by xTrainx » Tue Dec 27, 2016 2:22 am
i played wit some friends who got interested in the game, and they all basically quit, not in the sense of they said "a quit" and gg, but rather, they just played less and less frequently , until they didnt bother to log in again.
From that experience this is what i figured was the reason why it happened:
1. extremly little documentaion: although the liked the fact they had to discover what they could do, the fact is that they got lost a lot. Haven is the kind of game you can't really play without having the ring of brodgar wiki nearby. I honestly think a lot more people would stick to the game if there was some sort of ingame documentation method, maybe even a way to integrate the RoB wiki into the client would be enough.
2. Wounds: Currently wounds in this game meant downtime, for them, as soon as they got attacked by some animal, or got a wound somehow, they would look to get to base and just log out, and wait for the wounds to heal. Im not really sure how would this be fixed, maybe if there was something to do that you can do with wounds, or inside your base, But honestly this could have been avoid a bit by my part had i told them to use alts, but since they were begginer i didnt want to bother them with that, or complicate their gameplay with managing multiple accounts.
3. Movement: a very big turn off apparently, they discribed the movement in the game as not really intuitive and hard to manage. im pretty sure the floating point coordinate is aiming to fix that as well, also they were using custom client but never got around to turn on the path lines, wich makes it easier.
4. Little to no player encounters: they felt they were the only ones on the world for a while, only one of them got to encounter other players, and it was when we were about to claim a decaying village and someone stopped us from doing it and they were never seem again. This have been an issue for all the 9 worlds of the game, and there have been attemps to fix it, but in the current world, there's no easy way to visit places that are far away where you know there are people. The problem is the interest of one group (people who want to play with other people nearby) contrasts with the interest of other groups (hermits). one of the idea i had to address this issue was to create "natural charterstones" through out the world map, places where you could spawn, travel to and meet with other players, while they could be npc cities, it could just be made in a plain and people could naturally convert them into cities. While it's possible they would need to be some kind of pvp protection, either dev made or player made, the objective would be met, provide people means to move themselve and meet other players, trade and such. maybe they could be used for war somehow.
5. "nothing to do, just farming" to be fair, this have a lot to do with the no documetation part, since they really didn't see all the things they could do. instead they felt all there was to do was try to get better crops. Keep in mind they were still new, so hunting was extremely hard for them and they usually returned with wounds, that didnt let them get back to it soon enough, fishing waiting time was kinda obnoxious, and one of them cut a tree down when it asked him to greet another tree for the 5th time. While this itself is resolved with a little more documentaion, there could also be more specified quest, wich include defending the npcs from certain enemies (ant swarm, bats, evil foxes). Building specific things, and also making quests interact in certain areas/structures, like an npc city. This also provide people with oportunity to meet each other (also promote people to settle nearby).
This is all i can think about right now, but the number one problem this game have imo is documentation. it's one of the things that push people away: not knowing what to do/ what you can do