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1. Global wipe
Quote from: Anti "Ether" Danilevski on December 12, 2014, 10:28:04 am1. Global wipeMake Players afraid in hope there are quiet?Do it ... it will not change anything in an un-playable Game.Greetings - Zwarky
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.
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.
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.
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.
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.