Author Topic: Game content  (Read 1370 times)

Offline Event "Janе" Horizon

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Game content
« on: December 11, 2014, 06:04:06 pm »
I am finding it difficult to work out how to answer these important questions.

Q. Where can I find <creature>?
A. These have not been finalized. Information available (partial).

Q. Which creature drops <loot name>?
A. Loot has been redistributed between creatures. Information is not available.

Q. What is the loot drop rate of <loot name> (for <creature>)?
A. Loot rate has been changed. Information is not available.

I cannot foresee the required information being available within the next 12 months.
As a result, I suspect that new players will find themselves in a position where they are unable to find satisfactory information about where to go to get what they need.

The result is  a catch-22 situation: need lots of players to get information, however to get information you need lots of players.
I do not believe there are sufficient number of experienced players to gather and share the information required.
« Last Edit: December 12, 2014, 08:36:22 am by Event "Janе" Horizon »
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Offline Jarod "Brickwit" McBrickerton

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Re: Game content
« Reply #1 on: December 12, 2014, 06:35:04 am »
Unfortunately, that's just the nature of games undergoing lots of changes. Until things settle down there's no way for us as players to find out the kind of information you're looking for with great accuracy and it's pretty clear that the devs don't have any intention of giving it away. At the same time, until things settle down many players are in a wait-an-see holding pattern, making the situation even worse. But after things settle down and the game-stopping bugs have been fixed and people's inventories are full of the stuff that they've been missing, they'll come back and hopefully help with the data collection efforts, which will then help to flesh out the wiki and other game info tools so that we can help guide newer players.
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Offline Event "Janе" Horizon

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Re: Game content
« Reply #2 on: December 12, 2014, 09:26:15 am »

I still remember the challenges I encountered all those years ago when I first started as a newcomer ... and that was with the wiki being reasonably up-to-date.


There is less incentive to update the wiki in the new world.
It will be more profitable to keep things secret and milk it until the knowledge becomes public domain.
Hence, newcomers to  intermediate players will face a lack of information (or at least contradictory information) for at least 12 months.


As for players ...
Currently the player base looks like this (vertical=population, horizontal=skill level)



However, the game are usually designed for a player populations like this (vertical=population, horizontal=skill level)



If I am reading Anti's comments right, everything is balanced require higher level players to trade with lower level players to achieve goals. This requires a reasonably high retention rate of beginner / intermediate players (i.e. new players need to find the game exciting enough to progress from beginner player to intermediate player).
Putting large barriers in front of new players progress from the start results in a low retention rate. Hence why games start their game play on the you-cannot-lose level to hook in the players and then ramp up the difficulty level quickly.


I currently do not see the right-skewed chart easily transforming into the left-skewed chart, especially as there will be no newcomers to start with ... resulting in the game needing to be balanced to allow the current player base to exist with no/few new players and gradually rebalanced.
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Offline Anti "Ether" Danilevski

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Re: Game content
« Reply #3 on: December 12, 2014, 10:28:04 am »
Well, let's imagine that we have created a totally new game. Nothing is known; no mass knowledge available. Players have to explore world and build knowledge base from scratch. In this situation, everyone are happy.


But we have veteran players who got used to the game and who benefit from their knowledge of the game. Furthermore, this knowledge gives them huge advantage against new players that are going to come/return.


There are different ways to solve this situation, easiest way is a global wipe. We went the different way - rebalance and partial wipe of the things that were hoarded in massive numbers due to lack of the game/economy/items balance. Perhaps we were wrong and this won't work, and global wipe is a better idea.


Anyways, you'll have to accept that world is changing. Even creatures are going to be reworked soon (we just finished tool for our new game designer, so he'll be able to begin relocating creautres across the whole world). But, if we'll see that old playerbase can't accept the new world, we won't have much choices except two ways:


1. Global wipe;
2. Opening another server for the new players, where they won't meet negative veterans, who still have an huge advantage but are totally unhappy with the new world.


Honestly, I believe that we'll manage to finish our rebalancing and reworking without any of those stratgies, but with every day, when I'm readin forum and seeing that old playerbase is unable to accept changes (as have been in many other games) and begins to destroy what were made during all those years, I'm moving closer and closer to solution 1 or 2.
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Offline Zen "ZenX" Star

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Re: Game content
« Reply #4 on: December 12, 2014, 12:15:18 pm »
The old player base has some anxiety about losing the thousands, or tens of thousands of dollars they put into the game with assurances from Devs along the way of two things, your skills and assets will never be wiped, and it will be an RCE withdrawal game eventually.

