Emps-World Forum

Emps-World => News & Announcements => Topic started by: Thomy on April 19, 2018, 07:02:13 am

Title: Popularity Discussion and Features for 2018
Post by: Thomy on April 19, 2018, 07:02:13 am
Hey guys,

I'm writing this thread to get a better idea of what features the community is interested in and how to make the game more enjoyable. I'll be also criticizing a few things that I think have been done wrong and could be improved.

Popularity - Player count
It's really no big surprise that the genre of emps makes it really difficult to attract new potential players, because RSPS in general is having a really hard time thanks to OSRS. I still don't think that we're at a critical point, although you sometimes see only 30-40 players online. We still have daily peaks of 60-70 and close to 300 unique computers that visit the game daily. If you compare it to the old days, then yes, it may be a lot less. But please bear in mind the old days had no OSRS, which is peaking at Idk 100k players or so right now? That's lots of players!

Oldschool graphics
I've seen this coming up a few times too, so I'll leave a short comment here. Just because the game had more players 5 years ago and the graphics were different doesn't mean that changing or reverting something will also attract tons of players. Correlation does not mean causation! Besides... if you put the graphic settings to minimum, you're basically running an oldschool game. Maybe I'm doing advertising wrong, where I should also put oldschool images into ads instead of high quality ones. I'll have a look at that.

Longterm Activities
I think we're struggling a little bit with keeping players for a long time. I've thought about this and came to the conclusion that it could be due to how fast progress is made in the game (xp rates) compared to how many items you get (drops). It feels like that you are getting to level 100+ really fast without getting any good items. The gap between low / medium gear and high / best gear may be too big and too frustrating to continue playing. I could imagine changing following things:Membership
I somehow feel like the model of paying for content is outdated. What would you think of removing all game content that is locked behind member? I think that it has enough benefits, such as getting more bank space, GE slots, 10% xp boost, etc. So locking certain skills doesn't make much sense for me. I could see this change being very interesting for Slayer. Thoughts on that?

New Content
What would you like to see as new large feature? I have the idea of summoning, but there's also other things that could be done. Maybe longer quest lines? Let me know!

Thanks for taking your time to read this. Please leave a comment below telling me what you think. Feedback is very valuable to me and I enjoy reading your ideas. :)

All the best,
Thomy
Title: Re: Popularity Discussion and Features for 2018
Post by: Jp on April 19, 2018, 07:41:29 am
Membership
I somehow feel like the model of paying for content is outdated. What would you think of removing all game content that is locked behind member? I think that it has enough benefits, such as getting more bank space, GE slots, 10% xp boost, etc. So locking certain skills doesn't make much sense for me. I could see this change being very interesting for Slayer. Thoughts on that?
I feel like this would be the thing that gives free players more things to do and newer players wouldn't get intimidated by the fact that playing the game requires member pretty much.
Current member tickets would have to be re-named to something else probably if this changes? What benefits besides more bank space, 10% xp boost and GE slots would it keep?

  • Game modes with lower xp gains: I've seen this idea come up, but I don't really think it is that great of a solution. You'll just be creating different account types. However... I could this see potentially becoming interesting, because it will give veterans a new reason to play the game. What could be potential rewards in that game mode? What about receiving an oldschool rare when being maxed out as reward? Let me know!
This does sound interesting and probably would be interesting to play for some people. Maybe have like 2x reduced XP and offer some rewards or benefits for playing it. But what would those two things be?
Title: Re: Popularity Discussion and Features for 2018
Post by: Martijn7 on April 19, 2018, 08:19:13 am
PLEASE NO SUMMONING PLEASE NO NO NO NO  NO
Title: Re: Popularity Discussion and Features for 2018
Post by: Il Skill L on April 19, 2018, 08:21:22 am
If you’re thinking about minigame daily tasks then i think you should consider giving everyone the same task. Because i see this idea working only if all our ~50 players get a 10 round emps-wars task for example. That seems like an interesting concept for me.
Title: Re: Popularity Discussion and Features for 2018
Post by: Thomy on April 19, 2018, 08:27:25 am
I feel like this would be the thing that gives free players more things to do and newer players wouldn't get intimidated by the fact that playing the game requires member pretty much.
Current member tickets would have to be re-named to something else probably if this changes? What benefits besides more bank space, 10% xp boost and GE slots would it keep?
Following benefits would stay: I could imagine other things there... such as increased coin drops (10%?) or more rewards when completing daily tasks? Nothing game-breaking, but something convenient that makes you enjoy being a member.

This does sound interesting and probably would be interesting to play for some people. Maybe have like 2x reduced XP and offer some rewards or benefits for playing it. But what would those two things be?
I have no idea tbh, that's the question! :)
Title: Re: Popularity Discussion and Features for 2018
Post by: Jp on April 19, 2018, 08:30:23 am
  • Reduce resources gained from Woodcutting and Fishing. To be fair, you get an inventory full of fishes in no time after a few levels. I would like to re-balance this.
I think this could also be solved by introducing ivy for woodcutting. For fishing something similar could also be introduced. (Very afk, appealing xp rates and no resource gain.)
Title: Re: Popularity Discussion and Features for 2018
Post by: Thomy on April 19, 2018, 08:32:37 am
  • Reduce resources gained from Woodcutting and Fishing. To be fair, you get an inventory full of fishes in no time after a few levels. I would like to re-balance this.
I think this could also be solved by introducing ivy for woodcutting. For fishing something similar could also be introduced. (Very afk, appealing xp rates and no resource gain.)

I don't think gaining the resources themselves is a problem, but the experience you get or the speed at which you get them. I feel like this can be tweaked at either reducing the experience rates or amount of resources gained.
Title: Re: Popularity Discussion and Features for 2018
Post by: Jhonson on April 19, 2018, 08:41:48 am
Popularity - Player count
It's really no big surprise that the genre of emps makes it really difficult to attract new potential players, because RSPS in general is having a really hard time thanks to OSRS.

Yes, I do agree that OSRS has a big effect on the player count but shouldn't be to such an extent. I've seen other servers with around 600 - 1k players, there's obviously something we're doing wrong.

Maybe I'm doing advertising wrong, where I should also put oldschool images into ads instead of high quality ones. I'll have a look at that.
This will not fix anything, plus even when putting the settings to the minimum it still won't give players that old school look emps once had. Surprisingly, people aren't really interested in good graphics, some people really don't give a **** about them... some top servers have awful graphics but people really enjoy the content which what matters at the end of the day.

Encourage advertisement!

- Reward people that post videos on Youtube with a title or something.
- Encourage voting and reward the players with certain benefits like a little exp boost or some shit.
(This can be tracked through specific computer UUID or IP address)
(I would encourage you to have players vote on all rsps sites in order to receive vote benefits)
- For the love of god, we legit have nothing to lose if we bring back the voting system. (Do not underestimate this, it does actually bring people to the server)

I use Facebook a lot, not once have i seen Emps-World pop up for me as an advertisement. It's always other top servers, but never Emps which makes me question why even throw cash on ads that don't even appear unless you go looking for it.

Longterm Activities
  • Reduce experience rates in general. I feel that combat xp especially is too much. I could also see reducing the experience rates of gathering skills. I'm not going to change that unless I get lots of input!
I disagree, this will only discourage people that would like to join the server and train as quick as possible to jump into the end-game content which is bossing and all that good stuff. If people want a challenge, than create a game mode for it that lowers exp rates and disables dxp tickets.

