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Other Topics => Forum Archive => World of Elements => Topic started by: Scaredgirl on October 14, 2011, 10:37:26 am

Title: Activity Check
Post by: Scaredgirl on October 14, 2011, 10:37:26 am
Activity Check
I took a look at the activity starts and the numbers do not look good. We have a couple of teams where the majority has pretty much given up and do not even bother to post their actions anymore. This is really bad because it leads to:

A) These teams getting wiped out
B) Nobody wanting to join these elements because of the disadvantage.

So basically we are starting to get a "rich get richer, poor get poorer" type of a scenario.

Also, the the overall activity per Day is now dangerously close to 50%, which is not good. It takes only about 5-10 minutes every 48 hours to post those actions, so the issue clearly is not lack of time, it's lack of motivation.

I am seriously contemplating on ending the beta soon and putting the event on hold for a few weeks, because the further we go with the current system, the wider the gap between elements will become. The 2 hours I spend on updating stuff every other day, could be used to develop the event by adding more content, fixing bugs, etc. I think that would be much more beneficial than grinding away while half the players are away.

I would also like to thank those who have been active, posting suggestions, helping others, etc. I know it's been a bit frustrating when there is still so much missing content and questions that are unanswered. So thanks.


One other thing I am considering is making a HUGE change to the core of WoE. This would be getting rid of the 13 teams and replacing them with 6-7 teams, each holding up to 24 players.

Hands down the biggest issue when developing WoE, is that fact that there are 13 teams. This is a nightmare because every single small change will have to be done 13 times. Tons of teams is also bad because we would need a lot of active players to keep those teams alive. For example right now we have some WoE teams who have not posted a single post in their secret section in over 10 (real life) days.

One way to do this would be to pair up elements. For example, something like this:

 :death :fire = Destruction
 :life :water = Growth
 :entropy :aether = Chaos
 :darkness :earth = Shadow
etc.

Other option is to have 6 neutral "Underworlds", where no player belongs to any specific element, and everyone has the freedom to pick any skills etc. It would also mean that teams could give themselves any name they want, and they could also design their own banner. In other words, teams would not be based on elements.

The idea of having to start making big changes is not particularly appealing to me, but if it helps the workload in the long run, then that's exactly what we should do. Nothing is of course final yet, but I am sure that something must be done at this point to ensure that WoE will be a success, unless we suddenly happen to stumble on 50 super active players who want to join WoE.

Anyways, post your opinions and ideas here if you have any. Thanks.
Title: Re: Activity Check
Post by: DarknessDemon on October 14, 2011, 10:48:16 am
i think you could make a waiting list. Keep it as 13 teams or whatever it is.

Pretty much people who sign up that dont get to get into a team are put onto a waiting list. First person on waiting list would get put into an opening spot unless they have an element preference.

People would get kicked from the event if they had not set a move in 3 WOE days.
Title: Re: Activity Check
Post by: Jappert on October 14, 2011, 11:20:29 am
Losing the teams as they are now would make me very sad. The elemental teams are what gives WoE a big appeal to me.

I myself like the event as it is now since having bigger teams would make it a nightmare for me to organize my team and try to keep everyone active. I do agree however that the way it looks now the strong/rich are only getting richer/stronger and the morale is very low.

I don't agree with any form of penalty for inactivity cause it would only make people who are inactive already and get penalised quit for good. What do other PvP events on these forum do to prevent inactivity? Death/Elimination, PvP Parasite, Vault Penalties, experience decay (lose 1 exp for each inactive day), stuff like that.

WoE was meant to be non-hardcore and a laid back event, that's exactly what's happening. This causes the active motivated members to lose interest however...
Title: Re: Activity Check
Post by: Bootsza on October 14, 2011, 11:23:22 am
Also, the the overall activity per Day is now dangerously close to 50%, which is not good. It takes only about 5-10 minutes every 48 hours to post those actions, so the issue clearly is not lack of time, it's lack of motivation.
This is very sad... sorry to hear it.  I wish we could blame War for owning people's time but your point about 5-10 minutes is spot on.  It really does not take a huge amount of time to submit your actions.  :(
Title: Re: Activity Check
Post by: Kuroaitou on October 14, 2011, 11:29:24 am
i think you could make a waiting list. Keep it as 13 teams or whatever it is.