Its understandable people get nervous about this not happening, it is human nature, and under the circumstances its quite understandable.
The threat of a global wipe will be people's worst nightmare in many cases, and would feel like a betrayal.
It is hard not to be anxious, when you're anxious.

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Offline Zwarka "Zwarky" Stonehenge

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Re: Game content
« Reply #5 on: December 12, 2014, 12:19:22 pm »
1. Global wipe

Make Players afraid in hope there are quiet?

Do it ... it will not change anything in an un-
playable Game.



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Offline Pila "Pila" Pila

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Re: Game content
« Reply #6 on: December 12, 2014, 12:36:44 pm »
1. Global wipe

Make Players afraid in hope there are quiet?

Do it ... it will not change anything in an un-
playable Game.



Greetings - Zwarky

If stuff keeps going away from inventory isnt that a wipe just slowly ?
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Offline Gebeleizis "Hultaan" Kapnobatai

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Re: Game content
« Reply #7 on: December 12, 2014, 12:53:11 pm »
Well, let's imagine that we have created a totally new game. Nothing is known; no mass knowledge available. Players have to explore world and build knowledge base from scratch. In this situation, everyone are happy.


But we have veteran players who got used to the game and who benefit from their knowledge of the game. Furthermore, this knowledge gives them huge advantage against new players that are going to come/return.


There are different ways to solve this situation, easiest way is a global wipe. We went the different way - rebalance and partial wipe of the things that were hoarded in massive numbers due to lack of the game/economy/items balance. Perhaps we were wrong and this won't work, and global wipe is a better idea.


Anyways, you'll have to accept that world is changing. Even creatures are going to be reworked soon (we just finished tool for our new game designer, so he'll be able to begin relocating creautres across the whole world). But, if we'll see that old playerbase can't accept the new world, we won't have much choices except two ways:


1. Global wipe;
2. Opening another server for the new players, where they won't meet negative veterans, who still have an huge advantage but are totally unhappy with the new world.


Honestly, I believe that we'll manage to finish our rebalancing and reworking without any of those stratgies, but with every day, when I'm readin forum and seeing that old playerbase is unable to accept changes (as have been in many other games) and begins to destroy what were made during all those years, I'm moving closer and closer to solution 1 or 2.

I m not sure the change is what ppl r upset about, and here I can see easy 3 major things

1> the update news about the development witch liked or not after 7 years or so the ppl are a bit sensitive when comes about " the silence they get"

2>I don't think the voices are saying anything about the change, they say about things devs said will not be done and they did, this means they r in constant move/change they mind, witch make some souls to be insecure. the problems are not that bad as they tend to shown here...those problems are lost items, game stability and missing old professions( taming, pet training, frag avoids witch r old robots).

3> ppl used to fact that the loot was wiped, and is as it is, ppl used the fact the SNI are not possible to be generated anymore( at least for now), and I don't see where devs got the idea of "old playerbase is unable to accept changes"...the changes were made and we just simply don't have anything yet to test, to see what was all about, and is a long wait after a few other years of waiting, and those are facts

So in light of those "problems" I don't think is proper to add in discussions any of the above solutions, because we played the game for a long time already, and u "don't divorce a partner because he stud whit u in the bad days u had and u don't leave him/her because was supportive to u when u needed most"... this is how I see things, because some voices yell here they are not agree that doesn't mean all veterans are the same.

we the veterans advanced in professions, gather stuffs , put our minds together to discover the hidden knowledge behind the game mechanism, and we crack 'it more or less and that doesn't mean we don't like the intellectual challenge, we do, and I personally wait to have what to discover, to achieve to climb even higher that I m now, this was the way I did all I did, to conquer new boundary...is what driven me in games. I accepted the necessary wipe and the SNI removing as a strategically move witch I anticipated but the two solutions u say about I see them as an offensive ones, either we are wiped, destroyed for good, all the work, all the time spend, money paid, everything in vain...or we are kept on a separate server to exist there in silence like a prison or something and new players on a separate server.

discussions will be and wont stop I m sure but mostly because ppl don't see anything yet, they don't understand what is the plan, how will be, how will look the RCE concept, the economy, the skilling, the items, the game mechanics, they don't have anything to consider...is just silence and lots and lots of bugs, crashes, missing's, and devs are upset because veterans "are unable to accept changes"............what changes?

if Devs ask from us patience , is what I ask from them...for us.. patience to see what it is all about

cheers
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Offline Janis "Givy" Ipatenko

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Re: Game content
« Reply #8 on: December 12, 2014, 03:21:40 pm »
I don`t get it why devs can`t see that right now all things what are link to futures updates is only is chasing someone's dreams. With each update game progres going down not because bugs and other alternately in game but because playerers are ar leaving game. Game can`t exist if no one is playing it.
 
