A few ideas to improve newby retention
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A few ideas to improve newby retention
One issue ive seen is all the newbies are in tulimshar while most of the player base is in hurnscald. This can leave impressions of the game being dead, also newbies can get less chance of help in being established. One easy fix i see to this is adding dialogue to the script of one or multiple key npcs suggesting to the player to take a trip to hurnscald. Itd also be nice tp possibly give the newby a one time free trip to hurn to help them get to where all the players are even sooner.
Re: A few ideas to improve newby retention
As far as I know the content developers are currently working on a big expansion of the desert area. When this includes some content attractive for high-levels, you will likely see a lot more veterans in the area.
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Re: A few ideas to improve newby retention
but doesnt the new content also come with a new town at some point as i recall? i agree that new cvontent in general area cold make a difference. this was intended as a simple more immediate fix that should be easy to throw in and delete later if it became no longer neededCrush wrote:As far as I know the content developers are currently working on a big expansion of the desert area. When this includes some content attractive for high-levels, you will likely see a lot more veterans in the area.
Re: A few ideas to improve newby retention
Wushin is working on quite a lot of content targeted at Tulimshar and the area around it. One quest in that context is ready for testing: http://forums.themanaworld.org/viewtopi ... 13&t=17304 and since it's repeatable, I hope it might lead players to Tulimshar regularly. Everyone can help to get it ready for release by testing and giving feeback.
Regarding 'short-time fixes' to point the players to Hurnscald in npc dialogs, this is partly already done, e.g. in the Magic Fertilizer quest, or the gossip lady suggests that after you completed the south tulimshar quest series.
There probably could be added more dialog to do that, but it still requires some thinking about which npc could do that in what way, context and storywise. If you'd be interested to do that, you can find the npc scripts in the server-data repository: https://github.com/themanaworld/tmwa-server-data
Specifically in the subfolder world/map/npc, there they are sorted by map.
Regarding 'short-time fixes' to point the players to Hurnscald in npc dialogs, this is partly already done, e.g. in the Magic Fertilizer quest, or the gossip lady suggests that after you completed the south tulimshar quest series.
There probably could be added more dialog to do that, but it still requires some thinking about which npc could do that in what way, context and storywise. If you'd be interested to do that, you can find the npc scripts in the server-data repository: https://github.com/themanaworld/tmwa-server-data
Specifically in the subfolder world/map/npc, there they are sorted by map.