  • Daily activities: Currently we have daily tasks that are only skill related though. What would you think of daily boss or minigame tasks? I also only see this working out well by adding additional items to the EP shop. Open for suggestions here!
  • Game modes with lower xp gains: I've seen this idea come up, but I don't really think it is that great of a solution. You'll just be creating different account types. However... I could this see potentially becoming interesting, because it will give veterans a new reason to play the game. What could be potential rewards in that game mode? What about receiving an oldschool rare when being maxed out as reward? Let me know!
I strongly agree with these two points, I highly encourage bringing an achievements system into the game. Players will be rewarded items/coins for completing certain achievements that will help them on their journey to max or what ever they're working on (This will be different than daily tasks). I would love to see different type of game modes that will challenge players, some people just don't like it too easy. I would start with prestige mode, I really loved JP's idea of lowering exp rates and disabling dxp. I wouldn't change the current exp rates for normal players though.

Membership
I somehow feel like the model of paying for content is outdated. What would you think of removing all game content that is locked behind member? I think that it has enough benefits, such as getting more bank space, GE slots, 10% xp boost, etc. So locking certain skills doesn't make much sense for me. I could see this change being very interesting for Slayer.
Remove it, shouldn't force players to pay to enjoy the game otherwise they can just go pay for runescape membership.

New Content
What would you like to see as new large feature? I have the idea of summoning, but there's also other things that could be done. Maybe longer quest lines? Let me know!
As for quests, if you're planning to attach them to something in-game such as giving the player access to a certain area or boss than I would say yes. Quests need to be challenging, the current quests we had are way to simple and boring af. Raids would be awesome, but I don't think we have the player count for that. I would like to see custom shit exclusive to Emps-World such as bosses, weapons, armor, etc... what I mean by custom is actually designed by who ever works on modeling stuff here. Something that will set emps apart from RS3, OSRS, and all the other RSPS servers out there.

Show appreciation to players that donate
Give players a title such as donator to show that they support the server and to encourage others to do the same. Maybe give them cool titles next to their name, people love those for some odd reason. Maybe also give them a cool feature to show our appreciation.

This is my opinion and what I think we can do to help this server. Looking forward to seeing what others think :)
Title: Re: Popularity Discussion and Features for 2018
Post by: Drugs on April 19, 2018, 08:44:54 am
I dont really think you can keep old players playing to be honest, if we have 300 unique log ins a day then maybe focus on new players. Barbarian village looks like a dump, maybe more benefits to new players with more interactive place to start out.

Then place some high level content in a village where noobs spawn so there's incentive for older players do be there, and help new players.
Also I think we generally lack Joshiee type mods, that just talk to noobs.
Title: Re: Popularity Discussion and Features for 2018
Post by: Martijn7 on April 19, 2018, 09:17:46 am
no summoning thats for gay people
i think to make the game more fun is to make the droprate from good items like bandos or armadyl harder to get but the boss self easier like it used to be with armadyl
and maybe more energy from spectrals so people use spectral items more
and items from spectral higher droprate
Title: Re: Popularity Discussion and Features for 2018
Post by: Tulrak on April 19, 2018, 09:24:34 am
There was a prestige idea, would it be possible to do something like that but instead of resetting everything allow players to reset their skills one at a time and gain 1 Prestige in that skill, which initially could just mean that players are able to gain more xp than the current xp limit in the highscores? If someone resets a skill at 250m xp and then gains 10m xp, then highscores would show that they have 10m (+250m) xp and rank them as 260m xp or something like that.
Although at that point we may as well reduce max xp to 100m and only allow people to reset from max xp back to 0. Later other rewards could be added that can be claimed from an NPC after being unlocked for having a certain amount of total prestige.

Also there was some discussion about a referral system a while ago, so I'd bring that up again. Make it so that every time someone uses a member ticket 1/5th of the member days are added to the player who referred the player that is using the member ticket.

I also agree with Drugs that Barbarian Village might not be the best place to start from, we could consider extending the tutorial outside the tutorial island, possibly by making it force some specific daily tasks on players that they'll be guided through, which would give them a short introduction to a few places in the game that are not Barbarian Village, although Barbarian Village could still be kept as it is or just get rid of most of the tutorial area altogether and move the introduction of skills that are covered by tutorial island to the game itself as well.
Title: Re: Popularity Discussion and Features for 2018
Post by: Mattthu on April 19, 2018, 10:53:20 am
What about player made emps-world quests, we had that emps script. It's something that gives players to create stories and at the same time add content. Like for ava, I'd rather complete an interesting task than play emps-wars. Also gives you more playtime.
Title: Re: Popularity Discussion and Features for 2018
Post by: Martijn7 on April 19, 2018, 11:45:18 am
RESET WHOLE GAME WITH NEW UPDATES!!!
Title: Re: Popularity Discussion and Features for 2018
Post by: Ameer on April 19, 2018, 02:26:55 pm
Quote
Reduce experience rates in general. I feel that combat xp especially is too much. I could also see reducing the experience rates of gathering skills. I'm not going to change that unless I get lots of input!

I don't think this is a good idea at all, we've seen the difference between normal days and double xp weekends,

Quote
Reduce resources gained from Woodcutting and Fishing. To be fair, you get an inventory full of fishes in no time after a few levels. I would like to re-balance this.

This means each skill will just take a bit more time than it used to be before, which means instead of afking 30 seconds to get full inv of mantas, they'll afk 1 min.


Quote
No medium level content. There's literally no bosses for medium levels with bad gear. I think that this issue could be resolved by lowering the experience rates though.

This might actually be a good idea to do so, they're simply going from barbarians to nex.

Quote
High level content: I think that this is the least of an issue, since there's lots of bosses with many drops to collect. There's also difficult bosses, such as the 4-man group challenges, which have been a great success imo. Working on the 4th boss right now.

Hopefully this time we are getting a real 4-man group since the last 3 that were supposed to be like this were so damn easy.

Quote
Game modes with lower xp gains: I've seen this idea come up, but I don't really think it is that great of a solution. You'll just be creating different account types. However... I could this see potentially becoming interesting, because it will give veterans a new reason to play the game. What could be potential rewards in that game mode? What about receiving an oldschool rare when being maxed out as reward? Let me know!

I agree on having such system in game, instead of actually forcing something on players ( the xp reduce you mentioned above )
Idk about the reward, as i don't really care about it.



About on how can we get some players to play the game
Take a look at runelocus or any other website that has a list of servers, check the most popular servers and what they have and make a poll here if they want such things ing ( if it worked there, it might work here aswell )

OR

I don't know if I want to mention the voting system back again,
we don't really have enough players to vote and get us to top 10 ( which visited mostly by other people ) and we can't force you to spend some cash on something that it might not work eventually, however if you really feel like saving the game and you have some hope on such thing to work then i believe you might need to do it.


T
Title: Re: Popularity Discussion and Features for 2018
Post by: Someone12116 on April 19, 2018, 02:35:56 pm
Medium level content took a big hit when the alch drops from dragons and aberrant specters were nerfed. Making pure cash to purchase items as a med level player is extremely hard IMO.

I dont see a reason to touch xp rates. Making all content available to f2p is nice, while keeping rest of the bonuses for members.
Title: Re: Popularity Discussion and Features for 2018
Post by: Thomy on April 19, 2018, 02:46:27 pm
I've already compiled a few ideas and will implement them in the next (or next but one) update:
I'll be extending the list. :)
Title: Re: Popularity Discussion and Features for 2018
Post by: Jp on April 19, 2018, 03:07:19 pm
Here's my suggestions for voting rewads:
Title: Re: Popularity Discussion and Features for 2018
Post by: Ameer on April 19, 2018, 04:43:30 pm
I've already compiled a few ideas and will implement them in the next (or next but one) update:
  • Virtual leveling: progress after 99
  • Membership tweaking: no membership for skilling / areas
  • Voting system: Why not... can just re-use the old code. Currently discussing rewards. Any ideas? Could have a looting box for voting that contains experience lamps, other small items and resources but also rare and unique pets? Thoughts?
  • Barbarian dungeon rework: new drops & low/medium level monsters
  • Daily minigame task
  • Daily boss task (level 100+ probably and even 120+ for 4mans)

I'll be extending the list. :)

I don't know if its the right time to write what I have in mind since its not complete yet,

Each time we vote, we gets a voting ticket which can be used later on ( a possible option ofc with the rewards in the shop) minigames, some xp boost or even each voting ticket you use during that game you get an extra ew ticket.