Why in future developin game plans prioritates are things like graphics and gameplay sistem  but not things what we always wanted and asked so many times. Is it new loot sistem will somehow increases player numbers in game? When at same time there are nothing new added in game and only cuting old things what we could do in game. In my eyes devs do too much mistakes with anything what are link to new updates.

Will new loot sistem solve simple problems like huting. Is it better better put in first priorities thing that are reducing player number in game and then hope that someday they will comeback or join new one`s. This game have 7 year history and its not just game history its also dev history as well. You just can`t erese history its just not possible if you fail now and in future hope that no one will remember that you are totaly wrong. So maybe its time for give us what we want and not chasing someone's dreams.

 Is it so hard to reduce mob levels or added old kind mobs back. We are asking for E-95 like 2 years and nothing still nothing. Asking for new kind gear and still nothing. Is it better better put in first priorities things like new change in gameplay and then fix old one and then when its too late hoping that things will be better. Global wipe will make game somehow  playable? And no one will remember previous history developing team and its made choices of developing game it?

Speaking about wiki it would be funny to see that you can loot 1gr from one mob kill and to make heal kit you need more then 1000gr loot from mobs. Its kinda spooky to see it at wiki. :) And Is that rebalaning in loot sistem?
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Offline Event "Janе" Horizon

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Re: Game content
« Reply #9 on: December 12, 2014, 07:19:36 pm »
All I am doing is pointing out what I feel could be an issue to the viability of the game.
My personal opinion is that new players entering and remaining in Survival are the lifeblood of  the game.
That and player retention are my current focus.

If ,for example, Dedicated Logic would prefer that I kept quite about there not being enough animal blood being dropped and let that be discovered several months later - then all they need to do is explicitly tell me that they do not want me to comment further and I will be silent and exploit that secret instead.

I am sure that Dedicated Logic are already aware that there are no new players being retained (i.e. players are joining the game for a very short while and then not seen again).

I am fairly sure that Dedicated Logic are aware that even after they put in place all the new features and fix all the bugs, if 1000 new players suddenly appear out of nowhere - these players would not be able to progress in the game and a majority will leave.

If Dedicated Logic set up a new server for new players only, they will have gift/sell to them all the loot that will be unobtainable to the new players (and there is a LOT of loot that requires at least 12 months game play before you can collect it).

Actually, go ahead .. experiment somewhat ... back up the current database - then WIPE all current players inventory and skills. Give each of the current player base only the beginner items you plan to give to new players. Watch the result ... even with all players accepting the challenge, and utilizing all that 'knowledge advantage', the game play will grind to a halt as the player find they need "player level 3" resources and all players are "player level 1" so cannot obtain these.
This experiment shouldn't take long, a month at the most should show how 'Survivable' the game is. Dedicated Logic can restore the database afterwards.
« Last Edit: December 12, 2014, 07:21:31 pm by Event "Janе" Horizon »
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Offline Gebeleizis "Hultaan" Kapnobatai

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Re: Game content
« Reply #10 on: December 12, 2014, 08:07:09 pm »
Actually, go ahead .. experiment somewhat ... back up the current database - then WIPE all current players inventory and skills. Give each of the current player base only the beginner items you plan to give to new players. Watch the result ... even with all players accepting the challenge, and utilizing all that 'knowledge advantage', the game play will grind to a halt as the player find they need "player level 3" resources and all players are "player level 1" so cannot obtain these.
This experiment shouldn't take long, a month at the most should show how 'Survivable' the game is. Dedicated Logic can restore the database afterwards.

this why to avoid some experiments like this one, in many games the new playerbase who start the game have mentoring assistance, and the mentoring has his reward beside the knowledge those new players gain, is a small reward at the end for each of the sides involved, this way the societies or corporations grow, find alliance's, discover things, and some keep the secrets they discover, it's called dynamic gaming.

we did this even if the game didn't had a mechanism for this kind of activity, we all did mentoring in AWS, giving from free picks/items to free tips how to skill or how to gather stuffs, and I don't see a problem when 1000 players join the game, only to have a balanced game + tutorial fixed and I m sure all will be just fine whit ...even whit 1k newcomers
I start to grow an avatar for test and I intend to use all my knowledge I gathered all those years  ( like a mentor and his trainee) and I failed when I was bugged and find misled in NU instead to be in tutorial, so I delayed this until all the things r in place. I had this thought just to prove something here, all data will be revealed from picking to hunting and skilling avoids, even for crafting I have a plan how to grow in 3-4 months to medium crafter
 
regarding the new things we have to discover, well I m sure afterwiki will have those info eventually, so not sure if there's an issue for this.