Pretty much people who sign up that dont get to get into a team are put onto a waiting list. First person on waiting list would get put into an opening spot unless they have an element preference.

People would get kicked from the event if they had not set a move in 3 WOE days.
The last sentence makes WoE seem to be a less 'casual' event... but then again, considering things such as War, I wonder if this type of event should be restricted to only those who -guarantee- that they'll be active enough to participate on a daily basis?

I seriously don't like the idea of having 'teams' being a free-for-all starting with '6 neutral underworld's' - how would you divide people? (As they are now?) Wouldn't the map and themes of the elements also have to 'change' because everyone technically starts off without any particular alignment? And the story of how the elements were divided...

The teams separated into 6 main categories (Order, Chaos, Destruction, Growth, Shadow, Illumination) for example would actually allow for some interesting strategies between elemental teams, and also improve communication and potentially activity if people knew that they would have a MUCH larger group willing to support them. On the other hand, it doesn't seem that the current teams (Fire and Death) would want to work with each other given past history...

...all in all, I'm pretty sad about the situation, and a tad bit frustrated with -several- players not helping out, but I guess that's how beta is.
Title: Re: Activity Check
Post by: TheonlyrealBeef on October 14, 2011, 11:33:02 am
Inactive people make me sad, but I think just kicking people that are extremely inactive (post their actions less then 25% of all days or something) might be an option. Laid back is good and all, but clogging a team and doing nothing is not.

Making it less teams would also make it less attractive to me. What could be an option though is that as alliances are formed smaller teams merge into larger teams. Disadvantage is that such an alliance can't be broken overnight or it's even more of an organizational nightmare, but it'd be fun if the elements you share a team with are formed by alliances rather than just being your neighbor in the circle. Ironically, half of the teams you currently listed exist of teams that are currently massacring each other xD
Title: Re: Activity Check
Post by: Jappert on October 14, 2011, 11:38:39 am
Several members already offered to help out aswel but there isn't much they can do without the required technical knowledge. (me for example)

I also think pairing up elements won't do much since it won't increase the activity. People would be equally inactive it's just the communication between the regular active members that increases. PvP Events on this forum seems to be doomed by inactivity.

A possible solution would be to assign a Commander in every team. The Commander can submit actions for every teammember (maybe only 3 AP/day). This combined with being able to sub on PvP fights on the 2nd day could result in a higher (visual) activity on the WoE playing field. Seems to be this would be a good solution to keep WoE a casual event but also maintain a certain level of activity.

p.s. Looking at how things are going now I think it'd be a great decision to halt the event for a couple of weeks and finetune/change/add a few things. Beta already gave the organizer(s) alot of info and things to work on, those things have priority now.
Resetting the entire event seems like a very drastic and regrettable thing to do however......
Title: Re: Activity Check
Post by: Zaealix on October 14, 2011, 11:44:45 am
Yea...  :death and  :fire started fighting,  :darkness and  :earth were fighting. I think more because we just wanted to start gaining levels and skills than anything, but still.
Anyhow, smaller teams is a solution to the inactivity thing, but I think something that might help could be a 'prize' of some sort. Also, I feel like with smaller teams you might still get the issue of imbalanced activity.
Title: Re: Activity Check
Post by: the dictator on October 14, 2011, 12:07:50 pm
Hmm, could it be that the inactivity is related to the long days?

As in, having to wait 48 hours before you can do something that takes you 5-10 minutes, and that won't do that much at all.
If the days could be 24 days again I guess it would help to keep people interested, just because the whole process isn't going so s..l..o..w..l..y.
No offense on you SG, I know you have got to do lots of stuff to post a new day, and it takes a lot of time to do that, which makes it hard to keep the days short, but shorter days would certainly help. Also, the whole game in general is quite slow. Traveling from water capital back to dumbnar's fortress, where I was takes me three days (6 real days with 48 hours a day), and if I hadn't reset my character, I would have had to spend another 4 days (8 real days) working to get enough money for the cards need, that is 2 weeks after a single loss, which doesn't help to keep me really motivated, I'm still here, but I'm starting to lose interest, just because this whole game is designed really slowly.

