Go
back to previous topic |
Forum Name |
Gameplay | Topic subject | Something to try to get more people playing CF | Topic
URL | https://forums.carrionfields.com/dcboard.php?az=show_topic&forum=6&topic_id=73533 |
73533, Something to try to get more people playing CF
Posted by vorian on Wed 31-Dec-69 07:00 PM
Hi everyone,
Here's a simple (by this I mean not much work of coding) suggestion that could have a major impact on the player base numbers: Permanently triple xp gain from killing mob.
Leveling is long, repetitive and boring. Most of the players don't talk much when leveling. Even when double XP gain, it's a long a tedious process (wich is why I suggest a bolder change).
I'd be curious to know how many people would disagree with the following statement: My biggest problem with CF is that it's too much time consuming. Between the time it takes to level, prep and regear when pkilled, no wonder why people get discouraged playing. And it certainly explains why full looting create such discontent amongst players.
So I'm asking you Immortals managing CF: What do you have to loose? It's not much work : a bit of coding and a publicity on social medias... and if you don't see any impact on the PB, it will be easy to bring back the game as it was.
|
73541, Ishuli, Incognito, Lasentia
Posted by vorian on Wed 31-Dec-69 07:00 PM
Few key concepts I got from what you wrote are: multicharing, throwaway char, skill learning rate, CF being harder to rank before and having bigger numbers, bonuses not translating into permanent numbers.
Thank you for your serious responses: it gives something to really think about. I'd like to respond to your ideas but unfortunately, I can only use CF forums from work, so it's gonna take a few days before I get back to you.
Talk to you later...
|
73542, For me personally.
Posted by Cointreau on Wed 31-Dec-69 07:00 PM
I don't have the time to dedicate to the game like I used to when I was younger and the result is that I play maybe one big character every couple of years (when I find a couple of weeks free to reach hero). This char will last a year or so, with me mainly playing weekends.
The key challenge is the initial grind, there is so much to do. Write a solid role, rank up, practice skills, empowerment, gather exp/obs experience (a personal hate of mine), potentially meet cabal hurdles (e.g. kill a mage). I don't really enjoy the game until I hit hero, so I try to get there (with all of the above grind) as quickly as possible.
I love big bonus days/weekends. I will literally cancel plans, avoid sleep, etc. to make the most of one and hopefully get a char up and running. Without these I probably wouldn't be playing now.
I understand that there are many players who have much more time available and will abuse this to multichar, create throwaways, etc. but I think the current standard grind is far too much for many players.
I'm not sure what the answer is, there needs to be some balance but I personally would greatly appreciate something to reduce the grind. Especially the exp/obs edge point grind, which tbh I don't even know if it is worth spending time on.
|
73543, RE: For me personally.
Posted by Shravthar on Wed 31-Dec-69 07:00 PM
Never understood the "game starts at hero" people. It doesn't. Maybe you (not you particularly, generally speaking) like it better, but you can't have changes just to make it faster to get there. It has the equal and opposite impact on all those that like all the levels before hero. Maybe spend more time doing things in the first 50 levels, you may like it. You keep racing through it all, maybe that's why you don't like it.
|
73544, There's no one to play with.
Posted by Cointreau on Wed 31-Dec-69 07:00 PM
I'm Aussie so I play the opposite of peak most times. At 7pm (my time) I can log on and sometimes be the only person online, let alone finding someone in PK range.
I would enjoy the lower ranks if fights came more regularly but with the lower playerbase I'd rather power to hero where the fights are more consistent.
|
73545, RE: There's no one to play with.
Posted by Ishuli on Wed 31-Dec-69 07:00 PM
Now a proper series of ads/publicity to get us more players in your timezone is something I could get behind ;).
-Ish
|
73546, On it.
Posted by Swordsosaurus on Wed 31-Dec-69 07:00 PM
|
73547, lol this is a terrible ad.