Title: Re: Popularity Discussion and Features for 2018
Post by: Archer on April 19, 2018, 04:49:43 pm
I believe that you are up for this hard mission and I know for sure that you can do it. Just keep the good work up and believe in yourself as always. We will always be with you! <3
Title: Re: Popularity Discussion and Features for 2018
Post by: Nedaz on April 19, 2018, 06:17:59 pm
unban me and u have 1+ player  ;D
Title: Re: Popularity Discussion and Features for 2018
Post by: God Of Arrow on April 19, 2018, 06:54:57 pm
PLEASE NO SUMMONING PLEASE NO NO NO NO  NO
Title: Re: Popularity Discussion and Features for 2018
Post by: O on April 19, 2018, 07:37:27 pm
PLEASE NO SUMMONING PLEASE NO NO NO NO  NO
no need to make two accounts to get your point across.
Title: Re: Popularity Discussion and Features for 2018
Post by: S Clegane on April 20, 2018, 06:14:56 am
I've already compiled a few ideas and will implement them in the next (or next but one) update:
  • Virtual leveling: progress after 99
  • Membership tweaking: no membership for skilling / areas
  • Voting system: Why not... can just re-use the old code. Currently discussing rewards. Any ideas? Could have a looting box for voting that contains experience lamps, other small items and resources but also rare and unique pets? Thoughts?
  • Barbarian dungeon rework: new drops & low/medium level monsters
  • Daily minigame task
  • Daily boss task (level 100+ probably and even 120+ for 4mans)

I'll be extending the list. :)
I address this directly to Thomy.
Four things I notice wrong in my eyes:
1) RAID for both skillers and pvmers would turn out to be thing regardless of how many players would attend to it. Grouping only four people is like making pest control for 2 - 3 people nobody else enter that round awaits another one. Loot can be adjusted ALWAYS. Similar to OSRS because players that stream usually do RAID for profit right now as end game content. Nex, Yk'Lagor and Har'Lakk lacks it, by seperating player into a groups by four people and it isn't paying off since not every player gets skilling material so fast to boss around. Only rich person or sponsored can afford 500+ killcount there
2) If anything, make those red button entrance work as expansion for bigger and wider area of monsters. For instance, amazing feature for slayer, adding area similar size to Har'lakk or Yk'Lagor shouldn't be something hard if you already put work in making two bosses per only one year last year.
3) Having said that all, talk to players who wants to be recruited as developers - clearly you need those more than anything else. If you have so many doubts about your own after almost 10 years in developing this game - you can always make official topic for developer entries or something. Mature players will definetely would take interest in it and then it's all up to you whether you hire them or no. Helping in developing game you like, I don't see how is that bad experience for just about any entusiast of Emps. Instead of all this bothersome talk, taking action and seeing results should be enough. Just for record, Eryn is up to doing quests not sure how's he doing but at least he volunteered. Prime example for you right there.
4) I know, Job + studies takes a lot of focus away leaving you exhausted. Dunno. Take your time in making updates, don't rush to things. I was okay when there was update one per two months with whole new content to explore. I don't blame you for having low player count - it's rather human physic that he plays for less values IRL things more than ever. So far, Im guessing you aware of it. Coins sinks need to be a little bit nerfed since marketing isn't going as it was before. Good example: Ice demon drops commonly around 20 - 30k coins per drop while I would say same difficulty monster as Abyssal demons drop up to 10k at best. Plus, they require 85 slayer to even deal damage. Perhaps, slight buff towards alch items wouldn't hurt? Oh, and while I mention alchs, Granite shield is still 5k with better defence bonuses than rune.
Title: Re: Popularity Discussion and Features for 2018
Post by: S Clegane on April 20, 2018, 06:18:23 am
And... If thats not enough... Suggestion section is full of suggested things which can adjusted to game. Anytime. I posted in suggestion list section in my opinion what would I personally like to see. It's all up to you whether it makes it to the game or no.
Title: Re: Popularity Discussion and Features for 2018
Post by: Nedaz on April 20, 2018, 06:41:48 am
And... If thats not enough... Suggestion section is full of suggested things which can adjusted to game. Anytime. I posted in suggestion list section in my opinion what would I personally like to see. It's all up to you whether it makes it to the game or no.
mhh i think we need unban all banned accaunts oldschool players come back not every but still someone really come
Title: Re: Popularity Discussion and Features for 2018
Post by: Il Rn I on April 20, 2018, 09:04:38 pm
I would also like to join this discussion as an old player of emps and as a fan of this rsps.

Let's try to be a little bit honest, Can we really ignore the fact that the new graphics is a thing which is extremely hated by the community ? No!,Actually emps started to lose players since the new graphics had been launched.

Moreover, back to old memories, Graham was a really popular person on all the rsps communities which lead us to get a lot of forum activities and daily logins. So, losing a professional programmer/community-friendly considered a trouble also.

Furthermore,I have not seen any google ads for emps, I cannot understand how you all expect to get new players without any ads!.
Hosting a server requires budget.  its doesnt hard to arrive to the top , the harder thing is to save your location thier.
Running a server is a pretty simple thing , but to make it popular and to keep it up the hardest part!.
So I EXTREMELY recommend to specify a budget for ads such as google ads or FaceBook ads.


Quote
"If you do what you have always done , you will get what you have always gotten" - by Tony Robbins.
Hello Thomy? May i ask you something? You have been busy all the time with coding and updating the server , Yeah good job man, So let me ask you , What have you gotten ? what achievements have you done expect for updating? 
Please do not misunderstand me , no offence , How you were sure that duplicating the same thing will move us to another place ?
Thomy , you are the leader of the ship, You are the Captain here , you are the only one who can lead emps ship to the success way.



Title: Re: Popularity Discussion and Features for 2018
Post by: Crusher123 on April 20, 2018, 10:57:56 pm
Let's try to be a little bit honest, Can we really ignore the fact that the new graphics is a thing which is extremely hated by the community? No! Actually, Emps started to lose players since the new graphics had been launched.

FYI there was an HD client for the OSRS and to be honest many people liked it. Just check the comments of this video here (https://www.youtube.com/watch?v=yp7akB9tHKE&t) for example. But it got shut down because the client was not approved by Jagex. Still, I guess that there are many players who would enjoy an RSPS with this type of graphics we currently have.
Title: Re: Popularity Discussion and Features for 2018
Post by: S Clegane on April 21, 2018, 04:28:28 am
Let's try to be a little bit honest, Can we really ignore the fact that the new graphics is a thing which is extremely hated by the community? No! Actually, Emps started to lose players since the new graphics had been launched.