I just wait for the game to be fixed, and I have some really good tips for those who want to start.



But we have veteran players who got used to the game and who benefit from their knowledge of the game. Furthermore, this knowledge gives them huge advantage against new players that are going to come/return.



Anti do u think the veterans have time to go kill ruds? or slugs? or pick for NU stones? I doubt that, so is in our advantage to share the knowledge in order to have other low middle players to provide us those materials we don't have time or energy to gather ourselves, I even stopped to craft low lvl stuffs a long time ago, I don't have time for those, and I let other soc mates who are at beginning whit the craft to do them, so I m not worried about the huge gap between players once the newcomers start to craft hunt and provide the basic for them, will be hard for us to sell something, and I saw this before the update when were players around and some new crafters start to make picks and low guns/HK I couldn't sell mine so I stopped to advertise and let others sell

I concentrated myself on UG mining witch also a middle player who use an 210 scan can find lots of minerals/metals just enough to put me and Dale on hold...and that is the real economy who toke place in front of us. so from let say 100 possible players 3 provided green scan minerals/metals pretty enough to make me and dale to quit selling and just pile up stuffs in stacks, I think for 1000 players as jane suggested is not hard to find 25-30 more from the new ones if they grow in few months to that point where they can survive on their own.

So if the loot from mobs is well distributed and well balanced I believe the low to middle players are just fine to survive, and a low middle player in my opinion is a player who is whit the basic skills at a fair 15-25 stage in major skills, witch is not a big deal to achieve, 6-12 months of playing smart. and whit that the the so called " huge advantage " is reduced to not so huge,
..big boys whit the big toys and teens whit the medium or semipro ones.


maybe I m wrong somewhere, I wait to see how others see those thoughts.


cheers
« Last Edit: December 12, 2014, 08:36:54 pm by Gebeleizis "Hultaan" Kapnobatai »
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Offline Event "Janе" Horizon

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Re: Game content
« Reply #11 on: December 12, 2014, 10:59:03 pm »

Hultaan ... when you say you started with  a new avatar for test ... did you start with HK-A1 3/100% & B&V Sieger 3/100% + 10k or ammo? Then with no help from others manage to get enough resources to continue playing?
If so, how long did it take you to get to the point of crafting a new HK?
How did you manage to enough creatures to gather 1.4kg of process water at newcomer level on a single 3/100% HK-A1?
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Re: Game content
« Reply #12 on: December 12, 2014, 11:17:43 pm »
basic gaming rule.  If you start everyone in a wipe the game will take much longer to achieve new players then a game with working and mentoring ubas.  I have seen it before I have watched games die because the ubas started over and didn't have the stock or skill to keep the players happy.  the nubas need the ubas to progress.  I am playing a game that is about to go thru its last wipe in alpha.  everyone starts from scratch.  They expect 6 months for the players to get to a good level which for them means the game will be gold in 12 months.  For them wipe is not to level the game its simple to get rid of the testing shite people have in stores.  Also this dev team seems to be able to handle the stats they will game from the wipe.

so I am not making demands or saying we will all leave in a wipe.  But since the game was past a wipe stage, and the only reason it is back to a wipe stage is because of bad code, that most of the players will not put in the 4-5 years work to get to the stage that allows us to maintain the playerbase in supplys.  How many free pics and guns and hk have we all given out?  1000s.  Why cause we understood we needed new players and we gave our awd for free to bring the new players in.

This isn't a F2P or P2W game.  this is a donate to play game (D2P I created a new name).  wiping the skill, items and knowledge simply removes the D2P and sells the game as we screwed the first set of players... please play.

I find it simple.  Fix the game  you might get 50% of the players back.  wipe.  You might get 10%.   I know no game that restarting their playerbase has ever survived the bad press they created.  Ask Trion they are in the middle of such playerbase wipe. 
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Offline Jarod "Brickwit" McBrickerton

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Re: Game content
« Reply #13 on: December 13, 2014, 01:38:23 am »
I still remember the challenges I encountered all those years ago when I first started as a newcomer ... and that was with the wiki being reasonably up-to-date.
So do i; those challenges will always be here in AW because that is just the kind of game it is.