Best option for me would be to cancel/put on hold the beta, take a few weeks/months to set everything up again, and to use those two hours a day to upgrade the event, maybe appoint 2 or 3 WoE organizers, everything to make WoE easy to organize and thus fast for both the players and the organizers. And then, when all that is done, to continue/restart and try again. All in all, try to speed it up, not only in organizing, but also in rules (for example, less discard when losing, to make sure you you don't lose to many cards = money = time when losing a single match).

Also, I would prefer smaller teams (6 people at max) over less teams, just because I feel each element should be an apart team (with fire and death in one alliance, team water can't try to get an alliance with team death to have them fight fire). Also, less people each team would support more teamwork, because you can't be everywhere, so you have to coƶperate with your teammates, and actually talk with them about what everyone is doing, because with 12 people a team you can be more or less sure someone will do it.


Then again, I still like the idea of WoE but the actual gameplay will be to slow to keep me interested if we continue this way.

Well, that is all I had to say (I think), hope it helps,

The Dictator
Title: Re: Activity Check
Post by: DarknessDemon on October 14, 2011, 12:57:33 pm
i say each team could have a commander. Whoever has most forum posts or highest score on that team for instance. If a person stopped playing for lets say 2 WOE days then the commander can replace him with someone else. The person replacing that inactive person will pick up the other persons level and skills if he has any. That way appealing to new people so that way halfway through if someone just decides im not playing anymore. The person does not need to be a noob compared to everyone else.

The only other way to make them do it is to put a you wont be able to join the next WoE which is how people are kept active in the champion and beginner league.
Title: Re: Activity Check
Post by: sebysebyseby on October 14, 2011, 01:58:11 pm
I'm also very sad about inactives :( it would be a shame to put so much of your hard work to waste.

Maybe you could allow for someone to have some control over another player on their team as well? The more active players can get their activity fix this way too.
Title: Re: Activity Check
Post by: YoungSot on October 14, 2011, 03:43:08 pm
I agree with Dict that the slow pace of WoE contributes to the lack of interest in many players. I think keeping the event moving consistently would help a ton there, and should be one of the first priorities. Along those lines, I'm worried a week or two break would make the problem even worse, as many players will just stop caring and get involved in other projects and events. (I'm also kinda worried that a week long break will turn into a month long break. You're a busy person after all.)

The second big factor in high inactivity rates are players that are just not participating from the start. There should be a way to replace these players. I like the idea of having a "commander" on a team that may replace players that haven't submitted actions for a certain length of time. Combining a required level of activity with the discretion of the commander is a good system imo, that will replace consistently inactive players but allow players who are simply going on vacation some leeway by talking to the Commander.

As far as the teams go: Alliances are one of the most interesting parts of WoE so far, so I'd rather not diminish their role in the game by creating pre-formed partnerships. I think the real solution involves getting you (SG) out of doing all the work. WoE is gonna run a long time, so in order for it to succeed it is vital that we get other people doing the work. The event should run on it's own, while you concentrate on thinking up ways to improve it and/or work on other projects. I know it takes you some time to teach others, but there's no way around it. If we do take a break, I think it should be to train WoE gamemasters.



