Incentives for players to stay in the game

I suggest encouraging players who are in the game. For example, if a player spends 1 hour of his time online, he is awarded 1 crown of the bazaar currency, this will give players an incentive to play the game for a long time. BUT if a player sets a character in the game to be inactive for 5 minutes, then the player is forcibly disconnected from the server, and he will have to reconnect to the game. This is implemented in many games and gives a good result in the influx and retention of live players.

2 Likes

so you are saying, when I am making armors for my thralls and have to wait for them, i have to constantly wiggle my mouse to not get disconnected?
Sounds like a great idea-----not

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Yes, in many games, the player’s inaction leads to his disconnection from the server, bdo, eco, etc.

1 Like

On PlayStation i have the economy setting, so if i won’t touch my controller for 15 minutes the console is automatically getting closed anyway.
Like @lanier67 said, in times people find a safe spot to do something else, go to toilet, fix a tea or coffee, etc…
So it will be very frustrating to have auto log out on 5 minutes :woman_shrugging:t4:, especially when you’re on dungeons, or carrying an unconscious npc on your rope! We have an age dude, when we need to go, we need to go now :rofl::rofl::rofl:!
About Crom coins per hour…
I have no problem with this suggestion, yet it would be best to gain crom coins from random chests in the server.
Let’s say that in every server restart, every server has 1 coin in 15 deferent chest around the map, good hunting like @Wonka and @Caroll would say!

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Don’t want or need the game to auto kick me from my single player game for going idle. That crap annoys the bejeebus out of me when I play GTA Online in an Invite Only session.

2 Likes

“many” games you play…I haven’t encountered these sort of games yet. And I’m 41 years old.
The devs doing already a lot to discourage players from playing or even loggin in. No reason to ask for more “obstacles”.
Maybe 15 minutes is more reasonable, but I think the idea is bad no matter what time you’d set it.

we could also hit them
force them to stay
tie them up
sequester them
torture them

:rofl:

des-hommes-des-cavernes-gifs-animes-725077

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I’d recommend bringing back the battle pass but just have it pay croms and some of the odd free stuff like potions, tribucket boulders, and so on.

Fix bugs.

If they could commit to fixing all of the major, game-breaking bugs that are currently plaguing the game, they could likely generate a significant return-player renaissance.

And you know what returning players will do, Funcom? They’ll buy shit. Fr fr. No cap.

6 Likes

I don’t know about this. I’ve thought similar in the past and you are trying to address the issue with a caveat for idling in your suggestion.

Because we know how players are; there’s good reasons for being idle and while not “bad”, not exactly “playing” reasons too.

Instead, participation in events? But the criticism of grinding during the to date event offerings is reasonable. Sure ya, getting croms for defeating an event will also be heavily criticised, even by those who appreciate it, it would never be enough or too much. The exclusivity folks will also balk.

I thought they would have given crom coins for contests. Hasn’t happened yet… instead copies of the game and a DLC of choice? So still hocking sales of DLC.

They made crom coins so incredibly restricted to the point of it being solely exclusionary, despite its ROI in the Battlepass.

They should have from the beginning offered a way to passively gain crom coins. Although grindy, still a light at the end of the tunnel for those who put in the time.

But it all feels superficial. Especially when players are now really making a stand by moving away because of game design decisions, poor implementation, changing baked in systems without warning or reason, broken promises, lack of communication, predatory FOMO strategies, overarching ToC for Officials, hackers taking over PVP and the biggest problem of them all: bugs.

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“Incentives for players to stay in the game”

A stable game client and a schedule to fix game breaking bugs would be the best incentive.

Auto disconnect in addition to the random Battleye and planned Steam disconnects?

Hard no.

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The best way to get players to keep playing is to foster interactions with each other. Emergent gameplay will develop on its own and self sustain.

Maprooms and Teleport Circles actually killed a lot of this as it encouraged hermiting. One of the bad things about these sorts of games is the content is finite by nature. Eventually you will have players exhaust the content and that can happen relatively quickly.

Remember everyone here has max level characters. So relying on leveling doesn’t make sense. Especially considering we can change our character builds on the fly. There’s no incentive to make multiple characters (nor am I suggesting they try).

Once you get to 60, build every bench, get T4 thralls to man them, get a legendary you are looking for, and wearing epic armor. You have finished the game.

That’s not a bad thing. What is bad is when you encourage that to be done alone. Which is what instant travel does. You build in a spot away from others, teleport back and forth to the areas you frequent and you don’t interact with players in the mean time. In fact much of the time these fast travel things are done to avoid players.

When you don’t interact with players, your only interaction with them is text on a chat window. That’s very impersonal. You don’t have faces to the names.

Whereas if you’re running into players you interact and make friends (and enemies in PVP), and then you start socializing and engaging in gameplay loops that are outside of what you normally do. Eventually groups of players get together and do things that are based on whatever arbitrary conditions they come up with, which results in self sustaining emergent gameplay.

The other thing that kills the player interactions are the gathering rates. Right now the only thing that is worth trading are excess T4 thralls. Nothing else in the game is worth trading. Even legendary weapons are deflated in value comparatively. This is compounded by the fact that pretty much every resource you need is in most biomes. There isn’t specific rare resources in specific areas aside from Lotus, and even then you can just fast travel to what you want and and use your super tools (even on 1.0x gathering) and get several hundred of what you need from a few swipes.

