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Re: Production: Leaving the Ruins of Silan
Posted: Thu Jan 18, 2007 7:06 am
by iphdrunk
ajsuk wrote:
They're thinking happy noobs = more people/money, which makes sense.
It would be unrealistic to think that the game does not need more players, the question is how many and what features should change to attract more players?
Of course, this particular Silan thing is relatively minor, but, is it a good idea on a broader scope?
Re: Production: Leaving the Ruins of Silan
Posted: Thu Jan 18, 2007 7:55 am
by ajsuk
iphdrunk wrote:It would be unrealistic to think that the game does not need more players, the question is how many and what features should change to attract more players?
Of course, this particular Silan thing is relatively minor, but, is it a good idea on a broader scope?
Personally after thinking on it, I think its a good move. When I first heard it I was also quite concerned it was just dumbing down the game which is why I've not really commented until now, and yeah it is a little but I think its tolerable in this instance.
GF being new to the game has a fresh perspective which they may as well take advantage of while they can so I'm good with them making small adjustments to entice new players, aslong as this isn't the first of many steps to WoWhood.
Ryzom's niche I think is that it apeals to the more mature player who are not to be neglected so they _do_ need to be careful, but we also need to realise some things are going to change. They at least seem to of taken in to account some of our concerns by planning on making it extra work to choose a different capital which sounds a decent compromise.
Re: Production: Leaving the Ruins of Silan
Posted: Thu Jan 18, 2007 10:22 am
by Phelan
What is even the point then, of putting this thing in the feedback section if it is final? People will tell you how much we dislike or like it, but it wont really matter since it's already a final decision.
Well. It helps us make further decisions. We may disagree one some points, but still I value the opinion of every player. So it really does matter.
Re: Production: Leaving the Ruins of Silan
Posted: Thu Jan 18, 2007 1:27 pm
by sprite
Phelan wrote:Well. It helps us make further decisions. We may disagree one some points, but still I value the opinion of every player. So it really does matter.
And they get an idea of the kind of comments we're likely to make in the future
Re: Production: Leaving the Ruins of Silan
Posted: Thu Jan 18, 2007 4:51 pm
by nephy13
How about the Silan teleporter charging, say, 25,000 dappers (easily affordable to a Silan of level 30+, but not so little as to be trivial amount) to teleport you to another land than your homeland, as well as the proposed warnings. This will mean that friends or other cross-factionalists will spend the money, but most people will not bother. The thing that I'd be most worried about is new players entering alternate lands in ignorance, which would lead to even more complaints, since wrong-lands are definitely more difficult to live in.
I did consider suggesting we make cross-racial silan-leavers do a quest, but many people actually like to do quests and might misconstrue having to do one as being a privilage, rather than a sub-optimal choice.
Re: Production: Leaving the Ruins of Silan
Posted: Thu Jan 18, 2007 11:28 pm
by mithur
Mainland is in desperate need of more players.
For me, at least, this is the more strong argument in all the thread. More players in ML=best Ryzom experience. More new blood, not in one drop, but in new groups. And, damn, it will be good for the devs not lowering the aggro rates again. If you are in a group with three friends, the gingos are not so bad...