Re: Retaining new players..

#61
Points are useless unless the account is whole, what you have built it in to. Many have invested a great deal of time. Others, a great deal of real life money (which helps to keep Zorg going!). Most have invested both of these aforementioned items.

So, resetting is not an option, you would effectively kill off all the core players that have kept the game going just to please a very small minority.

Raising of the protection levels in points. Perhaps with your first (Crappy) world having a moon, of sufficient size to stop it from being popped. Allowing a new player to raid without fear of being phalanxed.

Even add to the resources that you first have when you enter in to a new account. Yes, that may encourage multiplaying. But if that rule is enforced properly, it shouldn't be a problem.

Re: Retaining new players..

#62
That's why I said a resetting universe should be a 5th server. And massacre does have a special features it has 15 planets mid speed and solo and acs attacks use the new battle engine. Each of the four have different things and each have a core player base mine is speed but each is special o them has those four are running it would unfair to reset them now

Re: Retaining new players..

#63
Do you really think that there would be that many takers?

Remember, what keeps ZORG going is the the purchase of rubies. Who would invest in those rubies if they knew that the server would be reset?? Or would the other current servers be subsidising that new server? Players are already complaining about the lack of their ideas being implemented. Yes, we do seem to have a lot of moaners and whingers, but would this add to that?

Re: Retaining new players..

#64
I've said it before... Use the resetting universe to implement new ideas and if something works out then add it to the other universes... And yes Oz, a lot of people play resetting games and pay for them. Video games are similar. They release the game, sell DLC, have it run for about a year and then a new game comes out... It may not "reset" but usually the game dies out. If it doesn't die then the game makers take the good parts and add it to a new game

Re: Retaining new players..

#65
Video games are a different kettle of fish. That is not a true comparison and is a pretty poor choice as a way of illustrating a point. That's like saying you buy a new car, a year or two later a newer model comes out so you replace the old one. This is completely different. Players build things, see a reward for their efforts.

You cannot compare the two.

There is, in use at the moment, Xtreme, Speed, Massacre and Standard. So, you want to add yet another one to it? Talk about being spoiled for choice! You say you want to retain players? Then why water things down even more? What about the tournament game? Re-implement that. Ask why it stopped? Maybe there wasn't enough takers.

"Use the resetting universe to implement new ideas...". What? lol. So, a player enters a new server, pays money for rubies only to see their investment vanish after a finite time and in to that bargain is used as a guinea pig? Hmmmm.....I can see players queued around the block for that little number!!

Re: Retaining new players..

#66
"There is, in use at the moment, Xtreme, Speed, Massacre and Standard. So, you want to add yet another one to it? Talk about being spoiled for choice! You say you want to retain players? Then why water things down even more? What about the tournament game? Re-implement that. Ask why it stopped? Maybe there wasn't enough takers."

They said the reason they have not continued it is due to them not getting enough money, not because they did not have enough takers.

"What? lol. So, a player enters a new server, pays money for rubies only to see their investment vanish after a finite time and in to that bargain is used as a guinea pig? Hmmmm.....I can see players queued around the block for that little number!!"

Just as in the other servers it is not a requirement to buy rubies, it is a resetting universe where Zorg tests things out... I would hope that was clearly stated on the home page....

"Video games are a different kettle of fish. That is not a true comparison and is a pretty poor choice as a way of illustrating a point. That's like saying you buy a new car, a year or two later a newer model comes out so you replace the old one. This is completely different. Players build things, see a reward for their efforts."

Umm... This is a game, I used video games... A type of game that is doing quite well for itself if I might say so. In video games such as a first person shooter... You build classes (Buildings, research, fleet and defense), you rank up through XP (Here you gain rank by passing the next best person in points), players in video games put in days upon days of game play while paying for everything even knowing the game will most likely be dead in a year or maybe 2 (Here in Zorg we put months or years into playing and those who did not know about the game from the start are forced to take years to build while still not catching up to the top players who exponentially grow faster than others...)


Even if a large player does not raid or attack... Their mines alone provide more resources than most players can raid in a week with all of the competition. And do not say, they need to raid harder or focus on mines because even if they do they still will not catch up without rubies. The game is in a way saying grow slow and watch the big players take off or buy rubies and survive... Which I have been around for years, I know it is not that way and that skilled players can grow fast if they really want to... But I am focusing on the new players.

I thought this was to retain new players, not old. Zorg stated before a few old players who gave the game a run can be lost but 100 new players is what they want.

P.S. Sorry for the rant, but I think I am right such as you think you are correct... We all think we are correct but none of us are until something actually works.

