Jorael
Soul Keeper
- Joined
- Aug 30, 2005
- Posts
- 2,322
- Location
- PT
- Avatar Name
- Jaeon Jorael Shardoz
I've been around for a long time now and i basically forgot how hard it can be for new players to become incentivated to stick around in EU / FPC.
I know that a new player might be in awe with the new world, since it's so big and detailed...
but if he has no chance of a kickstart without having to go around collecting dung / sweat / fruit (which takes ages to get 10 ped), chances are he might leave... Since its so boring and there's so much more action in other F2P games compared to that.
Also, FPC has new RCE competition around the block, which makes it even harder to catch and hold new players.
I was thinking about how special items could spawn once in a while around the scenario - Items like rare plants / elements / old artifacts.
The new player would have a starting NPC giving him this quest, finding items that could be traded to an NPC for one of 3 packs:
pack 1 - Gun + ammo + Heal Kit.
pack 2 - Orefinder + bombs + extractor
pack 3 - basic blueprint + resources
This would allow a new player to have a feel of the profession system and hopefully becoming addicted to it and then make a deposit.
However...This represents a potential problem bringing farmers, so these items would have to be:
- Not tradeable or sellable to TT - they would have to be used and spent, and then if the new player was lucky, he could get some peds from it...
- The spawns would have to be uncommon.. and only generated in the presence of players below a certain level.
- Once a new player has reached a certain level (like level 2), the NPC says he has no more work to offer, and it's time to go out and find yourself a mentor.
My concern is simple. New players make FPC go round. With so much MMO competition these days, for as low as $10 a month, the curve to new players should be alot smoother and enticing than it is now.
Comments...?
I know that a new player might be in awe with the new world, since it's so big and detailed...
but if he has no chance of a kickstart without having to go around collecting dung / sweat / fruit (which takes ages to get 10 ped), chances are he might leave... Since its so boring and there's so much more action in other F2P games compared to that.
Also, FPC has new RCE competition around the block, which makes it even harder to catch and hold new players.
I was thinking about how special items could spawn once in a while around the scenario - Items like rare plants / elements / old artifacts.
The new player would have a starting NPC giving him this quest, finding items that could be traded to an NPC for one of 3 packs:
pack 1 - Gun + ammo + Heal Kit.
pack 2 - Orefinder + bombs + extractor
pack 3 - basic blueprint + resources
This would allow a new player to have a feel of the profession system and hopefully becoming addicted to it and then make a deposit.
However...This represents a potential problem bringing farmers, so these items would have to be:
- Not tradeable or sellable to TT - they would have to be used and spent, and then if the new player was lucky, he could get some peds from it...
- The spawns would have to be uncommon.. and only generated in the presence of players below a certain level.
- Once a new player has reached a certain level (like level 2), the NPC says he has no more work to offer, and it's time to go out and find yourself a mentor.
My concern is simple. New players make FPC go round. With so much MMO competition these days, for as low as $10 a month, the curve to new players should be alot smoother and enticing than it is now.
Comments...?