Retaining new players..

#1
I know that the following ideas have been mentioned one way or another before... Yet I would like to see a higher retention rate of new players to all universes..as I am sure we all do..

So may be a vote to see if any of the following suggestions can be implemented:- listed in no particular order.

30 days of free imperial support...eg.
Description Duration Cost Action
+25% Production: Metal (All Planets)
+25% Production: Crystal (All Planets)
+25% Production: Deuterium (All Planets)
+25% Production: Energy (All Planets)
+15% Weapons Power (All Fleets)
+15% Shields Power (All Fleets)
+15% Armor Power (All Fleets)
Increase buildings queue by 3 (All planets)
Ship production becomes faster by 25% (All planets)

This option helps new players only and can not be manipulated or help boost existing players.


Option 2.. all new accounts start at a higher lvl or production than a existing player...for example..metal crystal and deut mines begin at say lvl 10...(yet remain at lower cost and duration to build as say lvl1) research time is reduced to half for the first 30 days...this will also allow a new player to develop much quicker...

Option 3.. on attack new players or players under say 500k points retain 10% of fleet ..eg... 10% of fleet is returned after 1hr.. and can not be attacked again for the next 24 hrs this gives them time to log in and save what they have left.

Sadly I do not think an increase in the level of the protection rule would help new players just make an increase in the amount of players that bottom feed by creating a huge fleet yet still remain in protection them selves... this would simply allow this type of player to become even bigger and more dangerous to new players.

This is just a few ideas please post yours as well or give your opinion on the above... but please try and look at this as a way to maintain this game and not slag each other off.. lets be productive.
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Re: Retaining new players..

#3
From the ideas listed I like 1 and 3.

I do not think that handing them an already build certain lvl planet or planets will get the new players to stay any longer.
The established playerbase knows that this game is one, played in weeks, months years....
The sooner they get that, the better, is my belief. Handing a ready build planet with lvl 10 mines, is, although a nice gesture, defeating the necessary learnings of strategy;
decide to build what and when...
I mean if you start at lvl 10, great, but it will still take tremendous amount of time to get to lvl 30 and soon we will get the question, " why not start at lvl 20 ?"

so yes, give em a starting credit of higher production, higher shipreturns on a lost fight, but make it temporary.
In Xtreme we now have new accounts that are granted moons (and a few ships too I think?), but even some of those end up leaving.

So before we go down the path of having new players start at a higher lvl, think of what that could lead to;
eventually, you get to: " why not have em start with a planet that has lvl 40 mines??"
Makes it handy to build up other colonies too...
(yes i'm forcing the argument, but fill in any number, you do get my drift here, not?)

I may return with new ideas, if i get some ;)

Re: Retaining new players..

#4
Well when a game fronted by Kate upon were instant game play on offer we have look at all options gozor has said the idea of having ready built mines feeds more in to the game than the other 2 options. 1)they gain more resources faster which in turn quicker involvement in the game.2) the smaller play will be able to raid and get more resources .
No matter what we have find a way of getting new players staying and getting has many hooks into them to stay and play

Re: Retaining new players..

#5
I like all the ideas mentioned..
However.., options 2 and 3 might be more difficult to implement from an programming perspective..
But if possible will give any new player a huge advantage over current way they start..
and if to this could be added some basic tutorial.., promoting mines and new planets...
it will give the new player an account with 4-6 planets after a month all giving him res..
I dont believe having the mines starting at higher levels will be a problem..
and it can be limited to lev 10 mines on main.., and not necessarily lev 20 or lev 30 later...
research times are also a main limiting feature at the start.. so an speedup of this will greatly assist in 1st month..
An TUTORIAL with mines/building goals.., and a raiding fleet goal... will go a long way to helping people to get going..
it is very important to start keeping players...
will really improve the game a lot...

Re: Retaining new players..

#8
Ridiculous idea,

Edited..I asked for positive replies...if you can not be constructive..then do not post al all. Do not post just to flame and bait and refrain from personal remarks


I will ask once again no flaming/baiting..consider this a friendly warning
Last edited by Gozar on Sun Apr 12, 2015 11:03 pm, edited 4 times in total.
Reason: Flaiming/baiting personal remarks
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