FYI there was an HD client for the OSRS and to be honest many people liked it. Just check the comments of this video here (https://www.youtube.com/watch?v=yp7akB9tHKE&t) for example. But it got shut down because the client was not approved by Jagex. Still, I guess that there are many players who would enjoy an RSPS with this type of graphics we currently have.
Problem is not with graphics...  Im guessing, players come to chill here from old days(veterans) and explore what they cant find anywhere else. Excuse as OSRS is grabbing all players its because of tradeable membership through G.E. if that weren't been available - none would have turned their backs here as well as having their accounts banned. Would you still play if your account you played so much got banned? Doubt it. All that exp and time consumed isn't worth doing again if you got banned for literally small issues you had with Staff or RWT. As if OSRS bans each and everyone who RWTs... Half of community would go down the drain then, at least someone will be still buying your shit for irl cash there. Here... not so much. But if thats how people get their money its their own responsibility to do anything with items. I dont RWT myself but if paying cash for membership or any donator takes my money... isn't it RWT as well? Etc. in short, whether player choose to go to duel arena, wilderness or explore safe game content its up to him and keeping order is main staff purpose here. Thomy develops game for fun purpose as hobby, even if the only thing stable we got left is server maintance. Thats why other servers(wont name which ones exactly) are getting bigger player count around them. Stable 400 to say least. Emps has sarcastic side which involves one part being friendly to each other, joke around, and there is another, which is rejected - usually prepared to be disposed out of server since somehow they dont fit the "standards" of those who play longer. Thats why around 20 players are interested in this topic to say opinion at best. Others in Emps to find another prank call.
Title: Re: Popularity Discussion and Features for 2018
Post by: Thomy on April 21, 2018, 06:00:03 am
Furthermore,I have not seen any google ads for emps, I cannot understand how you all expect to get new players without any ads!.
Hosting a server requires budget.  its doesnt hard to arrive to the top , the harder thing is to save your location thier.
Running a server is a pretty simple thing , but to make it popular and to keep it up the hardest part!.
So I EXTREMELY recommend to specify a budget for ads such as google ads or FaceBook ads.

Constantly been running google and facebook ads for almost over a year now. Any special ads you have been looking out for or are missing? :)
Title: Re: Popularity Discussion and Features for 2018
Post by: S Clegane on April 21, 2018, 06:00:59 am
Furthermore,I have not seen any google ads for emps, I cannot understand how you all expect to get new players without any ads!.
Hosting a server requires budget.  its doesnt hard to arrive to the top , the harder thing is to save your location thier.
Running a server is a pretty simple thing , but to make it popular and to keep it up the hardest part!.
So I EXTREMELY recommend to specify a budget for ads such as google ads or FaceBook ads.

Constantly been running google and facebook ads for almost over a year now. Any special ads you have been looking out for or are missing? :)
what about twitter?
Title: Re: Popularity Discussion and Features for 2018
Post by: Bluesunrunne on April 21, 2018, 06:30:36 am
Yes, add summoning.
Yes, add voting system with rewards.
I don't really care what you decide concerning the other stuff.
Title: Re: Popularity Discussion and Features for 2018
Post by: Il Rn I on April 21, 2018, 10:57:08 am
Furthermore,I have not seen any google ads for emps, I cannot understand how you all expect to get new players without any ads!.
Hosting a server requires budget.  its doesnt hard to arrive to the top , the harder thing is to save your location thier.
Running a server is a pretty simple thing , but to make it popular and to keep it up the hardest part!.
So I EXTREMELY recommend to specify a budget for ads such as google ads or FaceBook ads.

Constantly been running google and facebook ads for almost over a year now. Any special ads you have been looking out for or are missing? :)
I can assure to you that I was alive all the old time So,Can you please explain why I didn't see any of these ads although I have been all my times on the social media?.
I always see ads for other rsps that's because Google's system identifies people who had been attracted to your propus or people have visited the site recently, Sadly , I have not been identified by google nor facebook,therefor I didn't see any of emps ads.

Anyway, It will be awesome to take care of facebook pixel and to keep it up to date also to increase google daily budget.
   
Title: Re: Popularity Discussion and Features for 2018
Post by: Thomy on April 21, 2018, 11:07:53 am
Furthermore,I have not seen any google ads for emps, I cannot understand how you all expect to get new players without any ads!.
Hosting a server requires budget.  its doesnt hard to arrive to the top , the harder thing is to save your location thier.
Running a server is a pretty simple thing , but to make it popular and to keep it up the hardest part!.
So I EXTREMELY recommend to specify a budget for ads such as google ads or FaceBook ads.

Constantly been running google and facebook ads for almost over a year now. Any special ads you have been looking out for or are missing? :)
I can assure to you that I was alive all the old time So,Can you please explain why I didn't see any of these ads although I have been all my times on the social media?.
I always see ads for other rsps that's because Google's system identifies people who had been attracted to your propus or people have visited the site recently, Sadly , I have not been identified by google nor facebook,therefor I didn't see any of emps ads.

Anyway, It will be awesome to take care of facebook pixel and to keep it up to date also to increase google daily budget.
 

I suppose this is due to the targeting group. You may not be in our target group and our budget also isn't gigantic. I'm not also keen on throwing in more money if I don't see the current ads yielding any great results. We get a good amount of daily clicks from that though. :)

Where do you see other ads?
Title: Re: Popularity Discussion and Features for 2018
Post by: Il Rn I on April 21, 2018, 11:36:34 am
You may not be in our target group and our budget also isn't gigantic. I'm not also keen on throwing in more money if I don't see the current ads yielding any great results. We get a good amount of daily clicks from that though. :)
Sometimes you will need to shot all of your bullets in order to get your enemy down. Or sometimes you should take a risk of your Ace card in order to win the round. So investing a little bit more money could solve the problem.

As I said recently about google ads and how it define people to target, I have visited emps forum multiple times which means I should also be among the target group.
I was wondering about the low budget you are specifying atm, RS is very popular game on all over the world which means that you should target a lot of countries the thing that requires high budget.

   
Where do you see other ads?
A lot of ads have been run on all over the facebook and google,youtube etc ... and its enough to visit their homepage to get in the target group. and you will keep seeing thier ads!
Title: Re: Popularity Discussion and Features for 2018
Post by: Thomy on April 21, 2018, 11:53:56 am
You may not be in our target group and our budget also isn't gigantic. I'm not also keen on throwing in more money if I don't see the current ads yielding any great results. We get a good amount of daily clicks from that though. :)
Sometimes you will need to shot all of your bullets in order to get your enemy down. Or sometimes you should take a risk of your Ace card in order to win the round. So investing a little bit more money could solve the problem.

As I said recently about google ads and how it define people to target, I have visited emps forum multiple times which means I should also be among the target group.
I was wondering about the low budget you are specifying atm, RS is very popular game on all over the world which means that you should target a lot of countries the thing that requires high budget.

   
Where do you see other ads?
A lot of ads have been run on all over the facebook and google,youtube etc ... and its enough to visit their homepage to get in the target group. and you will keep seeing thier ads!

I'm not going to completely argue against the budget, but you cannot throw something you do not have. I'm also not going to throw away budget by just trying something out! My aim of asking these questions is to narrow down the audience that is targeted. Currently Europe and USA are listed as targets.

Ads are delivered in text form on google and news posts on Facebook with a pixel and a registration conversion tracker for google to verify the effectiveness. However you cannot expect ads to magically solve the problem by just throwing some money in. I always refining the audience to get most out of it.
Title: Re: Popularity Discussion and Features for 2018
Post by: S Clegane on April 21, 2018, 12:15:27 pm
You may not be in our target group and our budget also isn't gigantic. I'm not also keen on throwing in more money if I don't see the current ads yielding any great results. We get a good amount of daily clicks from that though. :)
Sometimes you will need to shot all of your bullets in order to get your enemy down. Or sometimes you should take a risk of your Ace card in order to win the round. So investing a little bit more money could solve the problem.

As I said recently about google ads and how it define people to target, I have visited emps forum multiple times which means I should also be among the target group.
I was wondering about the low budget you are specifying atm, RS is very popular game on all over the world which means that you should target a lot of countries the thing that requires high budget.

   
Where do you see other ads?
A lot of ads have been run on all over the facebook and google,youtube etc ... and its enough to visit their homepage to get in the target group. and you will keep seeing thier ads!

I'm not going to completely argue against the budget, but you cannot throw something you do not have. I'm also not going to throw away budget by just trying something out! My aim of asking these questions is to narrow down the audience that is targeted. Currently Europe and USA are listed as targets.

