found a bug ![]()

There have been 7 items by dragoshthebest (Search limited from 25-June 22)
Posted by
dragoshthebest
on 19 June 2013 - 19:36
in
General Discussion
found a bug ![]()

Posted by
dragoshthebest
on 06 June 2013 - 19:59
in
General Discussion
The players that are currently playing shouldn't need to use the websites listed since they received 3 promotional codes on their e-mails, right? Is it true it's a limited offer (first 5k)?
Posted by
dragoshthebest
on 12 May 2013 - 00:43
in
General Discussion
The older players WILL come back to the same routine regardless of what offer we give them. The only thing that might be different, is if a new aspect is added to the game.. (Soon to come: Composing + new medal tiers).
That's true, but mostly for the players that quit playing recently. The ones who quited long ago might not even know about the other features already in here. That's why an e-mail pointing out with examples or whatever they want would be a good idea.
Posted by
dragoshthebest
on 12 May 2013 - 00:10
in
General Discussion
Let me put it in another way, ok?
They try to attract new people and give them lots and lots of advantages, such as help, starter kit and so on and you don't complain about it. The idea of all these are not to make them reach the hard working players lvl ASAP, but to give them a motivation to rejoin the game! To regive them the appetite to play the game. For a new player, it isn't hard. You give them what there is and they say: Oh, this is cool. The old players know what's in the game and, if they come back to the same routine, it would remind them the reasons they quit.
I'm not saying they should be rewarded for taking a break, i'm saying they should be encouraged to rejoin in reasonable means, proportionate to the game evolution and economy.
Better FSP deals than loyal players? HELL NO!
Why not? Think for a second. The entire game RUNS mostly on those donations. If you left for a long period of time, having a good offer might make you to keep playing and keep paying! What would be so bad, if a player that hasn't played for 1 year for example would get a 30% fsp bonus on his first purchase or receive something like a starters pack? They would not be rewarding someone for not playing, but rewarding them for rejoining. After all, it's not like they give those for free. And it's not like the owners don't get anything in return.
The whole point of the topic was to find ideas on how to bring old players back and how to make them stay. The first 4 points where some guidelines on what aspects of the game they could come.
If you contradict my ideas, please come with new ones, or change mine.
What would you 2 do to bring back the old players, reintegrate them to the game and keep them in? What would you do to a player that left the game 5 months ago, or 1 year ago, or 3 years ago? The game is old, but world of warcraft is older then it and still manages. What would you do to draw them back?
I didn't notice the link until after the post.
Posted by
dragoshthebest
on 11 May 2013 - 23:33
in
General Discussion
Point 2 - Needs more clarification I think. Define "high level" and "low level" - there are a lot of guilds without any players over, shall we say, L500, or L750 or L1000 - are they to be eliminated from this ?. Guild quests are a good idea (and have been mentioned many times before) but to be successful, they HAVE to be scaled to the size and level of the guild. It's all good and well having a scenario where a noob has to kill 20 rats and then is told to send a warlord (or whatever) to kill the Dreadlord when the highest level player in his guild is L500 ... See what I mean ?
Point 3 - I wouldn't be averse to the idea of a character reset but .....
a ) A lot of players at higher levels have their own gear (not guild-tagged gear) - what happens to that ?. It's all good and well saying "sell it", but that takes time, unless you sell it too cheap and/or to a merchant with their famous (I buy at 25% below AH nonsense).
b ) Do they keep their stamina banks, or start from scratch again ?
c ) Can reset characters (v2) intermix with current characters (v1) ? - I'd hope not. And, for this, there'd need to be two seperate entites of the game for the cows to provide and maintain.
I don't think that simply being able to make higher powered items the second time around, or have higher level buffs the second time around will cut the mustard - Not unless, of course, the difficulty factor is ramped up by a higher degree. I.E. If we can make items that are 50% better than previously, then monsters should be 75% more difficult (the game is way too easy at the moment). If there's a reset, then there's a difficulty factor increment too
Quests should be dynamic, adapted to every guild. If a guild has the highest lvl 500, it won't require him to go to a lvl 700 area. A lvl 20 would have to kill 20 rats, then receive a special item, put it in the guild vault, send the requirements about the next region. Nothing should be fixed in stone. They could change position like the SE or Titans do.
3.
a) It's not like they chose overnight and do it the next morning. It's an open economy. Everyone is able to do what they want. The admins shouldn't care if the player loses milions worth of FSP during it. Nobody is forcing anyone to reset. But, if they do, they will have special bonuses which should be tempting.
b ) All account upgrades should be kept, in my opinion. If you bought 25 stamina gain upgrades, you should keep it after reset.
c ) Well, yeah. That's the fun part of the game
You would have the same lvl, the same gear, but with different stats. On the other hand, it will be harder to farm until you get proper gear. It would be almost as restarting the game. You would have the same items, but with different stats in the market. It's harder, but you would sell them more expensive since fewer people can get them. On the other hand, you would have to fight harder creatures, with possible multiple targets at once, depending on your resets. Maybe even ambushes as you walk around, so you will have to be prepared every time you travel or farm for more then a specific, known attack.
You will ask: what if someone resets 4-5 times in a row, at lvl 1? Well, I have 2 ideas in my mind:
a) You can either consider a finished reset when the player reaches the lvl of the reset, but with a delevel limit. So, if player X resets at lvl 700, then resets at lvl 500 again, he would still be considered a lvl 2 reseter after the 2nd reset, since he didn't reach lvl 700.