I'm pretty sure implementing the above 3 changes would solve the majority of problems with WoE currently, however there's another related issue that I think needs to be addressed: the supposedly "casual" nature of WoE.
WoE is advertised as casual, but in play a majority of the rules (capturing hexes, global quests, etc) encourage very competitive play. If we want to keep the possibility for casual play, we should perhaps put additional emphasis on non-nation related play. We could potentially reach a point where the Nations represent the competitive side of the game, but where you could choose to mostly ignore that part of the game and simply do your own thing if you wanted to be casual. Some ideas toward that end:

While there would still be imbalances within the competitive side of play, they would be diminished both by replacing inactive players and by the fact that "winning" with your nation would be only an optional goal, and the game could still be enjoyable in a weaker nation.
Title: Re: Activity Check
Post by: ~Napalm on October 14, 2011, 05:36:59 pm
Now I may be way off, but imo, WoE isn't really a "casual" event. I see at as War in a different form. I have seen no reasonable evidence to dispute that the purpose of WoE is to conquer the entire map. This is similar to War in the respect that in both events, you're utmost priority is a strong PvP record and being the last team standing. The only way to make this a more casual event, again imo, is to do away with this system. I'm not sure what a good way to go about this is though, or if this is even relevant to the topic at hand. I thought I'd get it out there though! ::)
Title: Re: Activity Check
Post by: EvaRia on October 14, 2011, 06:57:38 pm
Hmm, I admit to being one of the inactives.

There are things that I think should be changed to make it IMO more RPGish...

The sheer fact that it's possible in the first place to fall behind means something went wrong.

IMO, it should be possible at any point to join in as a Level 1 and face no disadvantage other than the low level factor.
Inactivity also shouldn't be an issue, it should be possible to leave and come back and not suffer any real problems as well.

Basically, it should translate to "How strong you are depends on how much time you spend playing, not how much time everyone else spends playing."

The problem with this ideal is that WoE is largely PvP rather than PvE. This means that you run into problems if you can't beat the other players. So, I feel we either have to introduce some kind of PvE element into the game to help level up or a way to "Catch Up" to the other players.

Also, the problem is the way there's a definite goal to conquer the map set up. I find it simpler if there's a"Questline" you can complete, and then you can keep playing once you finish the quests. This means shifiting the goal from conquering the map as a team to getting stronger as an individual.


I dunno, just as it stands it doesn't feel RPGish to me. It focuses too much on PvP rather than the usual Quests-Monsters-XP-Gold-Equips that you find in most places. PvP is great and should stay of course, but I don't think it should be the central part of the game.
Title: Re: Activity Check
Post by: pervepic on October 14, 2011, 08:17:23 pm
If this is a team game, then inactive players should be kicked out asap, otherwise inactivity spreads like a disease, because active players lose hope, since their activity is in vain. And if this is a team game, then a commander is needed, who has some responsibility and who has to decides evidently what to do and what strategy to use.
Title: Re: Activity Check
Post by: ~Napalm on October 14, 2011, 08:19:08 pm
As usual, Eva put it in far better words than I could. I feel like having the quests start REALLY early is important to make WoE more casual. This WoE was far too PvP focused because the majority of quests were being left out. Ultimately if you want to make WoE Testing successful, you have to START with everything rather than adding it all along the way. We'll be patient! ::)
Title: Re: Activity Check
Post by: Gocubbies1212 on October 14, 2011, 08:55:32 pm
I like the idea of non-element based teams.  gives each player a lot more freedom.  however, it would be difficult to decide where people start at.  also might need to change the merchant and skills system...
Title: Re: Activity Check
Post by: UTAlan on October 14, 2011, 08:58:07 pm
I like the idea of non-element based teams.  gives each player a lot more freedom.  however, it would be difficult to decide where people start at.  also might need to change the merchant and skills system...
Not really. Without elements, cities are either faction-neutral or players belong to a larger faction (maybe two sides which allow you to pick from 6 elements), letting you spawn all players in the same city or cities.

Having said that, I think keeping it closer to how it currently is, but making it more casual-player-friendly is the way to go.
Title: Re: Activity Check
Post by: the dictator on October 14, 2011, 09:45:02 pm
I totally agree with Eva (and with Ria too).

Also a system like:
"How strong you are depends on how much time you spend playing, not how much time everyone else spends playing."
A system like that would also make it easier to deal with inactivities: you should be able to put your character into sleep mode (or have it put into sleep mode after 3/5 days of inactivity) then each team can still have a maximum number of players, but that would represent the maximum number of active players: as soon as someone enters sleep mode, that comes a place for someone else, who then can join the team. That would mean that sleeping players can only 'wake up' when someone else goes asleep, which would also be the penalty to prevent abuse of the sleep mode.