Ads are delivered in text form on google and news posts on Facebook with a pixel and a registration conversion tracker for google to verify the effectiveness. However you cannot expect ads to magically solve the problem by just throwing some money in. I always refining the audience to get most out of it.
Some popping ads regardless if its not our server's are sometimes annoying and can be usually dismissed.
Ads are not the problem, in this case. Nor it's somebody's fault specifically. Only natural before players know it, they grow up, find interest in other things - more important to them. You can't expect that bigger investment will turn out to be success.
I suppose as long Thomy will keep server alive - community itself should deal with growing bigger instead of letting owner shoulder both development/administration work And managing Ads, increasing player income.
Want more players? Recruit them by chatting with some pals that like to play similar games. That's huge plus for this community.
Want better gaming atmosphere or say express what is wrong with this game? Take time, type them in suggestion topic - organize it so Thomy could understand it and patiently await feedback(some players will critize but dont worry - they are best feedback, use it as positive thing).
If above two doesn't fit you - join discord. Join more channels - see what gamers like and try two options above later on.
That's my opinion, for now.
Title: Re: Popularity Discussion and Features for 2018
Post by: Il Rn I on April 21, 2018, 03:06:10 pm
I'm not going to completely argue against the budget, but you cannot throw something you do not have. I'm also not going to throw away budget by just trying something out! My aim of asking these questions is to narrow down the audience that is targeted. Currently Europe and USA are listed as targets.

Ads are delivered in text form on google and news posts on Facebook with a pixel and a registration conversion tracker for google to verify the effectiveness. However you cannot expect ads to magically solve the problem by just throwing some money in. I always refining the audience to get most out of it.
So you are going to argue about new content / Server-Updates.
Well , The server has always been updated in the last year. and unfortunately this didn't help us at all.
Can you please explain for me , How duplicating the same thing will move us to another place ? Or how this will cause for another results ?

To be honest Thomy , It is extremely saddens me to see my childhood game dying step by step. I would like to do all what I can to keep this server alive, But its out of my control, me and all other players cannot do anything.. we are only soldiers and you are the commander, I can burn all my day here arguing with you, but It useless, it returns to the owner at the end!.

 
Title: Re: Popularity Discussion and Features for 2018
Post by: S Clegane on April 21, 2018, 03:33:01 pm
I'm not going to completely argue against the budget, but you cannot throw something you do not have. I'm also not going to throw away budget by just trying something out! My aim of asking these questions is to narrow down the audience that is targeted. Currently Europe and USA are listed as targets.

Ads are delivered in text form on google and news posts on Facebook with a pixel and a registration conversion tracker for google to verify the effectiveness. However you cannot expect ads to magically solve the problem by just throwing some money in. I always refining the audience to get most out of it.
So you are going to argue about new content / Server-Updates.
Well , The server has always been updated in the last year. and unfortunately this didn't help us at all.
Can you please explain for me , How duplicating the same thing will move us to another place ? Or how this will cause for another results ?

To be honest Thomy , It is extremely saddens me to see my childhood game dying step by step. I would like to do all what I can to keep this server alive, But its out of my control, me and all other players cannot do anything.. we are only soldiers and you are the commander, I can burn all my day here arguing with you, but It useless, it returns to the owner at the end!.
Commander is as strong as his soldiers supporting the platoon
Title: Re: Popularity Discussion and Features for 2018
Post by: Il Rn I on April 21, 2018, 04:09:07 pm
Commander is as strong as his soldiers supporting the platoon
How can I support more than donating? Can you please provide me some of ways for supporting expect for donating ?
Title: Re: Popularity Discussion and Features for 2018
Post by: Tulrak on April 21, 2018, 04:16:51 pm
How can I support more than donating? Can you please provide me some of ways for supporting expect for donating ?

(https://i.imgur.com/mYafhj4.jpg)

↓↓↓

(https://emps-world.net/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FSQ3Akiz.jpg&hash=32ec0bd6cea4b742bbe4638f202c0b6f)

↓↓↓

?????????:)???

↓↓↓

Success... or just invite people in any other way.


Also how about creating a referral system? Any new thoughts on that? You could create the system now and worry about perfecting it later. Start it off with no checks or rewards just to have something and then worry about checking that people don't abuse it when adding rewards that could be abused.

Speaking of ads, I think we should use the word "unique" on the voting sites, was looking at some of the examples and the word "unique" really catches attention, because it doesn't actually describe anything while making people curious, so I reckon people would be more likely to click if the banners simply described something as "unique". Also could add "HD water" (or "unique HD water"? ???) into the banners, which could sound random enough to make people curious as well or it might not, not sure really.
Title: Re: Popularity Discussion and Features for 2018
Post by: Jhonson on April 21, 2018, 10:26:41 pm
Make sure to add a ::vote command in-game for players that aren't familiar with the forums and add shouts in-game to remind everyone to vote for benefits/rewards every 10 hours or so. I would like to see players to vote on a minimum of 6 rsps sites before being granted vote benefits, thank you for hearing us out :)

Possible rewards:
- Custom Pets
- Custom armor
- Vote tickets that grant a small exp boost for like 30 minutes.
- Old school rares (Make sure to set the vote points extremely high for these)
Title: Re: Popularity Discussion and Features for 2018
Post by: Junkz on April 22, 2018, 06:47:35 am
It looks like Emps reached this kind of stage (again)...

The worst thing about Emps in general (compared to other RSPS) is that it is the closest game to OSRS.

Do not get me wrong Thomy, I appreciate everything you have done for the community and you are a great coder, but the closer emps gets to the real game, the easier it is for new people to choose which game they want to play.

This is why all the other RSPS focus on PvP only. Check the top 10 rsps on any list. The first thing you will see is a crowded edgeville and wilderness while all pictures of PvMing include 1-2 players.
Now take Emps as a comparism. 1-2 players at edgeville and 10+ at GE/duel arena/PvMing.

The reason why I joined Emps-Scape back then was only to fight other players asap without training a few decades to do so...
I was lucky that I hit the jackpot with emps on my first try. The combat xp rates were perfect, nobody cared about skilliing or skillers in general and emps had decent amount of players (200-250 was the limit, while atleast 50% were PvP oriented). Most of the players back then had atleast two type of
accounts to maximize their PK experience...

Personally, emps is too good to be considered a rsps. Based on the amount of features, you can only compare it with the real deal, while other servers mainly focus on PvP only, hence they get compared between each other and no1 is thinking about comparing them with OSRS.

Back in the days, most updates were suggested by staff members. How did you become a staff member? To sum it up quickly, you had to be a 'skiller' (everyone that was not a pker was called a skiller back then). As a skiller you try to get updates implemented that benefit you and the likes of you...
Since there were no pkers to listen to, the choices that were made were one sided.

Jad, members (al-kharid), god wars and pest control were the first big changes. But the ones who suggested them are not to be blamed. They were skillers trying to add new content to make it more enjoyable for the likes of them at the cost of others...

Many PKers quit and Thomy started to ask the community for updates. Because it was a one sided community by now (skillers), all updates afterwards took the same route resulting in more pkers leaving.

Here we are again getting asked for future updates, while the answer is already clear. It will be anything related to graphics, PvM or skilling.

How do you deal with that as a owner? You ask the skilling based community for ideas. You have to support them or the same thing happened to pkers will happen to them as well.

Thomy, you are in a very tough position and is up to you which route you go or don't go.

I wont make any suggestions because as a PKer nothing I say matters and supporting skillers is the last thing I want to do.

None the less I wish the best of luck to this server :)
Title: Re: Popularity Discussion and Features for 2018
Post by: Ameer on April 22, 2018, 08:35:48 am
BS

The amount of wrong things has been said in this comment is so damn high
I don't know what Emps you're talking about because i am so damn sure I didn't play it eventho I was around since 2008 ( maybe 2007 idk)
No, staff members weren't the ones who picked what updates to do, its been like this for 12 years already.


