In this post I will be proposing a relatively complex to design but (hopefully) easy to code in-game mechanic that should incentivize guilds to ''adopt'' new players, with both of them benefiting. For those who don't want to read through the finer details I also have a T.L.D.R. section at the bottom. For those who do end up reading everything, thank you in advance and please let me know your thoughts about the idea. If you find the concept promising, please try to think of any ways it could be abused (so that we can add a method/clause to restrict that). On the side of the Developers, please let us know if implementing something like this is flat out impossible coding-wise, so as to not linger on the idea too much.
Let's begin
The problem:
While I refer to this section as a problem, it is more accurate in my opinion to view this issue as an opportunity. What I’m referring to is the way that knowledge transfer happens for new/returning players.
By taking a quick look in the forums and in the official discord you can will surely notice how recently we’ve had a resurgence of new players returning to the game or trying it out for the first time. The reasons behind this vary from media coverage, The Old World tabletop sparking interest in Warhammer Fantasy games as well as from passionate fans recently spreading the word via social media
(https://www.youtube.com/watch?v=kVZhMmPoN5A, https://www.youtube.com/watch?v=6HxTci1o13w)
Considering the current population situation, this is something we need to take advantage of and foster an environment for those newcomers that actually makes them want to stick to the game. Not because they feel obligated to do so, but because they are having fun.
A way to solve it:
While a ton of things can theoretically be done to achieve that, I will focus on the simplest one, which should require little Dev effort and instead incentivize the community to integrate new players organically.
The core of the problem lies in the ways that transfer of knowledge happens in the game. As an officer in a guild that focuses on new players, I have a lot of first hand experience with how that happens and with how it doesn’t. Most veterans will agree that there is a plethora of guides and informative materials online (forums, official discord) that as a whole should be enough for any player to eventually get to know the game sufficiently well, without having to rely on information that exists only in private discords. There are some issues however:
- There is no centralized information hub
- We don’t have a way to point newcomers to those resources efficiently (unless they ask for it themselves)
- Besides advice chat, there is no way for players to find those resources if they just play the game and don’t interact with any other media (official site, discord)
- Recruiting/reaching out to new players
- Pointing them towards the resources they need
- Filling in the gaps of what they missed, and finally
- Helping them put that knowledge into practice
Recently though, this approach cannot keep up with the demand. There are a lot of new players coming back/into the game and the (new player recruiting) guilds that are left are not enough to absorb them with the status quo. As a result:
- New-player friendly guilds are overwhelmed with new members if they recruit freely (and thus cannot give proper attention/help to all of them) or, if they don’t recruit openly…
- new players are stuck in “The Forces of Destruction/Order” guilds for a while and leave the game soon after due to not playing/gearing/grouping up/setting up their UI appropriately and therefore being farmed until they get bored or quit.
The (proposed) solution:
The easiest way to do so is to offer incentives. So, what incentives could possibly make most veterans go out of their way to help new players? Simply put, war crests. With each character needing between 20-45k war crests to obtain the best in slot gear required for all their specs, only a tiny minority of the players will be done with their grind on all their active characters. Therefore, war crests or increased war crest gain will always be desirable even for veterans.
So, how do we award war crests to players/guilds that decide to integrate new players? And more importantly, how do we ensure that the system cannot be manipulated? I will be posting my proposal here, but if you can think of any other ideas that could work or are plainly better, by all means, write about them in the comments.
- The buff:
It should ideally be something:- active (no passive benefit if you are not playing the game)
- guild-wide (promoting grouping up and forming long-standing communities)
- temporary and able to scale (should reward guilds that keep on putting the effort and not for a one-time thing they did)
With those criteria in mind, the buff I propose would be something along the lines of:“Whenever you win a roll for a War Crest you have a 0% to 25% chance depending on C (more on that soon) to gain an additional War Crest.”
- The scaling:
The C metric/score cannot unfortunately distinguish between new players and alts of veterans without going into account identification shenanigans, which could also then be gamed by people making their alts in separate accounts. This means that an account-aware approach should be avoided.
So how do we separate the two (alts vs new/returning players)?- First of all, by setting a time-limit; after a newly added member has been in the guild for (e.g.) 2 months or more, they stop contributing to C. Veterans who’ve also finished their war crest farm completely for a character could also be completely exempted from contributing to C (by adding a “contribute only if renown rank < 87” clause for example).
- If a member has left a guild during the last 2 months, they will not be affected by the War Crest buff. This clause should not count the “Forces of Destruction/Order” guilds so as not to punish actual new players.
C should only be dependent on time and on the progress new guild members are making.- For the time dependence, there should be a rolling average of e.g. the past 30 days with different weights for each time period.
