Post by bunnyandoniichan on Jan 5, 2014 8:28:49 GMT
Wondering why FO couldn't last, i felt the only reason could be people "finishing" the game and not having much to do anymore.
In fact thats what most friends who left the game told me.
So my suggestion is simple. add substance for players who play regularly, even when the game is in beta.
For example, give them incentives to try different builds, and focus on a more tricky "team/guild balance". what i mean is like a player or a guild/team with different stats doing better in some quests/achievements, rather than a "best configuration" existing for every build. then people would spend time experimenting team work and different stuff.
Another way to add such "substance" could be improving guild wars. For example, after all neutral quads in the original FO type guild war have been taken, the players who took the quads fight it out and the last remaining guild wins. This would encourage them trying various build combinations again. Of course, different players would have different levels and hence one might be required to need a minimum or maximum level for taking a quad in an area (which can actually be avoided by giving higher perks for certain guild areas so that higher levels concentrate there), and stuff like that. If i were to make this game, i would add "neutral bots" who also need to be defeated for guild bonus, in addition to guilds fighting it out.
Such stuff should keep players busy while the developers keep improving the maps or adding new maps.
I would also like to hear from other people on what other reasons they can think for FO didnt last. If you left the game, what was the reason, if any other than the above. Lets make sure that the mistakes made by FO, that made payers eventually start leaving the game, are not repeated.
In fact thats what most friends who left the game told me.
So my suggestion is simple. add substance for players who play regularly, even when the game is in beta.
For example, give them incentives to try different builds, and focus on a more tricky "team/guild balance". what i mean is like a player or a guild/team with different stats doing better in some quests/achievements, rather than a "best configuration" existing for every build. then people would spend time experimenting team work and different stuff.
Another way to add such "substance" could be improving guild wars. For example, after all neutral quads in the original FO type guild war have been taken, the players who took the quads fight it out and the last remaining guild wins. This would encourage them trying various build combinations again. Of course, different players would have different levels and hence one might be required to need a minimum or maximum level for taking a quad in an area (which can actually be avoided by giving higher perks for certain guild areas so that higher levels concentrate there), and stuff like that. If i were to make this game, i would add "neutral bots" who also need to be defeated for guild bonus, in addition to guilds fighting it out.
Such stuff should keep players busy while the developers keep improving the maps or adding new maps.
I would also like to hear from other people on what other reasons they can think for FO didnt last. If you left the game, what was the reason, if any other than the above. Lets make sure that the mistakes made by FO, that made payers eventually start leaving the game, are not repeated.