Quote
nobody cared about skilliing or skillers in general and emps had decent amount of players (200-250 was the limit, while atleast 50% were PvP oriented). Most of the players back then had atleast two type of
accounts to maximize their PK experience...

The red part, Is completely wrong ( the highest amount of pkers we had in the whole damn server were around 150 players when we had around 1k players online ) " that doesn't mean they're all there at once "
The second part is true, a lot of us had 2 accounts to pk with ( at least my self I had a pure and a main )


Can we not blame some players for letting others leave ? I am sure Lars suggested a lot of things that were get added later ( and he is a player that pk a lot )
If you believe that something is wrong, make a good damn suggestion about changing it and let the rest of 'pkers ' decide if they like it or not - keep in mind with every update you feel like its perfect for pvp, there are some players that find it a really bad update and want to leave because of it -




However I do agree on something you've said ( or didn't I forgot what you've said ) that we should take a look at what the top 10 servers are doing and start copying some of their " best " things they have.Unless they have 4k water, please don't copy that I beg you.
Title: Re: Popularity Discussion and Features for 2018
Post by: Junkz on April 22, 2018, 09:40:20 am
...

I do not know when you joined Emps-Scape but at my time, there was only one world with a limit of 250 players. At this time there were way more pkers than skillers and updates that were added to the game were suggested by staff members.

The only PvP based update emps-scape had was pk points that allowed you to teleport from 40 wilderness and have infinite run energy.
All other updates hurt pkers and increased the experience for skillers.
I believe emps peaked at 1.2k online players right before the DDOS in 2009/2010. We lost around 40% players after the ddos and 1 year later emps closed right after gwd got added.

This is why there were so many posts about bringing old emps-scape back when world launched. Nobody had time to get used to gwd in scape because the game shut down right after. The players who joined world still thought it was scape, but it was not. The hype was strong in the beginning, but world couldnt live up to its expectations and people left as fast as they joined.

Scape was a PvP server when I joined and turned slowly but surely into a skilling server, because of the staff member policy. Meanwhile world has always been a skilling based server while all other 'popular' rsps are pvp based servers.

We had the exact discussion last year and will most likely have it next year again.
Open a new PvP oriented server or keep focusing on the main game.
Thomy chose to focus on the main game, which had no risks involved last year (understandable).

We reached this point again where Thomy has to choose between building a new ship or fixing a sinking ship.
Knowing Thomy and the community, I'd say just give up on trying to get new players and focus on keeping the current players for as long as possible.

Title: Re: Popularity Discussion and Features for 2018
Post by: Drugs on April 23, 2018, 08:56:24 am
send cease and desist letter to jagex
Title: Re: Popularity Discussion and Features for 2018
Post by: Someone12116 on April 23, 2018, 09:21:58 am
...

I do not know when you joined Emps-Scape but at my time, there was only one world with a limit of 250 players. At this time there were way more pkers than skillers and updates that were added to the game were suggested by staff members.

The only PvP based update emps-scape had was pk points that allowed you to teleport from 40 wilderness and have infinite run energy.
All other updates hurt pkers and increased the experience for skillers.
I believe emps peaked at 1.2k online players right before the DDOS in 2009/2010. We lost around 40% players after the ddos and 1 year later emps closed right after gwd got added.

This is why there were so many posts about bringing old emps-scape back when world launched. Nobody had time to get used to gwd in scape because the game shut down right after. The players who joined world still thought it was scape, but it was not. The hype was strong in the beginning, but world couldnt live up to its expectations and people left as fast as they joined.

Scape was a PvP server when I joined and turned slowly but surely into a skilling server, because of the staff member policy. Meanwhile world has always been a skilling based server while all other 'popular' rsps are pvp based servers.

We had the exact discussion last year and will most likely have it next year again.
Open a new PvP oriented server or keep focusing on the main game.
Thomy chose to focus on the main game, which had no risks involved last year (understandable).

We reached this point again where Thomy has to choose between building a new ship or fixing a sinking ship.
Knowing Thomy and the community, I'd say just give up on trying to get new players and focus on keeping the current players for as long as possible.

Even if PvP was kept as the main focus all those years ago, I still don't see us being in a different situation because of osrs. Unless the game was changed into spawn PKing server, PKers would have eventually jumped to osrs anyway.

The success of old emps was built upon on the fact that how dead easy everything was to obtain. GS-dropping bosses could be safespotted and the top tier armor was dropped by slayer monsters. You could get 20 bandos sets in a day doing absolutely nothing. Emps was basically a ''pseudo spawn server''. Easy to obtain items and thus cheap items made PKing active. Now they're dropped by bosses that can be relatively challenging for an average pleb, the prices are high and nobody wants to risk shit. Challenging PvM content would never have been a possibility in old emps.

Skilling has stayed the same for the most part, apart from some content updates and new skills. Demand for items has obviously gone down with the decreased player count and no PKers.
Title: Re: Popularity Discussion and Features for 2018
Post by: Avenus on April 23, 2018, 12:20:02 pm
Hmmm, just going to bant out my point of views without reading too much here. But first i got to target the guy who kept saying he see no ads. I constantly see Emps-World ads on my facebook atleast and have been doing for a long time.

Moreover to what i see, and have been seeing as a problem for a long time is that we have a way to big player area available versus players online. I mean fine, we actually had 1k players at a time. We had to have a bigger home town, more areas, more frequent updates and maintaince. But now that the player count is at this stage. I personally think that you need to force more player interactions inbetween.

Just trying to help out with some ideas. Its actually a great game. Maybe it has turned too advanced and fancy? I dont know. I know that when i started playing this game, i didnt start it thinking i will be a part of the community 10 years later, or that i would spend a lot of time here. I started it cause some friends played it and adviced me to play it with them. Still to this day, i have played many games, but i have not been a part of a community longer than this. Not even near, every other game i have ever played, the interest have fell and i have stopped. There is a lot of rhetorical questions we have to ask ourselves in cruical times. Going to the gym now. Will try to think of something else.
Title: Re: Popularity Discussion and Features for 2018
Post by: Junkz on April 23, 2018, 06:08:03 pm

Even if PvP was kept as the main focus all those years ago, I still don't see us being in a different situation because of osrs. Unless the game was changed into spawn PKing server, PKers would have eventually jumped to osrs anyway.

The success of old emps was built upon on the fact that how dead easy everything was to obtain. GS-dropping bosses could be safespotted and the top tier armor was dropped by slayer monsters. You could get 20 bandos sets in a day doing absolutely nothing. Emps was basically a ''pseudo spawn server''. Easy to obtain items and thus cheap items made PKing active. Now they're dropped by bosses that can be relatively challenging for an average pleb, the prices are high and nobody wants to risk shit. Challenging PvM content would never have been a possibility in old emps.

Skilling has stayed the same for the most part, apart from some content updates and new skills. Demand for items has obviously gone down with the decreased player count and no PKers.

You are absolutely right with most of the things you said.

World is simply too challenging and focuses too much on grinding. As a new player who likes to grind I would never pick World, if I knew there is OSRS/RS3 with way more features and more frequent updates.

Because of the huge time investment done by Thomy and all the players that contributed by building up the server up to date, there is no way for Thomy to revert all the updates.

This is why the idea, that was brought up last year, of opening an osrs based server is the best way to create a new pvp based game combined with the 'easy-going' method we used to have in scape.


The PvP aspect in scape was nerfed step by step just to make the game closer to RS.
Just to name a few examples that made pking worse...

