Re: Promoting guild diversity (to increase player activity/competition)
Posted: Sun May 14, 2017 12:14 pm
I theoretically support most of the worldchat/friendchat suggestions here as a good support to being able to maintain friendships despite having guild diversity.
However the main topic of this thread is still about promoting guild diversity because it i think it is ultimately essential to giving new players a better gaming experience and therefore more likely to stay and keep playing.
Lets have a look at a case study:
When I first started EO it was a 2 guild scene. One dominant guild and one opposition guild... the competitive drama/history between the guilds had made it so that basically half the playerbase didnt like the other half of the playerbase (an all the worldchat/friendchat functionality in the world probably wouldnt help heal that kind of community division). As someone new joining the game, that meant i could really only meet and interact with half the community. This means out of an already small active playerbase, a new player is generally only going to befriend half the community and probably be mercilessly persecuted by the other half (who they will probably grow to resent)... then lets say the half that they have befriended grow embittered/discontented/discouraged etc and end up quitting/idling/going inactive etc... the new player is likely to lose the motivation to play also... and there lies the end of another new person trying EO or another old-time Rok player deciding that 'this isnt worth it'
But if the active/motivated players were spread out into different guilds (which i believe an incentive system like the one i suggested would help promote), then a new player could interact better with the whole community via such worldchat/friendchat functionality and not be forced into a dichotomy of "taking Side A vs Side B" and thus be effectively blocked from befriending half the EO community from day 1.
It's kinda like Basketball. If all we had were international competitions where its the USA vs other countries, it would probably be a very boring competition to watch and/or participate in. Sure you could argue that Team USA does occasionally get challenged and lose... but ultimately they have the most motivated/talented players etc and should win most games without even pulling out their full depth of talent. That's why the NBA competition is far more polarising/exciting than the international competition --> The best and most motivated players compete against each other! The players can still be friends and support different teams etc, but at the end of the day they compete well against each other in a friendly atmosphere and that kind of generated excitement draws people in.
Probably my last 2 cents on this if NH or other players don't really see things in similar light. If not then I suppose we will just have to see whether keeping a RoK guild system under these lower playerbase conditions can be sustained in the long run or not....
peace friends
Edit - one other thought... even if you don't implement guild activity points as an incentive for guild diversity, please at least do it for measuring the top 3 active guilds on /gtop ... otherwise all you get is newbies joining guilds with large populations of idling inactives who want to boost the appearance of guild activity (which is bad for expectations management, really)
However the main topic of this thread is still about promoting guild diversity because it i think it is ultimately essential to giving new players a better gaming experience and therefore more likely to stay and keep playing.
Lets have a look at a case study:
When I first started EO it was a 2 guild scene. One dominant guild and one opposition guild... the competitive drama/history between the guilds had made it so that basically half the playerbase didnt like the other half of the playerbase (an all the worldchat/friendchat functionality in the world probably wouldnt help heal that kind of community division). As someone new joining the game, that meant i could really only meet and interact with half the community. This means out of an already small active playerbase, a new player is generally only going to befriend half the community and probably be mercilessly persecuted by the other half (who they will probably grow to resent)... then lets say the half that they have befriended grow embittered/discontented/discouraged etc and end up quitting/idling/going inactive etc... the new player is likely to lose the motivation to play also... and there lies the end of another new person trying EO or another old-time Rok player deciding that 'this isnt worth it'
But if the active/motivated players were spread out into different guilds (which i believe an incentive system like the one i suggested would help promote), then a new player could interact better with the whole community via such worldchat/friendchat functionality and not be forced into a dichotomy of "taking Side A vs Side B" and thus be effectively blocked from befriending half the EO community from day 1.
It's kinda like Basketball. If all we had were international competitions where its the USA vs other countries, it would probably be a very boring competition to watch and/or participate in. Sure you could argue that Team USA does occasionally get challenged and lose... but ultimately they have the most motivated/talented players etc and should win most games without even pulling out their full depth of talent. That's why the NBA competition is far more polarising/exciting than the international competition --> The best and most motivated players compete against each other! The players can still be friends and support different teams etc, but at the end of the day they compete well against each other in a friendly atmosphere and that kind of generated excitement draws people in.
Probably my last 2 cents on this if NH or other players don't really see things in similar light. If not then I suppose we will just have to see whether keeping a RoK guild system under these lower playerbase conditions can be sustained in the long run or not....
peace friends
Edit - one other thought... even if you don't implement guild activity points as an incentive for guild diversity, please at least do it for measuring the top 3 active guilds on /gtop ... otherwise all you get is newbies joining guilds with large populations of idling inactives who want to boost the appearance of guild activity (which is bad for expectations management, really)