I also strongly support the idea of making WoE more like an individual event, with the quests for a whole team as bonus, not the personal quests as a bonus.
Title: Re: Activity Check
Post by: aqwsz0 on October 14, 2011, 09:45:54 pm
I kind of don't get it...  I get the inactive part though  :P
Title: Re: Activity Check
Post by: Essence on October 14, 2011, 10:00:54 pm
As usual, Eva put it in far better words than I could. I feel like having the quests start REALLY early is important to make WoE more casual. This WoE was far too PvP focused because the majority of quests were being left out. Ultimately if you want to make WoE Testing successful, you have to START with everything rather than adding it all along the way. We'll be patient! ::)
Quote
I think the real solution involves getting you (SG) out of doing all the work. WoE is gonna run a long time, so in order for it to succeed it is vital that we get other people doing the work. The event should run on it's own, while you concentrate on thinking up ways to improve it and/or work on other projects. I know it takes you some time to teach others, but there's no way around it. If we do take a break, I think it should be to train WoE gamemasters.
^^ These.

Just my humble opinion, but it seems to me like WoE would benefit most from a reset (sorry, team :water , I know we were on top and it sucks to lose that, but it's true.) during which SG trains 2-3 WoE Organizers and someone develops a series of quests (or other non-combat ways to gain some early XP.)  I, for one, wanted to be an economic powerhouse and wasn't interested in getting into a bunch of fights, and the fact that the only quests that gave XP beyond Expand Borders all required combat was a real disappointment.

Now, as to the "casualness" of WoE, it's a pipe dream. WoE is a game, and the only way to advance in a game is to play it.  My suggestion for inactivity is simple: if you don't submit any actions, you automatically spend your turn taking a special action called Work For The Crown, creating 20 :electrum for your Element.  That way there's still a strong impetus to take your turn, but if you can't make it or you forget or something, you still have some minor benefit to your team.  Anyone who Works For The Crown for 3 turns in a row is hired by the crown as a professional administrator and is no longer a player in WoE.  Other than that, your inactivity is your responsibility and you have to deal with the lack of success it comes with.


Quote
The sheer fact that it's possible in the first place to fall behind means something went wrong.
COMMUNIST!

No, seriously though, that's a ridiculous statement to make in any game, whether it's World of Elements, chess, or rock paper scissors. At any given time, 50% of the people in WoE will be below average, and it makes perfect sense that people who can't be bothered to play are in that 50%.


Quote
Also, the problem is the way there's a definite goal to conquer the map set up. I find it simpler if there's a"Questline" you can complete, and then you can keep playing once you finish the quests. This means shifiting the goal from conquering the map as a team to getting stronger as an individual.
OK, two things.  One, conquering the map is impossible. There are scores too many other players to kill in one turn, and they all resurrect in different places on the map anyway and can easily neutralize and recap the hexes near their city before you can get to them, much less kill them again.  Conquering does exactly two things: it improves your income from Work, and it forces other people to neutralize hexes if they want to expand into your territory.  There isn't any more importance to it than that.  If you want to make it a conquering game, make it so that when you conquer a team's capital city, that entire team converts and joins yours.  That would make conquering everything (by absorbing all of the players into one team) a solid goal.

Two, quests shouldn't necessarily be set up in a 'line', but there should be minor quests you can do for XP, like "take this MacGuffin from here to the Outlaw City and bring me back a Greater MacGuffin and I'll give you 100 :electrum and 10 XP." Maybe a short 2-4 quest-long 'beginner's series' to familiarize new players with basic aspects of play, but other that that, stick with the stuff we talked about in Alpha.


Quote
I also strongly support the idea of making WoE more like an individual event, with the quests for a whole team as bonus, not the personal quests as a bonus.
I don't. I think the team should be the primary unit. Though I do think more quests that can be completed as individuals are warranted.