Another solution might be the idea itself. Having 2-3 resets one after another would boost the creatures stats considerable up to the point he wouldn't be able to 1hit-kill them. But this might not be such a good idea later on. If you have players that have made 4-5 resets the old fashion way, they might provide the items needed for one person to skip the lvl up for the first 3-4 resets, which would bring us to the same problem we have today.
Of course, people would try to abuse the concept and reset at some point to take revenge on other player and harass them, but does it matter? After all, it's a free game. Anyone can do what they want with their accounts.
PS: One more thing: To make sure nobody abuses other players and forcefully resets their accounts, the option should be password protected or maybe e-mail verified.
Posted by
dragoshthebest
on 11 May 2013 - 21:09
in
General Discussion
I have 3 ideas:
1. There should be a mentoring between new players and old players in which the old players help the new ones with more then ideas and info. The new players could receive buffs, items, gold, real help at quests and other aspects of the game, while the old player could receive temporary skill boosts, temporary exp bonus, weekly FSP or other things, chance to receive a special item etc. Something that they could not receive other then mentoring new players. Also, the guild that accepts new players in it should get temporary bonuses. I was thinking of lower upkeep taxes for a few days, extra exp, special skills etc for all the guild members while the new players are farming (with the possibility to stack the bonuses).
2. This is related to 1, but i'm thinking of the relationship of any new player to any old player. There should be quests that require both high lvls and low lvls. Daily/Weekly ones with bonuses or possibility of buying special items/potions/temporary boosts from a shop. Both types of players should be needed in the game, not only the high lvl ones! The low lvls should be able to do things that high lvl can't, and the other way around! Also, there should be guild sized quests which should require all lvl ranges with real benefits to the guild such as special items, gold, fsp, building upgrades etc. ![]()
3. This should solve the very, very high lvl issues.. I don't know what you think, but having players at lvl 1600+ looks oooverly streched to me :| I was thinking of a similar system as in Diablo 2. There, once you have finished the game, you go back to the beginning. All players should have the possibility to reset their accounts back to lvl 1. Why would they do that, you will ask. Well, for cool bonuses
. What if, after a reset, a player could create lvl 2 items, with better stats then lvl 1? What if they could crreate better potions? Or have higher chance of creating lower lvl items? Or higher chance of drop from mobs? Or higher stamina gain, or extra exp, or better items? What if, instead of a normal 100dmg from an item, you would get 150dmg? What if mobs would be harder to kill after a reset, but with better items? What if, after a reset, you save 5% of your former skill points, so, at your same lvl, you would have 5%more SP, therefore, more skill points ?![]()
Some players would then reset to lvl 1 and have better items/potions/skills, forge better, with higher chance of success etc, while others will stay at their lvls and sell high lvl buffs ![]()
Everybody would win.
Posted by
dragoshthebest
on 11 May 2013 - 19:14
in
General Discussion
I've been inactive for a few years and coming back to the game isn't that easy. I see that there are fewer active players into the game and it's not ok. Although i'm aware the staff is trying to attract as many players as possible, i don't think it is enough. Today i've noticed an interesting feature to the game: the possibility to bring an inactive friend back into the game and he receives 30k stamina. Sincerely, i was a little disappointed i didn't know about the feature and that i've lost all that stamina, but then i've realized the game isn't very helpful for old players that took a long break.
There are many players out there that are inactive. Players that invested a lot of time and effort into their accounts but got bored and quieted In my opinion, they are the ones that should be drawn back to the game, not only new players.
I have a few ideas, but i don't want everyone to think they are the ones to be implemented. The reason i speak about this is to gather as many people to come with ideas on how to attract old players into the game. It's nice to see old faces ![]()
I was thinking about a few guidelines regarding the ideas.
1. The players should be shown the new improvements that were made to the game.
2. The players should be guided to players eager to help them get back into the game, possibly with rewards of some sort for both of them.
It would be nice to see a 1 to 1 long therm relationship between the 2 of them similar to a teacher-student relationship. Maybe they could do quests together, farm together in a way both of them profit regardless of the lvl between them. A high lvl adviser could start a quest in his area and require the low lvl to kill some creatures for him, then the low lvl could continue the quest in his area without the ability for the high lvl to go in the low lvls place. There could be many ideas.
3. The players should have the possibility to catch up with the time spent away.
When you take a 2-3 years break and you see most of your friends 500-1000 lvls higher then you, it cuts all the fun. Maybe the inactive players should receive some special treatment as free high lvl buffs from players in return of some temporary bonuses(extra exp gain, free gold etc).
4. The players should be helped in terms of guild.
The guild accepting, or having brought back inactive players could receive bonuses in some way, temporary(like 5% tax reduction at upkeep's for the first 2-3 months) or permanent.
Besides the ideas presented, i have a few more:
A. The players should receive some temporary items to get them back into the game.
Some crystalline ones would be nice. They are strong, nice, limited.
Maybe some self-destroying items with timelimit(kaboom
).
B. The players could receive better FSP offers then the rest, similar to the starter pack, depending on the length of the break.
Now, maybe some of these ideas are already implemented and i didn't see them yet, but i want to start something like a brainstorm in here, so please feel free to join in.
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