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 Post subject: Re: Multi-Purpose Points
PostPosted: Sat Jul 19, 2008 10:06 pm 
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Ok, how about this idea... It seemed like bonus experience weeks worked well (to attract and retain players)... how about we do something similar with MPPs? Bonus MPPs for strict RP for a week or two maybe? What should the bonus be? An extra MPP or 2 per award period?

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--Nezmar


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 Post subject: Re: Multi-Purpose Points
PostPosted: Sun Jul 20, 2008 12:35 am 
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hmm... it's not a bad idea, but to be frank, wouldn't it devalue MPPs slightly? I completely agree where Erac's post was going in the other thread... if you make it too easy for people to get that constitution and whatnot back... won't it devalue the people that perma died? I mean I'm all for discussion here, I'm sure there's people that disagree, that's just my opinion :)


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 Post subject: Re: Multi-Purpose Points
PostPosted: Sun Jul 20, 2008 9:30 am 
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Well, that's an interesting take on it that I didn't really expect. In my mind, it does not devalue constitution or MPPs because it is a temporary adjustment (after the week or month, everything returns to normalized "costs"). Additionally, having extremely valueable MPPs and constitution points isn't really of any real value when there aren't any other players to compare yourself against. We really need to focus on trying to rebuild the player base. At least that's my opinion. Anyone else care to chime in?

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--Nezmar


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 Post subject: Re: Multi-Purpose Points
PostPosted: Sun Jul 20, 2008 1:55 pm 
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I concur the playerbase is lacking. I'd partially blame that on WoW (Which I've avoided like the plague, no offense to WoWers...), and similar games that have a more, graphical interface. I'll discredit myself here by saying I don't know about everything that's out there, but I've got to believe that text-based roleplaying/fantasy/rpg/mudding has just been taking a dive everywhere over the course of several years, as people age, as new games/whathaveyou become available; you could probably even blame economic issues, which presumably leave prospective players less time for play, life comes first afterall.

The only sure-fire way to get players into this game seems to be by word of mouth, and from friend to friend. For instance, I started to play this mud (probably around 2000), because a friend of mine was playing this mud, who started playing it because his friend stumbled upon this mud while killing time in a rather boring class that had computers in it. Recently (Few months ago), I started playing this mud in college, and I had a friend or two join me since then.

In any event, I support the idea that the playerbase would be increased through the creation/development of the web-based client (Which I'm happy to hear Nezmar, Vulsin, and other staffers are working on). Make it look really shiny, and give it lots of features. Telnet's getting lame, this is Web 2.0 (Whatever that really means... :))! Should I find myself with free time, I'll always be willing to lend a hand testing for bugs/whatnot.

That's all I can think of for now, though I could use a few more MPPs to check out this redemption feature :wink:

Dref

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 Post subject: Re: Multi-Purpose Points
PostPosted: Mon Jul 21, 2008 10:44 am 
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Web 2.0 is a pretty simple concept: Make a website that looks, feels and functions like a desktop program without having to download and install anything other than a web browser.

Google's suite of stuff is a GREAT example of Web 2.0 in action. Google Docs, Google Maps, Google Mail... Microsoft's Hotmail is actually a great example in practice, too: Drag and drop messages, "right-click" context menus.. the works. It looks and feels like you're navigating a program that's installed on your computer. The most beautiful thing about it is that it's totally cross-platform, as long as you're using a standards-compliant browser (Firefox, Opera, Safari, IE7...) so there's no Windows version, no Mac version, etc.

I've been trying to think of ways to attract more players. One thing that brought in new players before is when we were hovering around the top 5 in the voting polls. I think that's a big part of what drove lots of new players in, but I'd still have to agree the biggest attractor is word of mouth.

I started playing DL in 1998 when a few of my college buddies (anyone remember Garg, Wortex and Mogus?) and before we knew it, the entire IT staff was playing. We had some of the other students that we didn't even know joining in because they were intrigued.

Nezmar and I have been trying to get an Adventurer's Guild set up to basically give 'tours' of the game to new players. Something to show them the ropes and help them get started -- all of it using the new macro code. It seems interest has waned or the builders that were working on it had other real life issues to take care of, but development has slowed to nearly a dead halt. I'm going to put the web client aside for now and work on that, because we feel that will be one of the greatest tools to get new players hooked.

