Re: Making newcomers important ?

#12
ZorgLeroy wrote:i see what the teir means, it means instead of everyone above 10,000 points/100,000 is able to be attacked by anyone it would be everyone from 0-10,000 points, 10,000-100,000 points, 100,000-1,000,000, and 1,000,000 and up
Are you a new player ? As you progress you will see that this is to be considered part of the game.

The ultimate problem with newcomers is that the game gets extremely competent as you progress. Any new player is going to need help and above all strategic help to even survive or at least to learn not to give up at first disaster.

What we are looking for is how to make the strong player care for the weak one. Make the strong player to have an interest other than destroying the weak one. How to make a newcomer important for the stronger player ?

Re: Making newcomers important ?

#13
The current problem is with players giving up, only because they've hit 10.001 points, and got hit by top 10 player ...

Here is something that could help:
1. Newbie protection - Players cannot get attacked before they reach 100 points.
2. Tiers, but with other way of working:
- 100-10.000 points - 5x attack range
- 10.000-100.000 points - 4x attack range
- 100.000-1.000.000 points - 3x attack range
- 1.000.000 and more - 2x attack range
3. Email notification for inactivity (each 24 hours since last action, IE 1 mail at 24 hours, second mail at 48 hours ...)
4. Fleets to be in statistics even when in air OR fleets and defense to be removed from the statistics and not shown to other players (your current rank in fleets to be visible only when you open your own profile).

Thus way, newcomers will have more time to "feel the game", as learning how to play ... In speed, you can reach 10k points in 2-3 days, and become attackable by everyone.

And the way to teach them: Sub-alliance... Where the leader of alliance can be leader of the sub-alliance too. Option to show members lists of both alliances to each other. Circulars to have a check-box for sub-alliance for members of the "mother-alliance".
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All you need is a SickMind and a healty body.
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Re: Making newcomers important ?

#14
yes i agree...maybe you can improve the alliance coding thingy to make it more like G------- that way, communication and all of that would be a lot easier...I understand that it will be very hard to code but just putting it out there, it would help with the advantage of alliances a LOT more. The new alliance chat thingy already helped make alliance communication better but it can still be improved.
Also, you can make it so the pros volunteer to help make new alliances and teach the players. Also, there should be a better tut. in the beginning of the game. Not only does it suggest what they should do, it should teach them basic terms and important stuff like FS and the 'classes' of the game.
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Re: Making newcomers important ?

#15
We are looking at this the wrong way. Instead of focusing on reward new players, incentives should be given to experienced players to help new players. There is a referral program already, now we just need a mentorship program, as Pein suggested, but kept separated from alliance. the rewards don't have to be rubies, could be award or other kind of tokens.
Moo...

Re: Making newcomers important ?

#16
BFC makes a good point. Rewards for staying in the game won't do much to make the game enjoyable if you are a farm. The largest problem I see with newer players is they don't understand a lot of the fundamentals (i.e. FS, resource saving, ACS defend time, using moons, etc.). This makes them easy targets.

Let newbs in to an alliance with experienced players but allow each alliance to have a single aad seperate wing team that can communicate just as easily through both circs and the overview chat. This offers a chance for new players to gain the benefits of experience and wisdom while strong alliances can still maintain the unity and control over their own affairs without having a mess of new unknown players within their own ranks

Rewards could be as simple as a trophy, or as enticing as a resource or speed bonus. Replace the "officers" of other games with wing alliances. Maybe a small % increase in production or mining speed or a small cost decrease for each player that reaches 250k points? Of course, there should be limits or restrictions in place.


**Addition**
Bonuses could be awarded for each player that reaches 100k, 250k, and 500k.

Restrictions could include a max number of members in a wing alliance and automatic removal from the wing alliance after a certain point cap is reached. This way a constant stream of new players can come in, learn, and then move on to make room for others.
Some limits could include a cap on the % boost or cost decrease so there is no risk of abuse.
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Re: Making newcomers important ?

#18
Well, coming from a newcomer, I like the ideas of challenges that can be done. But honestly, I think it still is fun the way it is, it is slow starting off but I think it ruins the point of building up and learning when you first start if you get a lot of help. Just my opinion though.
Massacre Universe: GrimReaper1145
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Re: Making newcomers important ?

#19
I like the idea of offering inceptives to experienced players. This is the fundamental idea too; just read the title as it reads make newcomers important. Important to whom ? To experienced players of course.

I would like to see some more to-the-point ideas. General thinking is good and it helps everyone and perhaps it is time to jump into specific suggestions.

You speak about bonuses, lets make it exact ?

I have to turn down, at this point, any increase in protection. This kind of protection is our kind of "newbie protection" and nothing more and it should remain like it is. The key reasonings have been mentioned many times already.

Challenges as proposed is not going to work in the near future for the following reasons:
A) Needs much developing time
B) It is not sure that it will serve the initial purpose
C) It changes the nature of the game
D) Affects are disproportional to the time needed for development.

Re: Making newcomers important ?

#20
Honestly, I can't wait to get out of newbie protection. I hate this thing. Nothing interesting happens. In my opinion, the fun of the game is trying to dodge other players and protect your fleet etc. I understand the newbie protection and it helped me have some time to explore the game and learn before I had to worry about big things. This may sound weird but I want to be out of newbie protection :) But I will get their eventually, and I can't wait to get there.
Massacre Universe: GrimReaper1145
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