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Suggestions for keeping new players

Posted: Fri Apr 22, 2011 3:37 pm
by Melian
I have a few ideas about increasing the player retention of SGW.

1) Get together a group of volunteers to make a FAQ for both main and ascended that is actually useful. when i first started playing last august, i did not find the current one all that useful and I think it is probably the #1 reason why gatewars has a hard time keeping new players. If I hadnt asked 9million questions when I first started playing I probably would have wound up quitting. Some people will say that its a lot of work to do to make a faq. Yes it is. But it will be worth it to keep new players and help the community grow and if a committee of people work together on it and divide up the work it will not be that time consuming for the individuals working on it. Ideally there should be some newer players helping since things that need to be added in the guide may be more obvious to them.

2) Make this site look awesome dammit. I'm sure a lot of people do not give this game even a chance because they reach the main page and frankly, it looks like crap. Recruitment on other sites is wasted if people get to the main page and are turned off by how it looks.

3) Make main more noob friendly by making some changes to pergatory. Specifically, all new accounts go directly to pergatory. Decrease the AS allowed to be in pergatory and make an ascension limit on the accounts that can be put in pergatory. This will afford some protection to newer players and prevent them from getting reamed by huge players early on and making them give up and quit. Yes it is a war game but when you first start a game and do not know what the hell you are doing it is very easy to get frustrated and give up if you are being sat on and have no chance of improving your account. This will help shelter newer players until they are better prepared to take on main.

4) A page that lists COs and alliances that are currently recruiting. This will make it easier for new players to locate veterans who can help them learn the game and assist them.

5) A missions system that helps new players work through completing steps that will help them learn the game and gives them ingame rewards to help them grow.

feel free to rip all my ideas a new one :P

Re: Suggestions for keeping new players

Posted: Fri Apr 22, 2011 3:44 pm
by Iƒrit
i like all of it :smt050 I think I may have contributed to it a little :P

I would also be willing to help with adding some info to the help guides :) (that is assuming something actually gets off the ground)

Re: Suggestions for keeping new players

Posted: Fri Apr 22, 2011 3:58 pm
by Melian
yea ive seen mission systems set up in several games that are similar to this one and i think it would be pretty awesome to have one. maybe start out having it for new players only and include basic missions that are available to all new accounts or IDs under a certain # perhaps, that can be used like a walkthrough. Then maybe once that has been done and underway make it available to all players so that alliances and COs can use missions to set tasks for their allainces and officers.

Re: Suggestions for keeping new players

Posted: Sun Apr 24, 2011 8:46 am
by ~squishie~
1) is a great idea but wouldn't take much. Someone could probably write it and then give it to Jason and then it would be sorted. Maybe even 2 or 3 people and someone to check it.

2) Definitely worth doing. It looks outdated and could be vastly improved just to make it look more appealing. Plenty of sig people around here. I'm sure someone could easily design a better background for a home page. I know Jason would have to put it up but if the community puts a bit of time in then it can only be done.

Just some cents from me

Re: Suggestions for keeping new players

Posted: Sun Apr 24, 2011 9:41 am
by [SlayerS_fith]
5) A missions system that helps new players work through completing steps that will help them learn the game and gives them ingame rewards to help them grow.

is a great idea.
coudl be incorporated with the ideas robe has put forward.

eg. raid cap to be booted out of perg.
extra 500b of non tradeable naq