I'll start a new thread for the Adventurer's Guild so people who don't have builders (or don't fully understand the macro code) can jump in with ideas. As always, if I bring an idea of yours to life, you will be awarded MPPs, plus credited on the website and probably in the Adventurer's Guild code as well (kind of like how the credits roll after a movie...)

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 Post subject: Re: Multi-Purpose Points
PostPosted: Wed Jul 23, 2008 1:43 am 
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Everyone's point of view helps Nezmar make the decision to let things go through. He's doing his fair share and the ideas are worthwile.

I remember saying a hand out MPP would maybe increase players a long while ago if it were made like the experience system. Glad to see someones caught onto the idea.

Sorry you guys don't see me much anymore, it's been a pretty wierd past few weeks, nearly month.

I'd like to take this moment to say, thank you Baernov for your wisdom. I had to chance to log on the other day and read one of his posts amongst all the other new ones in the game.

When you see this dwarf RP, you can tell theres a deep level of appreciation about what Roleplaying is with this character. As far as his thoughts about the MPP controversy. I'm kind of with him.

Permadeath made the game interesting, giving us a way to fight back via MPP gains and buying constitution was a blessing, so please do leave it.
The whole making someone rp that many hours to recap back to a decent 15 is a massive undertaking. One that if any of you choose to do so, I dare say you better believe it's going to be a challenge.
Unless you're a bore just trying to gain the MMP(;) there ya go dref)

Of my many instances where I was under the red flag here, I can only say baernov was the most eager to just join in at random. His style of rp led him to the monthly award system, which hasn't selected anyone for some time.

RP is something that the game was hoping to be encourged by, now I'm glad it isn't entirely forced to do what is neccesary. Basically because not everyone is designed to interface with such a system with exstatic enthusiasm.

For people like dwarfy, I hope the consideration of RP development continues for the few players that thrive through that outlet. I'm glad that decisions to make an alternative route for those unwilling is possible in our nearby future.

Balance will be everything in decisiveness.

I'll end this message with appealing you all to one idea brought about by the dwarf I just commented. He said anymore it's that RP is just a means for people to advance in levels.
Think about that.

That same guy delivered the briefest most inteligent in character message on the game's bulliten boards the other days. I'm not sure anymore that I'm up to par or even in the same league with this guy on terms roleplay.

Anyways, know my letter wasn't helpful, just wanted to leave my thoughts as far along you've all proceeded with this idea.

Good luck for those seeking the development in alternative methods, it'll definately provide and outlet for quite a few deceased players to once again wake up.

I'll see everyone someday eventually soon.
Alot is coming up, not sure how it shall pan out.
But as always, all of your well being is in the back of my head.
Take care, and flourish in the stagnant puddles.

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 Post subject: Re: Multi-Purpose Points
PostPosted: Wed Jul 23, 2008 1:58 am 
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Oh yeah this is for vulsin.

You were looking for ways to attract new players. Your ideas are commendable. But for the longest while it has been those that remained to show up frequently within the week, atleast 4 times that've actually pulled in the newer players.

The whole thoughts concerning making an adventurs guild and creating macros that'll guide people, it's a thought. A damn good one that'd be useful here for when nobodies about. As it can be quite a few hours a day.

But before I got sucked into this happenstance of mine, by the way it's a very good one, I'd begun to wonder if going out myself to other MUD's and meeting the people there was benifical.

I took the games ranked around our site on all the websites, and took hours into each one of them as well continued to show up most days to see whom actually played them.

I've encountered muds like ours, with kind hearted people, others with too many to learn. The whole act of getting out there to meet other mudders if you don't mind me saying was very well worth it. There are good people everywhere.

While distant lands is my one and only true mud, I actually halted playing here for the neccesity to see how newbie's felt in a mud they'd just entered.

To start any place even like that if Distant lands, it's a challenge. Reliance on good people is useful and very worthwile.
As for all your ideas of automated assistance.
I've ran into quite a few games that offer these very things. And do provide extensive help files as well maps in the game, websites, and database.

