This thread has drifted away a bit from the original thought, but it has some good discussion points.
We've beaten the dead mektoub to a pulp on the subject of "need new content" so let's leave that one lying in its pool of dried sap for the moment.
Also, we can conclude that GF will not be making any drastic changes to the OP/cat system any time "Real Soon Now"(tm).
However, the questions of "who
really leaves the game" and "why do they
really leave" are of great interest to me personally. I wish we could do an exit interview for everyone who disappears.
I think we can categorize some "normal" turnover that would be found anywhere:
- People try the game out, and find it just doesn't suit their tastes.
- People try it and like it, but don't have the time to spend on it.
- People play for many months, then develop other interests
- People play for many months, do everything they wanted to do, then move on
- People develop an unhealthy addiction and have to leave to recover their personal life and health
Probably most of the day-to-day loss of players falls into these categories.
Now - what about some "not normal" causes:
- People try the game, like it, but can't find anyone to team with and grow frustrated
- People play the game for a long time then get upset about a change
- People play the game for a long time then get upset about lack of change
- People get upset with other players
- People feel like they can't participate without grinding for weeks or months first, and if they can't get ahead fast they quit
OK, there are doubtless hudreds of other reasons. The only ones I could think of that directly involve cats are #2 and #5.
Given the assumption that players who haven't left want this thing to persist a while longer, what can be done? And, equally important, what
should be done? (Also, what blatantly obvious reasoning has my feeble brain missed?)
As players, there are things we can do directly, and things for which we must pray to the dev team for a blessing.
Things we can do directly might include:
- Player created content to excite and interest veterans
- Individual and group effort to maintain a pleasant and rewarding environment
- Serious personal effort to help new players find their "happy place" on Atys
And again, a thousand other things I haven't thought of (yet).
personal notes:
There are things I would like to see for my own selfish benefit.
Tops would be heavy recruitment of players in Alaska/Siberia/East Asia/Pacific Islands so that I have someone around when I'm up until 3 am on a work/school night...
cats:
I started on a 12 step program to rid my system of the ill effects of experience catalyzers. So far so good, haven't backslid yet even though the things are no farther than a trip to the GH. Temptation though... last night took an entire two hour duo-najab-hunting session to get from 216 to 217 in 2h axe. But I guess if I wanted to get serious about it I could grind 8 hours a day and be at 250 in a week or two. Except I don't actually have an extra 6 hours a day, even if I gave up sleep altogether. So I guess I have to either resign myself to that first master still being months in the future, or find some good plod or shalah hunts to join. Except that my play hours don't offer many such opportunities, see my first wish above...
OK, enough whining about me. I'm not leaving, so who cares...
I think we (the players) need to do some serious thinking about a player-retention effort. New players and old alike.
I've been very excited to see all the player-created events lately. Although most were designed pretty heavily around veteran level players, and I don't really fall into that category yet.
GF has been putting some nice effort into Silan events, too. I hope some good homins stick with us, and the new player community grows.
OK, I guess that's enough rambling from Sasi for a while. Thanks for reading (assuming anyone still is).