useless *cough*

Well this as well ^
hopefully thomy will reconsider removing it temporary ( hopefully permanent or lets say until we reach over 200 players again) however just to test how people will react.
Title: Re: New Player Experience - Discussion
Post by: Someone12116 on June 28, 2017, 11:40:14 am
http://i.imgur.com/R90MzrW.png?1


 just saw this and wanted to point out we're having an improvement.
https://image.prntscr.com/image/MRqi6_4uT7SFo4UxetpxDQ.png
*cough* world 2 is still useless *cough*

Nah bro free bank at Spectrals