Even the ones that just automatically started spewing out random information are there.

These ideas will benifit some people in the long term.
But if you're truely interested in aquiring new players on this game.
Then heed me now for this is the only method you'll be able to do so.

When I play, I always type who. Most all the time even when busy, I'm in a fair enough moode to spend time with people. If not, I'll sit around town doing whatever avaliable actions I can to assist others.

Having played this game so long, it's like walking to work to find places I need to do things. Keeping myself occupied is easy. Even if the new characters isn't entirely new to the game, I'll actually take time to sit down and talk, play, and interact with them.

No macros, file, guild, affiliation, or idea is going to equate to what I've done. It'll be more like a guide for those able to absorb it. As for being a real person and spending time with new players, they enjoy that more. In fact if the person has the time the next day, they've always resurfaced and said hello.

Yeah, I've let a few dependants slip out from under my watch, and they havn't probably return. That's ok the method itself works genuinally.
If you want newbies, then log on as a mortal. Play, and watch. When they come around don't kill the with information, because I usually do.
Be willing to accept the fact some mudders have kids and get distracted, others are at work. or even just playing their favorite one.

To help someone, requires you to be able to sit around for a few hours and at their convienance assist them whatever way possible. No ones going to become an expert here overnight, in fact it took most of years and months to build the knowledge we retain about the game.

Being that friend rather than outlet of questions to people makes the world of difference. When you show an actual PC to PC interest in others it's heartfelt.

This is how you gain newbies, by being the Newbie manual,guide,guild, whatever you can think of for them. It's because you love this game that you even take the innitiative to give your time to others.

I'm always more intersted in the people when I join another game these days. It's not something I plan on stopping either. Because I've met all you cool cats here, and the thought hit me one day that there's alot of other cats out there just lingering on their mud. The only way I can truely hope to run across a majority of them is taking the time to appreciate the places, things, and people they've invested their years into.

No I'm not encouraging others to go play elsewhere, I'm just saying, I got tired of listening to everyone guess how we'd gain more players rather than going out to the actual resources where other "players of muds" actually to thrive and exist.

Welcome to the facts and fold.
I hope your project commenses immediately, It'd be appreciated by people like me, merely for the fact that I can't be here 24/7 365.

Thanks you's arn't neccesary, but I can tell you when a newbie or even existant player thanks you for the conviencance that was bestowed, it's a most exquisite feeling.

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 Post subject: Re: Multi-Purpose Points
PostPosted: Wed Jul 23, 2008 8:17 am 
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And I *completely* agree that the best help a new player can receive is from a more experienced player, but the entire purpose of the Adventurer's Guild is to provide help when no live players are around to assist. Hey, even some of the veteran players may get some benefit from the AG.

Back in the day when the number of players on DL were no less than 10 at any time of day, I recall seeing many new players come and stick around. It's sort of a catch-22... if we don't have the existing playerbase, then it's hard to grow it, so how do you get new players without many existing ones around? That's pretty much what we're trying to remedy.

The reason I stayed on DL for the past 10 years is not because of the game itself or because it was easy to learn (both of which helped a lot in that decision, I must say), but because of the people. Granted, there aren't many that still actively play anymore, but it's by FAR the most decisive factor of my remaining a "resident" of DL.

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 Post subject: Re: Multi-Purpose Points
PostPosted: Sun Aug 17, 2008 11:13 am 
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I know its a bit off topic now, but from where this convo is heading I thought it might be able to fit here.

I dont think bonus MPP's are going to attract new players, going through the process of applying for the ability to roleplay and writing your characters background takes time, and when coming to a new game, instant results keep people around.

As a matter of fact, the only thing I see bonus MPP's good for are making those characters that are low on constitution roleplay for the set amount of time to give themselves a con point or two, then thats it.

I think a major reason on why bonus exp worked is, well, the players who still play have been around forever. They've leveled 10's to 100's of characters to negs and pushed them even through avatar. By the time they start trying to level an alt it doesn't really matter how much equipment they have, the leveling process being as long as it is (especially for someone who's done it a hundred times) is going to stop them from wanting to play/level, and most likely bore them from the game because the room for leveling improvement is small and time consuming. I dunno, bottom line, the people who level all the time dont want to take the time to level something else, its tedious, or at least thats my point of view.