Posted by Cointreau on Wed 31-Dec-69 07:00 PM
No one drinks that here.
|
73548, Roight
Posted by Swordsosaurus on Wed 31-Dec-69 07:00 PM
Al do bloody well betta next toime, mate.
|
73540, Your solution does not really impact the grind
Posted by lasentia on Wed 31-Dec-69 07:00 PM
You're still stuck grinding out skill practicing, which would be made worse if you're having to do it at hero range with people who are actively looking to PK because they're done with that aspect of grinding. You still have the grind of gathering preps, gear, and regearing. The fact is, CF is a grind in most all facets, and most players know that. The RP that accompanies it is what makes it a bit more tolerable. The PK heavy guys still have to grind their gold and limited preps over and over, even if they don't often lose fights.
You're just switching one form of grinding for others really. The only way your idea works is if skill learning is similarly tripled, and preps are mitigated so there are less of them. And that's not going to happen. Part of why I always played bards was they were less grind dependent, and a village bard is actually really great just because of the no grind while still having pretty good "preps" so to speak through powers and songs.
I also believe you'd see more throw away characters with this in place, which does nothing to help the CF environment. In short, making power ranking available is not going to really help CF or bring people back. It's just going to allow existing players to create a few more throwaway characters, or be less invested overall because it's so easy to get back up to hero with a different build.
|
73539, Better solution.
Posted by JohnEveryMan on Wed 31-Dec-69 07:00 PM
Let's utilize our greatest natural resource. Russian CF'ers, you can get them to coordinate a massive bot farm in the run up to 2020, get Andrew Yang elected. This would mean every US player would have an extra 1000 NEET bux per month. This would mean more time to CF, problem solved.
|
73538, Too simplistic
Posted by incognito on Wed 31-Dec-69 07:00 PM
For starters, my usual problem with grouping is that I'll gain experience too fast.
So ideally I'd have a toggle to reduce my exp gain so I could group with people more.
Also, loads of exp means easy to have lots of characters, which brings its own problems. Your enemies can easily know where you hide or rank by being your ally. People can log off Vs those in their pk range and log on those who are not at risk, or who dominate their own pk range etc.
I think I could nevertheless support this if you could apply a reduction factor of 10 on demand.
|
73535, Disagree
Posted by robdarken_ on Wed 31-Dec-69 07:00 PM
Grinding skills and XP was always fun to me, it's like leveling your pokemans, and it's easier than ever. I also don't find it hard at any level to rank anything but a few combos.
Nobody plays KBK/POS so I don't think this is it.
|
73536, RE: Disagree
Posted by vorian on Wed 31-Dec-69 07:00 PM
I don't know KBK/POS and pokemans so I can't say. We are defenitely not the same kind of person: grinding is too repetitive for me and I cannot understand how one can have fun doing the same thing for so long in front of a computer... Glad for you that you like it!
|
73534, No.
Posted by Ishuli on Wed 31-Dec-69 07:00 PM
I’m actively against this. There are more bonuses than before, and we haven’t seen bonuses translate into permanent numbers. Even when there are massive lengthy holiday bonuses, characters that make it to hero by and large don’t even last a week afterwards. But aside from that, I pretty standardly against anything that further makes CF easier. It may sound mean, but I’m not interested in it being easier.
Levelling doesn’t have to be long and boring. Some of my favorite RP moments and chats have happened with ranking groups. Some folks just aim to power rank, and I tend to not end up with them since I have more fun with interactive groups. Plus I’m not really a power-ranker.
Ranking also is a purposeful risk added to each progressing character. It puts you in areas of varying terrains and dangers against mobs of varying risks/abilities that provide opportunities for people to come and wreck you and your group.
For this suggestion, it wouldn’t matter if it was as simple as pressing a button – I’m against it. CF used to be a lot more harsh and even more difficult for ranking, but had higher numbers then. Clearly the answer is that we should make it even more hardcore and add back difficulties in ranking.
-Ish
| |