There is less incentive to update the wiki in the new world.
That's only because the new world is still going through the growing pains of massive rebalancing. I think you were one of the players that agreed that the rebalancing needed to happen. They really did in order to get a more vibrant, living economy.
It will be more profitable to keep things secret and milk it until the knowledge becomes public domain.
Hence, newcomers to  intermediate players will face a lack of information (or at least contradictory information) for at least 12 months.
AW has always been a game that rewarded those that had extra knowledge in the form of resource locations, skill gain strategies, and the like. It's the nature of any competitive game, so how has the "new world" changed this? And why would players who have freely shared this information in the past now decide to not share it?

As for players ...
Currently the player base looks like this (vertical=population, horizontal=skill level)



However, the game are usually designed for a player populations like this (vertical=population, horizontal=skill level)


If I am reading Anti's comments right, everything is balanced require higher level players to trade with lower level players to achieve goals. This requires a reasonably high retention rate of beginner / intermediate players (i.e. new players need to find the game exciting enough to progress from beginner player to intermediate player).
Agreed.

Putting large barriers in front of new players progress from the start results in a low retention rate. Hence why games start their game play on the you-cannot-lose level to hook in the players and then ramp up the difficulty level quickly.
Also agreed, but we don't even know what the "new world" will look like for newcomers. All we have is hints about the new newcomer tutorial system and how it is supposed to make it much easier for newcomers to progress. The current system is not representative of the new system because it's a total re-work.

I currently do not see the right-skewed chart easily transforming into the left-skewed chart, especially as there will be no newcomers to start with ... resulting in the game needing to be balanced to allow the current player base to exist with no/few new players and gradually rebalanced.
See above. However, I'm not so overly optimistic about the new system that I think it will be the magical cure-all to solve this problem. I hope that it's well-enough designed and implemented that every newcomer will want to stay, but it's entirely possible that it will take a number of tweaks and fixes to get it even half way there. But even in that scenario, I still believe that more newcomers will stay than will leave after a short time.
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Offline Jarod "Brickwit" McBrickerton

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Re: Game content
« Reply #14 on: December 13, 2014, 01:55:51 am »
Well, let's imagine that we have created a totally new game. Nothing is known; no mass knowledge available. Players have to explore world and build knowledge base from scratch. In this situation, everyone are happy.

But we have veteran players who got used to the game and who benefit from their knowledge of the game. Furthermore, this knowledge gives them huge advantage against new players that are going to come/return.


There are different ways to solve this situation, easiest way is a global wipe.
You're saying that this is not the way you believe it should be? When you say the situation needs to be solved, you imply that this situation itself is a problem.

We went the different way - rebalance and partial wipe of the things that were hoarded in massive numbers due to lack of the game/economy/items balance. Perhaps we were wrong and this won't work, and global wipe is a better idea.
I think you've had far more support for this decision than you realize. Yes, it's easy to focus on the squeaky wheels that hated the decision even though there were more of us that posted something like "I wish it wasn't necessary, but I see that it is." But there were many players that didn't post either way and general human tendency is to complain loudly when you are mad but to either add your support or say nothing when you are not angry. The fact is that many people are still playing this game on a daily or nearly daily basis and that many more only stopped playing because of bugs that haven't been worked out yet, but will return when they are. That fact itself is proof that the angry veteran players are a small majority.

Anyways, you'll have to accept that world is changing. Even creatures are going to be reworked soon (we just finished tool for our new game designer, so he'll be able to begin relocating creautres across the whole world).
Most of us are, I think, excited to see the additional reworks. The mobs have been static for far too long and I know I'm happy to see that they will not be that way for very much longer.

But, if we'll see that old playerbase can't accept the new world, we won't have much choices except two ways:

1. Global wipe;
2. Opening another server for the new players, where they won't meet negative veterans, who still have an huge advantage but are totally unhappy with the new world.
You left out a very important third option:
3. Make the changes that you feel are necessary and let the unhappy players leave if it's that big of a problem for them. I think you'll find that this option gives the best of both worlds; the unhappy players will move on to something they won't have to keep complaining about, leaving (mostly) only happy players that want to continue to grow with the game.

Honestly, I believe that we'll manage to finish our rebalancing and reworking without any of those stratgies, but with every day, when I'm readin forum and seeing that old playerbase is unable to accept changes (as have been in many other games) and begins to destroy what were made during all those years, I'm moving closer and closer to solution 1 or 2.
Again, it's easy to focus on the one squeaky wheel and forget about the other three that are smoothly humming along below your shopping cart. Just remember that 1/4 of the total does not represent the whole.
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