Ags had increased special attack power with an equipped armadyl set, which allowed you to hit 80+
Zgs was as strong as the ags (without the armadyl buff), with a max hit of 79.
Godswords got moved to GWD turning kolodion and the other bosses that dropped godswords into dead content for ages. Additionally, you had to spend more time to enter the boss chamber, get the hilt and the blade shards AND have a high enough smithing level to make a godsword.

Before, all you needed was to have decent combat stats and kill the bosses to get the drop you wanted. Now you need the stats, kill the boss (which is more time consuming than it was before), get the blade shards and train your smithing level, which included the mining skill to get the ores as well.
Not to mention the damage nerfing in general because at some point Thomy started to dislike weapons with a max hit close to 80 in max gear.

Another prime example is vengeance. Before you could use it on ancient spellbook, which was the only way to combo out your opponent.
Then lunars got added, vengeance got moved to lunar spellbook and you needed to be a member to use it.

The unique features scape once had were removed over time and replaced by the original RS content or compensated with more skills, better graphics and more bosses that made emps look more like RS as well.

There was a reason why 'this is not RS' was the most used term to deny suggestions in scape. Just good that staff members prevented the community by suggesting RS things in their own section :)


Title: Re: Popularity Discussion and Features for 2018
Post by: Ameer on April 23, 2018, 07:08:29 pm

=

Whatever has been said here is 100% correct tho ( apart from pk updates I can't actually tell if its what made people leave since I am not a pker my self )

Anyway the question is
We might argue for years about what we find is good or bad
How far can Thomy go with us if the majority asked for few things ?

For example reverting an update, and so on.
Title: Re: Popularity Discussion and Features for 2018
Post by: Charr on April 24, 2018, 11:45:56 pm
Regardless of any effort you're going to put into attracting newer players or releasing new/better content it will not do anything in the long term if you cannot maintain a community. Everything people suggest or provide feedback on is completely irrelevant in the long run if there is no community. You can build a fantastic game, but even a game as big as league of legends is struggling due to their community being garbage. Even singleplayer games benefit from having a well-built community, look at the modding scene for skyrim for example. It's vital if you want your game to last.

Over the time I spent playing emps I've seen the community wither away. Less people just chatting with eachother ingame, the important parts of the forums dying, the wiki team bleeding dry of activity, the community losing faith in staff and rulebreaking increasing as a result. I won't dig up the post, but you've clarified that you see emps as a hobby, it might be time to change that perspective. Of course, the community, the staff team, forum activity, wiki activity and anything else that isn't related to getting the amount of money to justify sinking the amount of time that you do into emps isn't important if it's just a hobby.

If it's just a hobby why is it important at all that emps has players to begin with?

Here are some things to work on:
Then again, have fun with that when the majority of the playerbase struggle to form a basic sentence in english or are physically incapable of communicating. Players like that will grow in numbers if nobody bothers talking to them.

Maybe if you start seeing emps as a business rather than a hobby you'd have far more of an interest in providing your players with a better playing environment and growing your community rather than your player counter. Or would you be satisfied with your game if you got someone to stay logged in on 100 accounts all day? I think you would have a better time with everything if you were to hire people. Community management or development would both work. Volunteers only go so far, I mean how much have weekly minigame events done for the community exactly?

This doesn't look all that bright though.
Quote
Rune Emporium - Buying Runes
We've identified that the Rune store is quite a big target for macroing. Creating an auto-clicker to buy runes can easily be done and is also quite rewarding because of the restock rate. Therefore I am halving the amount of runes available in the shop and it now takes 10 seconds for the shop to restock 1 rune (previously 3s). I do understand that this is going to complicate the process of quickly getting runes, but I think that it's a solution that makes Runecrafting more attractive and solves an auto-clicker problem.
This is a laughable solution. You're punishing everyone that uses the shop because some players turn to macroing because they lack something in regards to their ability to make money. There are plenty of other things they could take their ghostmouse to. I'm suprised there was no outrage over this, but knowing the playerbase I shouldn't be. Then again it's not like RS3 has any better QA than this.

It might be interesting that there was a dip in forum activity in febuary-march 2016 that we never recovered from. You stated you needed a break which is fine, but it might be interesting information that the forum activity has not recovered since. We also had an update drought from febuary 21st to may 13th then. What if you need one of those breaks again? Do you think emps could survive?

I think it's high time you worked on the foundation of this house instead of adding more stories onto it. Then again that metaphor doesn't really make sense and how on planet earth would you work on a foundation if there is a bloody house on top of it.

Best of luck. Looking forward to the memes. This is all you guys get for a while.
Title: Re: Popularity Discussion and Features for 2018
Post by: S Clegane on April 25, 2018, 06:13:12 am
You can even recall how many players are interested in this game by just looking who said their opinion here. Half of the community aren't using forums regularly, how can you expect players to say something? If players don't have anything to say - then everything is okay, I take it? Bloody or not, house... The Roof is on fire! already...
Title: Re: Popularity Discussion and Features for 2018
Post by: Il Skill L on April 25, 2018, 07:59:07 am
Bloody or not, house... The Roof is on fire! already...
Say wot ???
Title: Re: Popularity Discussion and Features for 2018
Post by: Thomy on April 25, 2018, 08:53:09 am
Many many thanks for the constructive criticism so far! I am impressed by how many good ideas and points were made in this topic. While I cannot work on every single aspect that would or could change the game I have identified a few points that might yield interesting changes:

PvP - Longterm Solution
I do agree that PvP is a great longterm solution to keep the game active and fun IF done right. This isn't necessarily linked to the wilderness, but also to the Emps-Wars minigame or also the Al-Kharid desert. I think a good way to get activity into PvP is rewards. I am not only thinking of item rewards, but also prestige. Other games have great systems that give you ranks depending on your performance. I will definitely overhaul the PK points system, because I think it is very outdated and unfair. I'll have a look at ELO systems of other online games. I would like to reward obtaining certain ranks (ELO ratings) by giving out icons and possibly also access to special shops with useful items to get. I could also imagine working on a currency that is obtained by killing players: blood money. I also definitely want to put that system onto the hiscores and it will be reset every month / 3 months, whichever fits better! Thoughts?

Obtaining Rare Items
I honestly don't want to change the current way, because it is a concept that is working well and creates activities worth playing. Getting rare drops from bosses and the ability to sell those to gain additional money for other items is a really well working concept. The way those items are needed in PvP activities may not be very optimal though. It is indeed a little difficult to obtain a great special attack weapon for maximum damage and kill potential. I am currently working on re-introducing a voting system, which will also need a useful but not too good rewards table. I am not going to put an ags into there, but definitely resources and also mid level armour and weapons. I don't want everybody to run around in level 80+ armours in the wilderness, because that completely destroys the point of such armours.

Advertisements & Membership
I am really satisfied with the outcome of recent advertisements and possibly also the membership changes. I can see an increase in averaged unique daily players by around 10% for the past week. That is also reflected by player count and activity on the site. I have installed advertisement trackers that check when somebody visits the site and also visits special pages: such as registering an account or downloading the game. I could compile this information into more personalized and useful ads that seem to have a good impact! I'm also satisfied with the membership changes, because it really opened up the game. However I do see a drop in member rings, which is a logical cause and maybe the membership change was an update I have rushed a little. I will work on adding additional perks for membership, so that it's worth using and doesn't give you a game breaking advantage. I am not going to remove any of the current perks, because I find them useful... but I've had a few ideas to improve it: I have just thought out loud here and a few changes may be good or bad... Let me know!

Development
I think it is time to share this development board. I am using Trello to plan and work on updates. I'm also listing every content update there with a checklist of things that I have currently done or are still missing. You can have a look, it's publicly available: https://trello.com/b/QGPVa5en/emps-world
I update it as soon as I have an update planned or an idea thought out. It's also no guarantee that an update finds its way into the game as it is displayed on the board. You can imagine it as my personal flip chart where I compile ideas and write down what steps are needed to complete something.