In the 30 days example we could have:- 40% weight to the last week (-1 week to today)
- 30% weight to the week before that (-2 weeks to -1 week)
- 20% weight to 3 weeks ago (-3 weeks to -2 weeks)
- 10% weight to 4 weeks ago (-4 weeks to -3 weeks)
The proposed rolling average method puts emphasis on the present (to incentivize keeping up the effort of helping new players) but also considers the effort put in the past (so that guilds don’t need to have a constant recruitment campaign to keep the buff going)
- It should be quantified easily, and the easiest way to do that is by having each level and renown rank increase (that’s listed in the guild window) provide some progression units.
- It should be effort-aware. Getting from lvl 1 to lvl 2 isn’t the same as lvl 39 to lvl 40. The same for renown ranks. Each progression step should be weighed by the points needed to achieve it, so if e.g. rr 9 to rr 10 is set to give 1 progression point (3190 renown points needed), then rr 39 to rr 40 will be 16.2 progression points (51610 renown points needed).
- The lower cut-off is there to help separate alts from actual new players. If we assume that on average any guild will have a couple of new veteran alts progressing at any time, then setting a cut-off of e.g. 80 contribution points per week would mean that those alts’ contribution is around that cut-off. Therefore, any actual new players would push the C score above that and then the guild would be eligible for the buff.
- Similarly, an upper limit is necessary to ensure that people don’t overdo it and just recruit new players en masse, just to boost their progression.
- C <= 80 : 0% to gain an additional War Crest
- 80 < C <= 120 : 5% to gain an additional War Crest
- 120 < C <= 160 : 10% to gain an additional War Crest
- 120 < C <= 160 : 10% to gain an additional War Crest
- 160 < C <= 200 : 15% to gain an additional War Crest
- 200 < C <= 240 : 20% to gain an additional War Crest
- 240 < C : 25% to gain an additional War Crest
If you can think of something I might have missed that could allow guilds to gain the buff without actually inviting new players in (or having a lot of recent active alts) please also let me know in the comments. Tried to be thorough, but things always slip through the cracks.
- Potential negative points:
- Using the averaged Contribution for the brackets by dividing the sum of C by the total number of members, active members, or new members should be avoided; that would incentivize kicking “ineffective” members to raise the average contribution.
- Guilds holding members “hostage” by blackmailing them to do stuff with the threat of being kicked and thus getting the 2-month period during which they cannot get the War Crest Buff. This cannot be mitigated completely within the mechanics of the proposal itself, but it can become a weaker point if the overall buff is not too big (up to 25% for example). The same would happen if we lowered both the C-contributing period and the Buff-exclusion period (after leaving a guild) to 1 month for example. But that could also turn out to be excessive and make guilds too focused in recruiting new players. In the end, I still think players will treat guilds as communities and not as environments that facilitate buffs and that this proposal will only be a positive incentive. If certain guilds decide to act maliciously then that should earn them notoriety in the community and drive players away from them (so it’s a bad strategy in the long run).
- This will increase the average progression rate for players, which might not sound bad at all to most people reading this post (especially since there have been similar proposals on the forums recently), but faster progression might be not what the devs intend for the game. The %s in the actual buff, the rolling-average time weights, the Contribution per renown/character level, as well as the C brackets and their cut-offs can all be adjusted to make sure the system is still enticing, but falls within the acceptable limits of what the dev team intends for progression.
Outro:
People might question the need for a dev-implemented incentive system such as the one I propose above. They could argue that the community itself should integrate the incoming new players as they have done so in the past, and that they will manage to do so once again. But in my eyes that is a complacent view of the situation. With the current player exodus from the game over the last few months and with a lot of big guilds testing the waters in other newly released MMOs, we cannot afford to waste any ''second chances''. Even if such a proposal only manages to make just a small number of players who try out the game stay with us for longer, it will have been worth it.
The new player influx that we are experiencing at the moment is one such opportunity which, for the future of this game, I hope we don't collectively waste. I would like to close this with a request to everyone that reads this post; please consider ''adopting'' at least a couple of newcomers into your guild. Raise the discussion for it and try to help newcomers out even if no changes come from above.
T.L.D.R:
- A lot of new/returning players are joining the game and it's hard to get them up to date with the info they need.
- We should incentivise all guilds to ''adopt'' new players and help them become knowledgeable.
- That can be done by adding a guild-wide buff that gives you X% chance to get an additional War Crest whenever you win a roll for one.
- X can range between 0 and 25% for example (and the devs can decide on the upper bound)
- X updates every day/week and is dictated only by how much the players who lately (last 2 months) joined each guild have recently progressed their level and renown
- Various other restrictions (see main post) are in place to ensure people can't game the system
- Nothing changes for guilds who don't want to go through the trouble of recruiting new players
- The guilds that choose to do so should be able to get this guild-wide buff at maximum potency by recruiting a couple of people per month
- Win-win for new players, in-game communities and every veteran who participates
- Even if nothing changes, please discuss with your guild the possibility of recruiting at least a couple brand new players.
Thanks for reading,