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Recruiting
Posted: Mon Nov 23, 2009 5:53 am
by Quina Quen
Yesterday I convinced a friend of mine to sign up for Gatewars, and over the course of teaching him the basics it came to me that unless he was something of a patient genius it would be incredibly difficult for any new player to get on and play the game. It should be pointed though that there are FAQ's and instructions on how to play, however these often get overlooked as the game is information overload in itself.
Now, without the assistance I provided him in terms of the resources provided and my time and patience for someone who hadn't a clue other than what I told him, he would not still be playing, or even have never started. So with that in mind, I was thinking about a community based initiative to better help new players to understand the game before they get bored, other than the information on forum. A master apprentice scheme of some sort? Does anyone have any suggestions or ideas how this could be implemented? It would be beneficial to the game to see more active players instead of the thousands of dead accounts that people have abandoned because they had neither the patience or understanding of the game and just quit.
Re: Recruiting
Posted: Mon Nov 23, 2009 7:31 am
by Lithium
the help section pretty explain all basics, its is difficult when u start a web game rather its gw or anything else. mostly ppl learn by asking around allaince forum
Re: Recruiting
Posted: Mon Nov 23, 2009 7:46 am
by Hitchkok
Re: Recruiting
Posted: Mon Nov 23, 2009 8:46 am
by buck
Noone showed me how to do anything, i figured it out with my own head, Why the hell doesnt everyone else!
That being said, anyone who hasnt played an MMO probally wont have a clue whats going on, Anyone who has shouldnt need help. There should really be a net wide movement to help explain MMO's better. The amount of times people have registered thinking this was an action game is insane...
Re: Recruiting
Posted: Mon Nov 23, 2009 8:49 am
by semper
I think doing too much would remove a large part of the need for alliances and the commanders-officers.
Perhaps a better starting off account and just some obvious ingame links to relevant places of advice.. is all that's really needed.
Re: Recruiting
Posted: Mon Nov 23, 2009 8:58 am
by buck
Semper wrote:I think doing too much would remove a large part of the need for alliances and the commanders-officers.
Perhaps a better starting off account and just some obvious ingame links to relevant places of advice.. is all that's really needed.
The problem with makeing better starting off accounts is that is better reason to multi, and multiing is still incredibly easy if you know how. If you gave someone say, 1 million UU and 1 trillion naq to start out with, if i so wanted to, My normal account would be 100 mill and 100 trillion up within a couple of hours....
Although a better starting account is a good idea, and most people dont know how to screw the system properly, Good idea Mario Sempes.
Re: Recruiting
Posted: Mon Nov 23, 2009 9:37 am
by Zeratul
see the ideas in that topic here:
it takes that into account...
Re: Recruiting
Posted: Mon Nov 23, 2009 10:49 am
by semper
buck wrote:Semper wrote:I think doing too much would remove a large part of the need for alliances and the commanders-officers.
Perhaps a better starting off account and just some obvious ingame links to relevant places of advice.. is all that's really needed.
The problem with makeing better starting off accounts is that is better reason to multi, and multiing is still incredibly easy if you know how. If you gave someone say, 1 million UU and 1 trillion naq to start out with, if i so wanted to, My normal account would be 100 mill and 100 trillion up within a couple of hours....
Although a better starting account is a good idea, and most people dont know how to screw the system properly, Good idea Mario Sempes.
Aye.. that is indeed a problem.. but perhaps the benefits don't need to be in resources.. perhaps a higher starting UP, spy levels and lifers would be the way to go..but they too have their obvious drawbacks..
Re: Recruiting
Posted: Mon Nov 23, 2009 11:15 am
by buck
A high raw UP would mean better raiding and it would further upset the balance...
... its a hard one to get right. I shall meditate!
Re: Recruiting
Posted: Mon Nov 23, 2009 11:49 am
by Quina Quen
Interesting.
Re: Recruiting
Posted: Mon Nov 23, 2009 1:43 pm
by Zeratul
a high raw UP for a starting account is 10-30k
for being anything close to a decent long-term raid target, much higher is needed...
and if such changes are implemented, then jason can also somewhat increase dead-account weeding velocity to balance things out...
if the army size start is 100k with 50-80k being lifers, then the benefits of making numerous multies to get free troops, is minimal compared to the effort...
we'll go to the new account stats topic for complete discussion and such...
Re: Recruiting
Posted: Mon Nov 23, 2009 5:15 pm
by JediMasterX
Up until I played this game I didn't know what a forum was. Maybe they should get an ingame inbox with information on the forums and to recommend them to look there for help.
A starting army size of 100k with most lifers would be good. And a 10 to 30k raw up.
Maybe one planet, a small rinky dink planet that can't be upgraded, a starter planet that can be captured, just not upgraded.
And maybe they should get a random CO? Completely randomly generated, even if they have no officers allowed. Maybe it'll keep them. If not it'll give someone for them to get in contact with. Maybe only people in the top 10,000s
Just ideas
Re: Recruiting
Posted: Mon Nov 23, 2009 5:32 pm
by GrizzZzzly
JediMasterX wrote:Up until I played this game I didn't know what a forum was. Maybe they should get an ingame inbox with information on the forums and to recommend them to look there for help.
funny you say that Jedi, it was exactly the same for me.
JediMasterX wrote:A starting army size of 100k with most lifers would be good. And a 10 to 30k raw up.
Maybe one planet, a small rinky dink planet that can't be upgraded, a starter planet that can be captured, just not upgraded.
And maybe they should get a random CO? Completely randomly generated, even if they have no officers allowed. Maybe it'll keep them. If not it'll give someone for them to get in contact with. Maybe only people in the top 10,000s
Just ideas
Or, if your in the top 5k ranks you have a button which you can click which adds a recently joined player to you as officer.
Allowing people to choose if they want to help someone new into the game.
This should maybe be in suggestions
Re: Recruiting
Posted: Mon Nov 23, 2009 5:40 pm
by J I X
GrizzZzzly wrote:JediMasterX wrote:Up until I played this game I didn't know what a forum was. Maybe they should get an ingame inbox with information on the forums and to recommend them to look there for help.
funny you say that Jedi, it was exactly the same for me.
JediMasterX wrote:A starting army size of 100k with most lifers would be good. And a 10 to 30k raw up.
Maybe one planet, a small rinky dink planet that can't be upgraded, a starter planet that can be captured, just not upgraded.
And maybe they should get a random CO? Completely randomly generated, even if they have no officers allowed. Maybe it'll keep them. If not it'll give someone for them to get in contact with. Maybe only people in the top 10,000s
Just ideas
Or, if your in the top 5k ranks you have a button which you can click which adds a recently joined player to you as officer.
Allowing people to choose if they want to help someone new into the game.
This should maybe be in suggestions
i think thats a very good idea.
Re: Recruiting
Posted: Tue Nov 24, 2009 12:34 am
by Zeratul
GrizzZzzly wrote:JediMasterX wrote:Up until I played this game I didn't know what a forum was. Maybe they should get an ingame inbox with information on the forums and to recommend them to look there for help.
funny you say that Jedi, it was exactly the same for me.
back when we joined, we had used forums earlier, but we didnt truly know how much use they have...