In terms of teams and everything, I honestly think they're OK provided we have 2-3 organizers. Separating the teams from the elements is a bad idea, it takes away too much of the essential flavor of WoE.
Title: Re: Activity Check
Post by: EvaRia on October 14, 2011, 10:52:39 pm
As usual, Eva put it in far better words than I could. I feel like having the quests start REALLY early is important to make WoE more casual. This WoE was far too PvP focused because the majority of quests were being left out. Ultimately if you want to make WoE Testing successful, you have to START with everything rather than adding it all along the way. We'll be patient! ::)
Quote
I think the real solution involves getting you (SG) out of doing all the work. WoE is gonna run a long time, so in order for it to succeed it is vital that we get other people doing the work. The event should run on it's own, while you concentrate on thinking up ways to improve it and/or work on other projects. I know it takes you some time to teach others, but there's no way around it. If we do take a break, I think it should be to train WoE gamemasters.
^^ These.

Just my humble opinion, but it seems to me like WoE would benefit most from a reset (sorry, team :water , I know we were on top and it sucks to lose that, but it's true.) during which SG trains 2-3 WoE Organizers and someone develops a series of quests (or other non-combat ways to gain some early XP.)  I, for one, wanted to be an economic powerhouse and wasn't interested in getting into a bunch of fights, and the fact that the only quests that gave XP beyond Expand Borders all required combat was a real disappointment.

Now, as to the "casualness" of WoE, it's a pipe dream. WoE is a game, and the only way to advance in a game is to play it.

True, but there's a difference. Basically I imagine it as being as casual or hardcore as you want it to be. If you play it all the time and make sure you submit for every action and in doing so get really powerful, great! That means you really like the game enough to be that involved. But at the same time, if you want to only submit actions once in a while and take it not as centrally, that's fine too. It just means your character won't be as powerful.

My suggestion for inactivity is simple: if you don't submit any actions, you automatically spend your turn taking a special action called Work For The Crown, creating 20 :electrum for your Element.  That way there's still a strong impetus to take your turn, but if you can't make it or you forget or something, you still have some minor benefit to your team.  Anyone who Works For The Crown for 3 turns in a row is hired by the crown as a professional administrator and is no longer a player in WoE.  Other than that, your inactivity is your responsibility and you have to deal with the lack of success it comes with.


Quote
The sheer fact that it's possible in the first place to fall behind means something went wrong.
COMMUNIST!

No, seriously though, that's a ridiculous statement to make in any game, whether it's World of Elements, chess, or rock paper scissors. At any given time, 50% of the people in WoE will be below average, and it makes perfect sense that people who can't be bothered to play are in that 50%.

Ok maybe I phrased it a bit weird. I support Activity=Benefits, but in a game that is supposed to be designed to be more RPGish, Lack of Activity shouldn't equal downfall. Right now if you fail to keep up with the activity of others, you will get overrun, since the game is so focused on winning against other players. Basically I'm saying that not being active might mean you're Level 1, meaning you're below average, which is fine, but not being active shouldn't mean you can't get back into the game in general, which is how I see it as it is. What I'm saying is that being below average shouldn't mean you are out of the game, you shuold be able to keep up, but with nothing "Around your level" what can you do?


Quote
Also, the problem is the way there's a definite goal to conquer the map set up. I find it simpler if there's a"Questline" you can complete, and then you can keep playing once you finish the quests. This means shifiting the goal from conquering the map as a team to getting stronger as an individual.
OK, two things.  One, conquering the map is impossible. There are scores too many other players to kill in one turn, and they all resurrect in different places on the map anyway and can easily neutralize and recap the hexes near their city before you can get to them, much less kill them again.  Conquering does exactly two things: it improves your income from Work, and it forces other people to neutralize hexes if they want to expand into your territory.  There isn't any more importance to it than that.  If you want to make it a conquering game, make it so that when you conquer a team's capital city, that entire team converts and joins yours.  That would make conquering everything (by absorbing all of the players into one team) a solid goal.

