Reducing the Number of Player Orgs
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Comments
So what org would you sacrifice for the experiment.
At no point in this game has it ever been acceptable to just blow up an org in the middle of the night and surprise players with it. Ever.
Tonight amidst the mountaintops
And endless starless night
Singing how the wind was lost
Before an earthly flight
You are going to lose people, the more people this effects the more people you will lose. So removing the largest orgs is only going to see more loss.
What about org credits? I'd assume we'd just be encouraged to divvy up what's left before the big one, which seems reasonable enough. Unless there's some plan to scatter them otherwise?
What about city/commune shops? I suppose this one is a straight lost cause, but I'm pretty partial to my city shop. I sank gold into expanding the stockroom rather than buying credits with it, and I like it a lot more than my aethershop. Seems pretty lame to lose it to an org nuke rather than a consequence of my own decisions, but I suppose it's not necessary "mine" in the absolute strictest sense. Meh.
There's also the multitude of other factors, like what orgs tend to attract more newbies as well as, issues that cause people to leave, etc.
Cause like... if you have orgs floating around similar population levels but there's some which have fixable issues that would be dropping their populations (say lack of combat synergy) then keeping those orgs would likely be better because they're maintaining their population despite those issues.
Just judging by Favours and Org Credits I can safely say there is at least 15 - 20 Active Seren, possibly more.
Edit:: Going through the last 30 days of Powerlogs shows 25+ Seren bringing in power. 25 regular + 3 or 4 randoms.
#outplayed
They'd have a series of rooms they can go through which would have objects that can be used to remove runes/collars/etc, they could use the customise command for free to reskin eligible stuff, anything that needs admin work (like old progs maybe) could be stored there and will be returned to the new character when ready.
Pop a portal in with a "are you ready?" prompt if you try to enter, maybe also with some checks like... if Halli goes boom you can't leave the portal with a permanent crystal weapon?
You'd want to be able to see which orgs attract more first timers, map out when dips in activity have happened, figure out if an org is performing at it's peak or whether it needs fixes to get it there.
Because you'd want to be able to work out stuff like... (this is just theoretical info you could find)
Org A is one of the top performers in attracting new players, but they have difficulty with retention of certain player demographics, most likely because of the following issues which leaves their pop a little bit lower than Org B. If we fix up the issues they have they could retain more people and grow much larger.
Org B doesn't attract as many truly new players but instead gets converts from certain player demographics, they beat out Org A for population and they appear to have fewer resolvable issues than Org A. But, if there's not much you can do to improve them and they're only just beating out Org A is it worth keeping them.
But then you also need to weight that with stuff like, would Glom be able to do something to appeal to the "light" Nature types more than Seren could appeal to "dark" types? If Seren can attract players who are interested in darker nature than that might mean it's the more effective choice.