I am super excited to put those ideas into the game and see the outcome. I would like to put everything into the game by tomorrow, but that's an unrealistic estimate for development. I'll try to get things done as soon as possible, but I really cannot promise a release date. I am planning to get the voting system done until the next update. Membership changes also won't be a big deal depending on how many ideas we get, but the PK point rework including ranks may be a little bit more work. :)
Title: Re: Popularity Discussion and Features for 2018
Post by: Ameer on April 25, 2018, 03:23:54 pm
---

I don't know if its something has to do with you,
we would like to see some weekly events from staff members

Jhonson started such thing I guess then he resigned so it all stopped.
They should help bring the life to the game again.

Random events ( reward can always be EP )
Title: Re: Popularity Discussion and Features for 2018
Post by: Junkz on April 26, 2018, 05:42:32 pm
Many many thanks for the constructive criticism so far! I am impressed by how many good ideas and points were made in this topic. While I cannot work on every single aspect that would or could change the game I have identified a few points that might yield interesting changes:

What are those aspects that you won't work on? Does that include OSES?



You agreed with PvP being an important aspect, but don't you think it is too late by now?
We had the discussion last year and PvP/Pking was a huge problem ever since World launched.
You ignored the PvP aspect by listening to your skilling community while being blinded by the increased player count for couple months and now you want to do something about it when there are even less pkers than before?

Yes, you can add your elo system, shops and all the other stuff to attract new players, but at what cost? Most of the common pk items take way too long to obtain from PvMing and buying them is too expensive. Most of these items are collected by rich players (stakers, merchers) and I doubt any of them would give a discount just for the sake of some PvP activity.

Changing membership is an interesting idea, but I would do it completely different.

There is also another interesting feature I saw somewhere else, which could be combined with voting, daily tasks, membership and rewards. I am sure this would be way more attractive than any of the things that have been suggested before.




Title: Re: Popularity Discussion and Features for 2018
Post by: Avenus on April 26, 2018, 10:55:45 pm
I would love to see a elo system for minigames specifically. I mean for example emps-wars. A ranked season for 45 days. The higher Elo, the higher reward. With a final battle in the end of the «season» for the top ranked players. And there is not really a way to harvest elo thinking you are dependent on actually playing with and vs someone. Should be combat restricted so i cant pull up with my 320 accounts i have created over the years  ::)

That is something that would made me log on and actually play just for the gigs and having a good time, i think.

And honestly. Removing the membership perks or making some of them free is alright. But, thinking you dont really need it. I would advice you to raise the membership days again back up to 45. People might actually consider buying them then.

Interresting stuff from charr aswell. I do agree that building the community stronger, having a base and forcing player interactions will bring more players. In the long run. A community online is a society away from your normal society. Go find your role.

I personally think. That adding the discord channel split the community unecesarrily much. I have discord, use it from time to time. The thing with discord is that it can work as a forum. And when you have alle the players that are used to discord or regually use it, thats where they will stay. I am positive that the lack of activity in sb is due to people are in the discord. And right there the community is already split. Because you have those players that dont care for the discord at all, dont know hot to use it or wont even bother. In the start i was thrilled for the discord. But not anymore. Checking it quixk once every 2 months. But thats just my 2cents eithout no science to back up my statenent.
Title: Re: Popularity Discussion and Features for 2018
Post by: Emps Loover on April 28, 2018, 11:46:44 am
---

I don't know if its something has to do with you,
we would like to see some weekly events from staff members

Jhonson started such thing I guess then he resigned so it all stopped.
They should help bring the life to the game again.

Random events ( reward can always be EP )

I agree with this. One year ago, I wasn't that active anymore like I used to be before. But I participated in almost every event such as H&S etc... (Magecrune hosted most of them). After these events stopped, the game became dead to me so I didn't come online anymore. So I think it might be a good idea to bring these events back because not only active players will participate in these events, but maybe some old school players will return to join !
Title: Re: Popularity Discussion and Features for 2018
Post by: Charr on April 28, 2018, 11:12:11 pm
Staff hosted events don't do much, it'd be far more lucrative if the staff members organizing said events would spend that time talking to players about their experience and relaying that to Thomy. Data on the playerbase (the ingame one) is far more valuable than an hour of activity in what is otherwise dead content.

Interresting stuff from Charr aswell. I do agree that building the community stronger, having a base and forcing player interactions will bring more players. In the long run. A community online is a society away from your normal society. Go find your role.
It being forced would feel forced, which would do the exact opposite thing it's meant to. Take a look at dungeoneering in rs3. It's 'forced' group content since soloing is far less efficient, and people fucking hate it. It could be made bearable through sheer QoL and rewards but dev time and balance would be the issue then.

You do not at any moment force your player to play into a certain playstyle. That kills their freedom of choice and ruins their experience. It'll make them think about playing other games.
Title: Re: Popularity Discussion and Features for 2018
Post by: Avenus on April 28, 2018, 11:56:54 pm
Staff hosted events don't do much, it'd be far more lucrative if the staff members organizing said events would spend that time talking to players about their experience and relaying that to Thomy. Data on the playerbase (the ingame one) is far more valuable than an hour of activity in what is otherwise dead content.

Interresting stuff from Charr aswell. I do agree that building the community stronger, having a base and forcing player interactions will bring more players. In the long run. A community online is a society away from your normal society. Go find your role.
It being forced would feel forced, which would do the exact opposite thing it's meant to. Take a look at dungeoneering in rs3. It's 'forced' group content since soloing is far less efficient, and people fucking hate it. It could be made bearable through sheer QoL and rewards but dev time and balance would be the issue then.

You do not at any moment force your player to play into a certain playstyle. That kills their freedom of choice and ruins their experience. It'll make them think about playing other games.

My bad for using the word force. I mean the game should be arranged and set up in a way were it will reward you to interact with other players whilst being logged on. And no, not interact by having a dialogue. But by actually cooperating on something. Not force as in when i tell you to go take a shit, you go take a shit.

Your "take a look at this and that statement" is invalid. Take a look at 9/11. It was an inside job. Take a new look at it. Was it really? Everyone can make up a statement were they say x didnt work and y did work. Dungonering is not relevant. Its a skill that dont do anything else for anyone else you play with. Your 99dungonering dont bring me any joy. You in a minigame grinding to be a better player while playing against or with me to give me a challenge however. That would bring me a lot of joy (for me for me for me for me). Some people like minigames, some dont. Not everyone goes under the same category.

Take a look at how society works. You have to wake up every morning, go to work, get back home and do something else before you eat sleep and repeat. That is killing your freedom. Still most people have to go trough it. Why? Cause money/goods gives us benefits. Benefits we need to actually live. There is a reason why most cant retire early. You want the benfits, you go work for it. You wanna work alone? Nice, go be a solo entreprenour and go run your brain to fucking death. There will always be exceptions to x and y. But still irrelevant. Just like my current statement. Everyone can make up a statement for x and y. That goes for everything. Show me relevancy and research to back it up. Then i will believe you. Until then. Stop saying what comes to your brain, like i do now. Just because you think its right in your head, doesn't mean it is.

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#GOBACKTOYOURROOTS

Make mistakes, learn from them, move on.
Title: Re: Popularity Discussion and Features for 2018
Post by: Saligta on April 30, 2018, 10:23:39 am
Decrease the experience gains! Even more grind shouldn't be a problem, plus having players that maxed out a bit earlier and having an experience and resource advantage shouldn't matter from a new player's perspective.

/s
Title: Re: Popularity Discussion and Features for 2018
Post by: Thomy on May 18, 2018, 01:55:36 pm
Thanks for all the input, it was great feedback for me. Time to close this topic. :)