Okay, fair enough. But even if it's an impossible goal, it sets the tone for the entire game. There's a diffference between "Training for the good of the team". and "Training to get stronger". As long as we are in defined teams in elements working on beating the other elements, the game will be centralized on being able to beat the other teams rather than getting stronger individually. This means that lack of activity will mean you will be "losing" which I don't really like the idea of in a RPG. You shouldn't be "Losing", just "Not Winning".

Two, quests shouldn't necessarily be set up in a 'line', but there should be minor quests you can do for XP, like "take this MacGuffin from here to the Outlaw City and bring me back a Greater MacGuffin and I'll give you 100 :electrum and 10 XP." Maybe a short 2-4 quest-long 'beginner's series' to familiarize new players with basic aspects of play, but other that that, stick with the stuff we talked about in Alpha.

You misinterpret me. In general in an RPG there are "Main Quests" and "Side Quests". The main questline is sort of the overlying plot in the game that gives incentive to getting stronger. In WoE this will likely involve your element and bringing glory to it. Then there are sidequests that help you get certain items, money, or gain XP. Basically, the goal of the game would essentially be to get stronger, but also to finish the Main Quests. For example, the main quests might have level requirements set up so that by the time you are near the level cap, you will have beaten the quests.


With that said, I think it would be nice to change the Team system to more of an affiliation system. Picking a starter deck, initial position, as well as differences in the questline should change based on what element you start as, but it shouldn't be so team based that you are forced to work with the members of your team.

Rather, I think it would be better to allow players to make their own alliances. They are ultimately affiliated with their home element but may make allies with whoever they want, with maybe a maximum of 3-5. This way you can work with who you want and it makes the gameplay itself a little less focused on your element only, but the questline will still be based on your element.

Anyways, these are just some thoughts.
Title: Re: Activity Check
Post by: Korugar on October 14, 2011, 11:04:25 pm
Hmm, I like the sleep mode idea, but regardless of what is implemented, it should definitely include players getting kicked if they don't let someone know they can't be around. To clarify: sleep mode should not be something a player is put in automatically, they should be kicked if they just stop submitting actions. One should have to make an effort(however small) to stay in a game like this.

I also agree with Nap that the endgame currently seems like "wipe all other teams out" (except maybe an ally or two, depending on how loyal you are). And I'm perfectly fine with that. Love it in fact. But the early game content may need to be expounded upon, as others have said. For someone who doesn't know how to go in depth with strategy, or cares enough to think about it quite a bit, exactly what they should do will be confusing at first. The tutorial mode definitely helps with that, but it doesn't really set goals, so much as shows someone a few aspects of the game.
Title: Re: Activity Check
Post by: DarknessDemon on October 14, 2011, 11:14:53 pm
PvE would be good. Although the only way to do it would be having a lot of pvp matches vs an ai which is impossible to know who won. So it would again just be put into pvp. Mayeb there coule be neutral pvp though. Like a dueling arena. Similar to a gladiators arena. Where someone could challenge someone else to a duel or something along those lines. Losing wouldnt cost any xp you can only win xp. People can bet and so on and so forth. Of course getting that going could be confusing.
Title: Re: Activity Check
Post by: bored_ninja777 on October 14, 2011, 11:47:09 pm
so are things on hold? i was gone for 2 days visiting family with little/no internet. just want to make sure im not missing things.
Title: Re: Activity Check
Post by: YoungSot on October 15, 2011, 01:13:58 am
I like the movement to make WoE less pvp/conquering oriented, but I don't think we need to completely stop and redo everything. I think we should just try changing a few simple things, and see how it goes.

