Dear means,
I joined anarchy online for the STORY of rebel clans fighting evil omni space empire
not for meaningless items with meaningless stats
items and stats appeal to veteran players but NOT NEW PLAYERS
focuing and revitalizing the story and dramitically increase rp activity and hire more rp staff
also: ITS NEAR IMPOSSIBLE FOR NEW PLAYERS TO FIND A VIABLE WEAPON WITHOUT OUTSIDE HELP. armor is ok, but getting good weapons are a big problem.
the damage of the shop weapons need to be increased from stupidly useless to at least viable
Last edited by thecheeseman; Jul 3rd, 2009 at 22:35:33.
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18.2 Path Notes
* Increasing population of AO 1000% across all dimensions
wtb
Seriously, glad you are working on the population issues. It's not just RK3 either..
Means,
Great post. It is nice to see FC gets it. The one thing I did not see mentioned for any of the servers was Advertising. Come on, I logged on Myspace yesterday and 2 different WoW ads on the same page. We need advertising, but I understand if you all want to wait for the new graphics engine. Just tell us you get that too and I will be happier at least.
Overall great to know the starter experience will be looked at.
Lheann
President of When I Grow Up
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Except: that wouldn't be just a small addition. It would bring life into Battlestations again, and that's by no means small. Thing is, the new "on demand" PvP Battlestations brought, isn't on demand anymore. Its queues and queques and queues , and 50% of the time, it isn't even running. On Atlantean TL7 it usually takes 2-3 victories in a row from one side, to kill Battlestation , sometimes for hours. The low level Battlestations , except 150-174, are basically never running.
The new type of PvP encounters, new Battlestation maps, some open PvP playfield, et caetera, would be of course awesome , but they're not going to spawn more interested players out of the air. And this is what we need the most right now.
Cross-server Battlestation would fix that once and for all.
So the choice here isn't to work 1 year on cross-server PvP or to work on new PvP encounters.
The choice is to work 1 year on cross-server PvP and in result, secure existance of on-demand PvP once again, or to work 1 year on new PvP encounters ,that will be empty 3/4 of the time.
okay, advanced and veterans like ao complexity. i think we all like it. even old players often come back to rejump in it and discover last additions made. but if we like the game we also gotta admit that keeping it alive involve to retain incomers.
so i bump on the "learning curve ease" part. make people feel more welcomed/guided on AO. someone mentionned the SL playground as good example of what's needed : clear objective, XP, stuff and fun. removing arrival hall and adding noobie island quest (e.g. : armor line) was already a good start. the overlaying tutorials, the ip distribution help and the new windows (chat/combat) are good too.
then i think we could also imagine to :
- actualize /help content (inspired from Apanel may be ? see showthread.php?t=546697 ) !!! atm in the "gameplay" part there is NO profession specific forum outward ! the only external link given is " Please refer to the online manual." > 404 NOT FOUND ??? that doesn't make it, plus this is dull and a little old ...
- link a little more the different tasks/quests from beach > subway > temple > Foreman & SoM > etc ... that could be done under a deep quest line add with no timeout, leading players to waypoints in a long course goal. i saw a lot of naabz crying "wth where shall i go now ?". if nobody's up to lead them on OOC or if they don't dare asking we lose them. at least the new /waypoint can help a little.
- ENDLY replace/edit the classic AO map ! yeah ! the crappy useless brown stuff with nothing written, no indication, no path, nothing. i'm sure it scared and made lot of people /quit as 0% of the noobs know how to change it or install another instead and even where to get them from ...
- raise the overall froob weapon damage (min dmg at least) a little to avoid people of being discouraged in early pvm and /quit ; now that SL/AI/LE/LoX gave extensed an enormous amount of average dmg that shouldn't unbalance the game nor create jealousy.
- same suggestion on credits while opening loots to make shop content affordable (buy ONE 25 000 credit nano/armor when you gain 125 credit/kill => /quit) ! ofc experienced people trade huge amount from their 100+ mains, know what equipment worth it and how to buy/roll. newcomers don't ...
this is all i could think of for now on low level attractivity.
ps : for server population ... i think soon or late FC will have to fusion RK1/2/3 in the same server. Ofc toon names and City/Field owning are a problem ... + language for RK3, but it's better to play in english than not play at all
Last edited by bitnykk; Jul 4th, 2009 at 01:09:52. Reason: forgot
What i like about the complexity : I remember at some point i could discover more then one new thing per day. Each new thing you discover makes me feel good, for some reason.
Nowadays it does happen less, but still.
For instance, today's lesson was that if i don t hit q on a trader he cannot use YIEEF.
"Cool, next time i duel a tard with my NT i ll try it ! and maybe finally spank it hard ^^" i tought.
And even after playing game for years there ll be always some stuff you won t know.
I think anyone like the fact of facing something bigger then him, the unknown, even if it can be artificially kept unknown by the game so as to produce that proper illusion
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Bump this thread for Black Atroxes!
Yes, that's right. Complexity isn't a problem. Lack of ingame help tools and documentation is. I think everyone would just have to agree that current ingame help is horrible. Outdated (was it last changed when NW came out?) , notintuinivite, with lots of errors, gaps, whole core subjects missing, and hard to find on top of that. Its a complete disaster.
I agree, Keep the complexity!!!! this is why I personally play this game
there is no other matched in that catagory, but yes improvements are good, i think you guys are taking the steps needed to complete what you want to accomplish....
I like the overall changes you have done so far, so much so...I signed up for a 2nd full acct, altho some things need fixed ahem* parry, as, * as not to make them op for the melee classes that use and the overwhelming majority of those that use as weapons on support, keep up the good work means
the advertising should be looked at imho also as to bring in new blood (best done after major upgrades mind you )
Styles9999<220/21/50 MA-Main-
Proud member of Obsidian Order!
All accounts closed as of 04-28-10
I'm not sure if it was your intention, but this is the classic elitist gibberish found too many times on this forum. I'll tell you why:
1. With 1000 players only, this game wouldnt survive next week.
2. 30'000 players is probably closer (but most likely still way off) to the real subscriber base of AO than 1000. However, its a factor of 250 away from being "WOW wannabe".
3. AO was at its best many years ago when the population was perceived (pay attention to the word "perceived") as to be two or three times higher than it is now. There is no way to argue about that, especially not if one wasnt here to experience it.
4. I personally rather have thousands of extra numbnuts in game than two dozen people who constantly repeat they want to keep it their little elite playground - the latter contribute nothing to my gaming experience, while the former add life and perhaps amusement to it.
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I was actually thinking about the learning curve the other day and the idea that all it will take is someone with passion (and a fair few gallons of coffee) for the game to go through something like newb island or subway and make it way more involved and helpful.
It's good to see that there is still passion there.
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