Main > Gameplay
Concerning Player Retention and Realism
Mattilald Anguisad:
Coded Retention Idea
I think it's a horrible idea. I want to be free to pilot any ship, and same goes for our clan. We regularly rotate thru difirent ships and difirent tactics, and geting locked to random selectgion of 2 ships would probably make us all quit Goio.
Also killing a ship is NOT like killing a player in a moba. it's like killing entire team of players in moba. A ship is not a player it's a small team of 4 players. Team size in MOBA's is either 3,4 or 5 players (Twisted Treeline in LoL, Bloodline champions, Defense of the Ancients map in any DotA style MOBA, respectively). Killing 1 ship means a team of 4 or 8 players beating entire team of 4 enemy players. That means all 4 experienced players making more errors at the same time as 4 inexperienced players do correctly. Assuming you could get a pro team to play against teams of noobs in LoL (lol is so far the only MOBA with serious pro circut), how often do you thin you'd get a team of newbies score an Ace against the pro team? Never. That is exact same as expecting a team od newbies take on a competitive team in Goio and kill a ship. Pro LoL players know when to engage, have insane skills and insane map awareness. Newbies might get some kills, but that is almost like loosing a baloon or an engine or a gun in Goio - it's something you can recover from even in competitive matches.
-Mad Maverick-:
not to mention with only 50 players on at any given time getting a lobby going is already hard enough without worrying about if there are enough of a given faction online to even field a full boat (e.g. 40 of on faction and only 10 of another)
Schwerbelastung:
--- Quote from: Mattilald Anguisad on April 12, 2014, 05:11:48 am ---Also killing a ship is NOT like killing a player in a moba. it's like killing entire team of players in moba. A ship is not a player it's a small team of 4 players. Team size in MOBA's is either 3,4 or 5 players (Twisted Treeline in LoL, Bloodline champions, Defense of the Ancients map in any DotA style MOBA, respectively). Killing 1 ship means a team of 4 or 8 players beating entire team of 4 enemy players. That means all 4 experienced players making more errors at the same time as 4 inexperienced players do correctly. Assuming you could get a pro team to play against teams of noobs in LoL (lol is so far the only MOBA with serious pro circut), how often do you thin you'd get a team of newbies score an Ace against the pro team? Never. That is exact same as expecting a team od newbies take on a competitive team in Goio and kill a ship. Pro LoL players know when to engage, have insane skills and insane map awareness. Newbies might get some kills, but that is almost like loosing a baloon or an engine or a gun in Goio - it's something you can recover from even in competitive matches.
--- End quote ---
I feel I may not have explained myself correctly when I was making these analogies.
First of all, I detailed in my very first post that the two games (or actually, a game and two gaming genres) can not be compared directly in many respects. An analogy is flawed by definition; if it wasn't, it would no longer be an analogy, but the very thing it was being used to describe. I could have chosen a game that more accurately depicts teamwork between two units within a same team, such as Artemis space ship simulator, but that game is unknown to a lot of people so I had to choose the lesser of two evils and make my analogy based on a game/genre that was more widely known, yet didn't perfectly capture the teamplay aspect of GoIO.
My reasoning for choosing the two gaming genres was threefold;
* The genres were widely enough known so people could get an idea what I was talking about.
* There are enough similarities in the games to compare some things. For instance, if my friend says he would like a multiplayer team game where he can either play together with his friends or alone, I could ask him to try out all the three games/genres; DoTA/LoL/MOBAs, CS/team FPS games, and GoIO. In all 3 games, he would be a newbie. However, the experience he would get in these games as a newbie would be very different depending on which game he would like to try out. Apparently the two games/genres have succeeded in having players keep playing them after starting, whereas there are statistics to show that GoIO might have some problems in this regard. I'm trying to find out peoples' opinions on why they seem to be better at this than GoIO and am trying to present some arguments of my own.
* Both/all games are bought and played mainly by individuals, and it would be unrealistic to expect the majority of the newcomers to work well within a team, especially if they join games where the player experience levels vary wildly and they are not aware of core game mechanics.
Basically, the key similarities as far as this thread's intent (in regards to my OP) is concerned are as follows;
* Both/all games still attract new players today
* Both/all games are more or less team oriented
* Both/all games are played with the intention of having fun
The key differences, respectively;
* Both/all games have different levels of player retention, for various reasons
* Both/all games have different ways in which a new player can realistically expect to experience satisfaction/get a feeling of success
* Both/all games have new players experience different amounts of fun, for various reasons
Remember that I have been both a newbie and an experienced player in all these games/genres, like many others of us. As a newbie, I had a significantly harder time of getting into GoIO and the 4 real life friends of mine have all but given up on the game for reasons I've described in this thread - and yet, they all have tested out and kept playing MOBAs and team oriented FPS games. I'm not a statistician by profession but I understand 5 people is not enough to make a reliable statistic. However, it is an anecdote that seems to somewhat support some other peoples' comments and research about player retention in GoIO.
I believe we can all agree that GoIO as a game will live longer if Muse succeeds in increasing its player retention. This thread is partially intended to potentially help them out with this, possibly giving them some ideas and opinions to work with.
SirNotlag:
Forcing people to become part of a group sounds like a very bad idea to me as, this decreases the number of people you can pair up with for matches and the community is so small it can't afford that.
The best idea I can think of to increase player retention is actually the clans. This is a team based game so becoming part of a group is vital. Clans can teach new players all the tricks of the trade, and give them a group of players they can play with regularly.
GOI's current clan system is, for lack of a better term, pathetic! All it is, is a tag there are no systems to back it up in the game. Now I am no programmer or have any idea what Muses capabilities are so I have no idea how hard it is for them to upgrade and actually implement something, but from here I am just going to describe the clan system for a 3rd person shooter I used to play which was slightly different from the norm and something similar would go a long way in help GOI.
Firstly the clans had their own pages you could browse in the game, there was a huge list of all the registered clans. The page had their name, and a brief line of description, list of all members, number of games played won/lost, and score and rank if they participated in the ranked matches.
Anyone could make a Clan too... well sort of it required at least 5 founding members I assume simply to stop everyone and their mothers from making a clan and overloading the database. But it was super simple click "create clan" fill out the info and name then select 4 people from your friends list not currently in Clans and bam! there you go new clan.
The MOST unique thing about this clan system was probably the "request to join" I myself have never seen that in any other game. Anyway it worked just like a friend request send it to the clan and it would go to the clan leader and he could accept or deny. He clicks accept you're in, he clicks deny you'd get a message saying you got rejected. I never was a clan leader so I have no idea if these requests could become nonstop bombardment and be annoying as hell but systems could be put in place to limit that like making it so you can only request to join a specific clan once a week and only allowing one request pending so a person cant spam all clans in one sitting.
TOO LONG DID NOT READ!
Make an actual clan system! Important components being a clan list to browse and the ability to send requests to join a clan.
I think this would help player retention specifically because clans teach those who join them and add a sense of belonging. This is a team based game so you need people to work with but from what I have seen a lot of people jump into this game alone with no friends and get frustrated then leave :-[. The ability to allow them to request to join clans would allow them to work towards becoming part of a group quickly rather than the invitation only system which makes them feel excluded.
Alistair MacBain:
Sidenote:
Muse once said they are working on a clan feature. Will take a while till its finished due to coop and adventure but its being worked on.
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