1. move to a consistent 24 hour update schedule. (get other ppl to help SG if necessary)
2. remove players inactive for a particular length of time.
3. add 3-4 simple quests that don't involve combat and give decent xp. (then add more later)

There will still be many ways it could be improved, but I think fixing the above problems would get things on a better track and fix the inactivity problems, which is our first priority imo. (the best way to get all the other problems fixed is to have active testers interested enough to offer suggestions)
Title: Re: Activity Check
Post by: atomiton on October 15, 2011, 05:19:13 am
I've only been able to play WoE for a couple days now and am finding it a daunting task to figure out what I'm supposed to be doing. All the different guides, spreadsheets, maps, forums..etc, aren't giving me the basic understanding I need. Or new players need maybe. Its all very complicated. I'm sure once I spend X hours hunting and pecking I'll figure it out. I think that players may play more if game play was easier. I personally don't know how to do this but surely it could be streamlined.
Title: Re: Activity Check
Post by: LenardCzar on October 15, 2011, 06:55:42 am
i think the teams can be alive again by maybe reducing the number of required post to join... a lot of newbies like me want to join but the amount of post needed are far from what we have...
Title: Re: Activity Check
Post by: ralouf on October 15, 2011, 09:49:52 am
I agree with that guy, actives noob will be way better than unactive veteran.
For my part I play every day obv.
Title: Re: Activity Check
Post by: TheonlyrealBeef on October 15, 2011, 10:00:02 am
I agree with that guy, actives noob will be way better than unactive veteran.
For my part I play every day obv.
If people are that active they're expected to have those 30 posts in no time :p
Title: Re: Activity Check
Post by: Captain Scibra on October 15, 2011, 04:21:23 pm
I think we should keep it as is with the teams structure.  However, I feel that there should be an inactivity system:

Players who do not post actions for 3 WoE days in a row are temporarily moved to an inactivity list and removed from the map; and the next player on the element waiting list replaces him/her.  If a player becomes active again, he/she can request to continue, being placed at the top of the element's waiting list.  Minimum time of being on the inactivity list before eligible to be added to the waiting list will be 5 or so WoE days.

A player may also announce an arriving period of inactivity, and be placed on the inactivity list if he/she is not in a dangerous situation, being either isolated from other players on the map, or in a city, town, or fortress not under siege.  If the player was in a city, town, or fortress when he/she became inactive, they may continue from that spot, unless it then owned by a hostile element or under siege, as they will continue from the nearest non-hostile city, town, or fortress that is not under siege, along with those that went inactive on an isolated hex.
Title: Re: Activity Check
Post by: Scaredgirl on October 18, 2011, 08:54:12 pm
I already started that other post that has some answers, but I'll post something here as well real quick.

Many seem to suggests methods to remove inactives. That is not the problem. Removing players is easy, getting new players is the issue here.

I will use the "if you build it, they will come" method. All we need to do is make the event so awesome that everyone wants to join it and be active until the end of time. It's as simple as that really. If there is inactivity or not enough players, it's usually a problem with the event itself or lack of marketing.

Oh, and about the Day duration.. it will be 24 hours. Anything more than that will kill the pace. Casual players will probably suffer a bit, but that's what happens in MMO's as well. Someone has to suffer, and it's better to penalize casuals than active ones.
Title: Re: Activity Check
Post by: rosutosefi on October 19, 2011, 06:02:32 am
I've only been able to play WoE for a couple days now and am finding it a daunting task to figure out what I'm supposed to be doing. All the different guides, spreadsheets, maps, forums..etc, aren't giving me the basic understanding I need. Or new players need maybe. Its all very complicated. I'm sure once I spend X hours hunting and pecking I'll figure it out. I think that players may play more if game play was easier. I personally don't know how to do this but surely it could be streamlined.
This. With the current system, my problem is that I don't understand how to do stuff at all. I have read all the rules, but I don't know what to do after I submit my action. Some people are inactive because of lack of understanding of the rules, including me.
Title: Re: Activity Check
Post by: ralouf on October 19, 2011, 10:41:46 am
The rules are very clear, you just submit action and wait for the next day that's all. You fight your opponent if you are locked in a battle and that's all
Title: Re: Activity Check
Post by: NikaZaslavsky on October 19, 2011, 11:31:48 am
The rules are very clear, you just submit action and wait for the next day that's all. You fight your opponent if you are locked in a battle and that's all
No, that's not all. There are all kinds of actions, skills, and quests you need to know about.
blarg: