Cyberkilla

Admin

Total Posts: 5,982
Online Status: Offline
Sun Jan 6 16:37:59 EST 2019

Hello!

I must admit, I don't know what happened with 2018. It seemed so promising, but real life got in the way. I'll spare you the details.

My question to you is, what are the main, glaring omissions that you believe need to be addressed with the game first?

I'm preparing a roadmap and I suspect that you guys are best placed to know what should be prioritised. Let me know by replying to this thread, and I'll take your suggestions into account.

Again, apologies for hiding away, I'm always hesitant to show myself when I'm empty-handed

NB. For various reasons, the guild vault feature will be my task this week, as it's still on the legacy code and I need to delete its dependencies.


Invisible War ][
Edited 1 time(s). Last edited by Cyberkilla @ Sun Jan 6 16:38:34 EST 2019

Snow wolf

Member

Total Posts: 111
Online Status: Offline
Mon Jan 7 9:07:32 EST 2019

there is need for alot of bugs that are here and there to be fixed. but alot of what needs to be done is content for new players, and old players. more gear sets, or quests to get gear sets for higher lvs would be nice too. theres no sets after 150 which kinda leaves it to the point of not really needing to go past 150. new maps with those quests might help a bit too.  guild money usage would be nice too, using credits to upgrade maybe a castle or fort that allows some sort of benefit?  my mind is a bit scattered on what i want to express since many issues came out a long time ago and just kinda got pushed to the side or we just got used to it.

~whisper of snow, no time to melt... only death is felt~

Mightyafro

Member

Total Posts: 198
Online Status: Offline
Mon Jan 7 9:18:04 EST 2019

I can let you off man. I had a pretty bad 2018 so I can completely sympathise with real life getting in the way. It'd be great for the game if you can come back from it and take this somewhere!

Things we need to see as a priority are:

- A way to entice new players in, and get them to stay. Currently, we see new players every so often but they hit level 3 or so and never bother coming back. Having player retention in a text-based RPG isn't the easiest task so we need to have a good system in place to keep new players playing! I tend to check the New Player page whenever I can and click the links and Invite to Guild of everyone there in an attempt to keep them interested but the vast majority have already closed the game, never to return.

- A method of keeping the game relatively fresh for older players. Currently the game cuts off at about level 100 as there is no impetus to grow past this. You can equip pretty much everything in the game. Levelling up definately shouldn't get easier as it'll instantly devalue everyone else's accomplishments but there needs to be some thought into this. I'd love to have a reason again to be active but it's difficult to stay motivated when there's nothing to work towards! Offering double exp is all well and good but if there's no light at the end of the tunnel it's not going to get us anywhere. As a side note to this and my previous point, the quests need to be fixed and completed to allow them all to be finished as well as reobtaining quest items that you may have lost from previous steps.

- CK, you need to have a more accessible admin presence. You need to stay active yourself, obviously, to be able to solve bigger problems like bugs. However, I'd suggest recruiting some new mods if there aren't any active. You have a handful of active players that have been around a long time if they're happy to do it. It would help with the admin on simple problems without compromising the state of the game.

As a side note, will the vault features you're working on fix the problem with viewing the stats when you hover over items?

I'll add to this as I remember other problems, if neccessary.



Detective Jake Peralta

Member

Total Posts: 798
Online Status: Offline
Mon Jan 7 11:29:53 EST 2019

Welcome back, CK. Hopefully the the unanticipated life events have subsided and everything is back to normal now.

I think what's most important right now is giving players a reason to come on more frequently. As Mightyafro and Snow Wolf mentioned, new players don't stay and old players have no reason to keep pushing once the highest level sets (lvl 150) have been met.

I propose either:
1. More "epic quests" (long, difficult, multi-step quests) are in order to get new items or upgrades. 
2. Game-wide raid bosses that take a long time to kill. Maybe only allowed to hit it once every hour, this way players come back online to hit it as often as possible. Rewards for the drops could be based on a formula that encourages # of hits over # of damage (this way even lower level players have a chance to get drops). I made a post about this before that got a lot of attention: https://www.futurerp.net/pages/board_thread.php?id=3850
3. Push notifications on phones/tablets could be used to get "remind" players to come online. This would be very useful for raids, for example, where a notification could be sent any time a guild raid is formed.

The other small ideas I and other players have suggested aren't "game changers". We need to give people a reason to play again, and i think #1 & #2 above would do that, while #3 would get players logging in more frequently.





Snow wolf

Member

Total Posts: 111
Online Status: Offline
Tue Jan 8 19:16:41 EST 2019

also a need for all these extra skill points we have from leveling up. they need to have something done with them. maybe adding points to stats or more skills?

~whisper of snow, no time to melt... only death is felt~

Detective Jake Peralta

Member

Total Posts: 798
Online Status: Offline
Wed Jan 9 15:57:58 EST 2019

I know I've brought it up many times throughout the years, but removing the attack timer to me key.

I know since day 1 you've been set on it, but it's just annoying and unnecessary. There can't be that much of a difference with load times based on geographies? And as for cheating, just re-implement occasional captchas, as was the case before.

In my opinion, it's one of the biggest problems for FRP and consistently discourages me from playing for more than 15 minutes at a time. I just see that "you are attacking too quickly" message far too often.