Having pushed that passed, I think right now the only real way to have increased roleplaying is to have it staff run. A big in game event (such as the kanadaria battle) that forces those who want to get involved to roleplay with eachother, with the staffs NPC's and such. If everything goes well and people enjoy themselves and dont see it as "only the avatars can go there because i dont want to die", I think you'll see a major jump in RP activity. Asking people to roleplay more is like having them throw up an RP flag and taking away people to talk to for them, and who wants to do that? Why would i want to stop myself from leveling/grinding (because the quests are way to hard, they need level requirements and they need to be ALL CLASSES friendly, not just super equipped classes only), and why would I want to stop talking to people? No one else RP's, I'd be sitting here staring at a blank screen and talking to myself until my timer went up.

I dunno, im ranting, but point is:
-Faster leveling keeps the player base high, keeps people wanting to play because they see results
-Leading by example in RP is paramount, having a game/war/whatever where everyone can participate and feed off eachother's characters is whats going to make people want to keep roleplaying

With love always,
Renos/Varalith/Nakao

(please dont think im game bashing, just sharing a point of view as to attract more people and encourage roleplaying, I just miss the old days, ya know?)


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 Post subject: Re: Multi-Purpose Points
PostPosted: Fri Sep 19, 2008 11:25 pm 
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MPPs can now be purchased with gold for 50,000 gold coins each. You can also now redeem MPPs for gold, you receive 10,000 gold coins for each MPP. Type mpp in the game for more information.

Best regards,

--Nezmar


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 Post subject: Re: Multi-Purpose Points
PostPosted: Sat Sep 20, 2008 9:53 am 
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Cool. Is the trade of extra practices for mpps/gold going into effect at some point also?

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 Post subject: Re: Multi-Purpose Points
PostPosted: Sun Sep 21, 2008 7:11 pm 
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Done. Type mpp in the game for more information.

Best regards,

--Nezmar


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 Post subject: Re: Multi-Purpose Points
PostPosted: Thu Sep 25, 2008 10:52 am 
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I have been looking at the newly implemented redemptions for Gold and Practices and I don't know if it is just me but to the ratio is a bit steep. My view on it is that maybe for both they could be half: Spend 1 MPP for 25,000 gold or 25 practices. That way it still gives the value to MPPs as they are double anything you could redeem to get them.

-- Guildus --

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 Post subject: Re: Multi-Purpose Points
PostPosted: Sun Nov 16, 2008 9:56 am 
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Hmm, another MPP redeem idea...

I'm working on a ranger, and at level 36, he's got 28 natural Mana. Kinda pathetic.

What about an option to redeem MPPs for increased stats? Something like, 1 MPP for +2 of a stat (hp, mp, mana, power, song) permanently? With 5 MPPs right now, that means I could gain at least 10 mana, which is a lot of work for just 10 mana.

I realize people with more MPPs than myself would jump at the chance to buff their characters even further, but this is the idea box!

Dref

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 Post subject: Re: Multi-Purpose Points
PostPosted: Fri Nov 21, 2008 9:56 am 
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Guildus wrote:
I have been looking at the newly implemented redemptions for Gold and Practices and I don't know if it is just me but to the ratio is a bit steep. My view on it is that maybe for both they could be half: Spend 1 MPP for 25,000 gold or 25 practices. That way it still gives the value to MPPs as they are double anything you could redeem to get them.

-- Guildus --


I totally agree. There are still some people on the game who dont RP as much as others and it takes us WAY longer to acquire MPP's as it does everyone else. Even if you dont strict RP it takes 2 hours to get 1 MPP. If you try to use gold to get an MPP it takes at least a week or more to get 50k, unless you do nothing but gold hunt then i can see maybe 3 or 4 hours. Its a little frustrating to see that this game went to such a strict RP based game. It used to just be you come here and have fun and not have to worry about other things. But I guess thats the way it was wanted to be, a lot more benifits for those who RP. Okay I'm done venting :? . But on a serious note again, this game is by far the best online, text based, RPG. I for one really appreciate all the hard work that everyone has put into the game.

Protius


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