Re: Retaining new players..

#67
Hiiiiiii ! !
The ultimate spammer is back freaks :lol:


Honestly I was too lazy to read through 7 pages of debate , but commenting on Gozars original post I agree with them all.
See the real problem with this game is its hard to begin , but once someone get started they'll usually stick around.
And those are good ideas to help newbies get started if you ask meh.
fearless~
Image
“Yesterday I was clever, so I wanted to change the world. Today I am wise, so I am changing myself.” -Rumi

Re: Retaining new players..

#68
Boulder seems to missing the point. Pointing out what is blatantly obvious on the home page and getting flustered, lol.

So he wants yet ANOTHER server that resets. When pointed out to him that these things cost REAL life money he points out this...

"Just as in the other servers it is not a requirement to buy rubies, it is a resetting universe where Zorg tests things out... I would hope that was clearly stated on the home page...." NOT A REQUIREMENT TO BUY RUBIES?? lol. So, perhaps read what was written. The bread and butter of this game is to have at least some of the players buying rubies. A new server, a server that resets will have hardly anyone participating in the purchasing of rubies as their investment would effectively die with the game being reset. GOT THAT? Probably not, lol. So, how would this be funded?

Added to the above, Boulder states "They said the reason they have not continued it is due to them not getting enough money, not because they did not have enough takers." This is a statement from a player who says this ""Just as in the other servers it is not a requirement to buy rubies,". Again, perhaps I missing something, Boulders comments and arguments seem to be as clear as mud, but again, how would this be funded?

Retaining of players. To retain players in the games/server they are competing in at the moment, you would retain them by.... hmmm, I know, starting another server? Okay, the logic there, I can't see it!

"Here in Zorg we put months or years into playing and those who did not know about the game from the start are forced to take years to build while still not catching up to the top players who exponentially grow faster than others..."

Well, I started a lot later other players, but I have been playing longer than others. I have seen players come and go. Currently I am ranked second in my Server of choice. It is slow, too slow for some. I have worked and have done more raiding than every other player bar one! Funnily enough, he's ranked number one. I worked harder than others, he has worked harder than I. Our respective rankings show how hard we have worked. He is the better player, hence his ranking.

If players want instant results, let them buy it. Perhaps a new server would be beneficial, but I can't see how that could possibly help in the retaining of players. But for me, others that I know, and probably more that I don't know, they will not invest in something with a finite lifetime. The cost would have to be incurred and paid for by the other servers if a new server could not support itself. As you have said, why the last attempt ceased to exist.

Do not apologise for ranting! It is what the forum is for (Up to a point).

Re: Retaining new players..

#69
Personally, I love the idea of a resetting server that is a playground for testing new ideas. I wonder if Zorg has considered the possibility that while a server like that may not make much money, it may attract interest and help players retain enthusiasm for the game in general, helping them make more money on other servers.

And, Oz, there is nothing irrational about wanting a server where you could start from the beginning on a truly even playing field. I wish I could have had something like that, and I wonder how I would have done. Unfortunately, on the server I chose (X) at the very late point that I joined (just over a year ago) there is really no hope of catching up. I have done relatively well there, but if my only goal was striving to be on the top I would have quit long ago.

Re: Retaining new players..

#70
Forgive me Pulsar, I must have missed the point where I said it was irrational about wanting a server where you could start from the beginning on a truly even playing field. I still can't remember writing that, let alone find where I have typed and put that. Must be something I'M missing, yet again!

Right, again, how would this help retain players? "it may attract interest and help players retain enthusiasm for the game in general, helping them make more money on other servers. " How? On the other hand, those players might lose interest, if indeed they are playing already in other universes from the distraction being created by yet another server. If it was truly "resettable" if that's even a word, lol, then maybe, it would perhaps have a limited appeal. But again, the players partaking in this would probably not invest real life money in something that has a finite life.


"I wonder if Zorg has considered the possibility that while a server like that may not make much money". As stated previously, a couple of times, this has been done before, it did not continue because of the costs involved.


From what I've read, and this is my thoughts only, the reason for players wanting this limited server is because they say they cannot catch up and want the opportunity to do so. Fair enough, players do not want to be bottom of the pile. But, I wonder, if the roles were to be reversed, then what would their thoughts be? Remember, a limited time server might allow you to becomes top dogs ultimately, your time, perhaps expenses incurred will mean nothing as it will all vanish. Perhaps at that time, if it ever happened, you may look back and wish you'd put your time, effort and money in to the accounts you already have.