If it were up to me, I’d rip that bandaid off and relegate the maproom to a decoration. Or maybe compromise and allow obelisks to transport you home. But the primary way to get around would be horses at best. Sorcery teleports would still be a thing, and I might even consider removing the debuff, but the cost to teleport would be increased. Something like a dozen or so Leather Pouches to start. Though I think this is a pipedream since they wouldn’t want the flak from such a change as people do prefer to dollhouse and hermit, even if it does bore the crap out of them.

However they do need to change how materials are granted. Stone tools have a power of 6, Iron 8, Steel 10, Hard Steel 12, Starmetal 14, and Obsidian/Eldarium at 16. That means at 1.0x rates you are getting 16-17 per swing of your tool on every node in the game. I’m not going to go into specific values (that’s another subject) but I’d like to see tools reduced across the board.

Since I don’t want to see monotony set in, I’d also reduce the material costs of basic stuff (buildings and stuff made from simple wood, shaped wood, stone, bricks, reinforcements etc) cut as well. At the end of the day it still takes the same number of nodes to build a foundation as before. Its just that rare material items will get more valuable. Couple this with requiring materials from the various places on the maps and it will encourage players to specialize. and thus trade things they have in excess for things they don’t have immediate access to.

Course if they did both, you’d have players running into each other even if they were trying to avoid trading for things by nature of them traveling over land. Eventually paths are going to cross. They may choose to ignore one another. And that’s fine, but if they’re doing the same thing they did the last 3-4 days and are looking for something else, they may decide to interact.

Trying to find people to interact with outside of RP servers can be a bit of a chore. Its hit or miss going from base to base looking for someone with the same online schedule and is online, or trying to find the bases of those who are building in hidey holes even if its PVE. And if its PVP… people are actively avoiding you.

But if there’s incentives for people to run into each other and players notice they keep seeing the same people, they tend to open up a bit more readily. I want you all to think about how you met your favorite friends in game. What caused you to meet each other and what caused you to want to chat with one another in that first meeting. That’s what Funcom needs to focus on.

More friends means more incentive to play, and more incentive to stay playing. Friends easily cover all the gaps between current content being exhausted and new content coming.

3 Likes

I have an excellent idea for that: make the game fun.

And to be fair, it can be pretty fun, when it’s not buggy, lagging, crashing, or ruined by trolls, griefers, and cheaters.

As for your idea, you didn’t quite think it through. Once the game starts offering in-game rewards for merely being online, players will start idling on servers. And then you’ll suddenly have a bunch of 40/40 servers and you have to queue to join the server, and when you finally get in, you’ll be lucky if there’s even one player that isn’t just idling for rewards.

Non, merci.

You know that there’s a wide variety of tools out there that let you simulate input from keyboard and mouse, right? You can even write scripts in those tools. No matter what measures Funcom puts into the game to prevent idling, someone will find a way around them and then share it with other players and we’re back to square one.

Non, merci.

Oh, and I’d like to hear what @Croms_Faithful, as a well-known fan of single-player mode, thinks of this:

Why should you, who play online, get free currency, while he who plays single-player doesn’t? Are we online players better than those who prefer single-player and co-op?

Non, merci.

7 Likes

I don’t see a point to crom coins for playing. That’s a quick fix for some players, but does absolutely nothing for me.

There will come a time when the game isn’t supported, and crom coins will be worthless. The access to purchased items would be in question as well. It sounds like a ton of effort on a player’s part to go into the void as some point, and I do expect to be playing the game beyond that point.

Games I choose to put my time into get incredible amounts of longevity. I’m talking literal decades.

Yeah online time should not rewarded. Rubber band and a controller and you can run in circles around your spawn point. I have done it to troll alphas who were hunting me when i was online. They would spend hours searching the map while i watched a movie.

I have a sort of solution already in the claim flag post. Have an ingame item spawn into a special chest. it spawns for every 40 mins you are online. Cannot be stored.or removed. It will despawn after 30 minutes. Meaning you have to at least interact about every 1 hour to claim the reward. That would discourage idling and letting the reward stack a bit.

Just put some achievement to do every weeks (already existing for the battle pass) to earn some fidelity Crom coin or something like this.

Main problem still is that the Bazaar is way overprized and the new “content” on it is often poorly made (armor …) or quite useless (emote). I will not giver 1 coin for those trash.

How about they make the game playable first?

Players can’t even play ATM, let alone giving us Incentives.

I take it you haven’t experienced the floor bug?

5 Likes

I disagree , what killed it was to fault of group content , group events and group boss.

Many times people avoid other players or group up because they will lost reward and exp , if 5 people go make any dg and kill the boss in the end just 1 get rewarded same thing happen for events and purges.

Do it and more people will quit
Map rooms and teleport are a great improvement for the game many people study , work and have sons to take care they cant play too much and teleports and map rooms give they time when traveling to long places.

Also Siptah dont have map rooms and i never see it full of players interacting.:wink:

They need to add group content , group
events and shared reward from bosses purges all legendary chests in the map need reward every player worked in the battle same about boss loot drop and exp.

Right now theres no why play in group since exp and loot isnt shared.

Also they need to add end game content like a forge to use legendary weapons and armors it will make people stay online killing bosses and will make people stop stocking weapons and armor in chests and vaults.

For last they can remove the thrall level limit and make after level 20 thrall maybe just win 1 point in any status or 10 points in life many people love to level up they favorite thralls.

there has been talk about alliances in the past , to then never be mentioned again.
Especially on pve-c, that would be a great addition, if there would be an alliance/group system, where people qouldn’t hurt each other when fighting together.
That aspect is worse than the loot topic.
Also, loot tables in general need a rework, look at Frost giants for example, no point in hunting those anymore