Darosh wrote: Thu May 24, 2018 7:01 pm
That's the big issue, if the start is mediocre and what follows it is straight up horrible... people aren't really willing to put up with it.
If you get new players to fall in love with the game in T1 by giving them an opportunity to experience the beauty that is WAR's group dependencies and such you'll have a healthy (= in terms of numbers and expectations/sentiment) influx of people longterm.
Aye, first impressions matter, and I think for WAR they aren't just important, but crucial to drawing in and retaining people for the long-term. The issue then becomes how to ensure player's are getting a great first impression, and the only answer is that its up to the individual players to take the initiative to form groups, challenge "zergs", and keep the social connections going. However, that type of person seems to be becoming increasingly rare, not just in MMOs, but in online gaming in general. I enjoy jumping into the lakes solo as a healer and helping whomever I come across, its great way to stay sharp and meet other players, but it seems like so few people try new things like that; they just look to see if an open warband is up, and if they don't see one they log off saying "<Opposing faction>'s zerg is out in force tonight. Pointless to fight."
Darosh wrote: Thu May 24, 2018 7:01 pm
If your first few hours are defined by reliable group members, the first thing you'll do going forwards is to try and emulate the experience, if the opposite is the case (e.g.: blobbing, where your input simply does not matter and everything can be excused with 'numbers'; scenarios, where by default everything is being excused with 'matchmaking' [= the genesis of bad habits]) you'll just become lethargic and play like **** (no one there to tell you how to get better; no criticism, no feedback, no advice and ultimately no attention or interest; 'It worked there and then' / 'Everyone is bad but me')... perpetuating the cycle of misery (i.e.: bad/unrealistic expectations [1vX, bruh] = bad play = no invites = getting farmed = burnout = bad play = rinse and repeat, add some threads on the forums and spam in the public channels).
Exactly, 100%. And it really is a self-perpetuating cycle; I've had a dozen or so instances where I'm leveling or helping folks in T1 and send out a message about forming a "premade/roaming group" etc., and I'll have people try to mock and shame me for doing so. The cycle of misery becomes so implanted in some people, that they begin actively fighting against others trying to improve, to hold them down so that they do not have put in the effort to get better also. Even more people will whine in general about players using guard or potions in T1 or running with any kind of group (No 1v1 brah?! Loooooser).
Darosh wrote: Thu May 24, 2018 7:01 pm
Surely you could just reroll chars endlessly to pick up people, but I for one simply do not have the patience to reroll a thousand times a month and slog along with an even more limited toolkit for the majority of my time (= less opportunity to 'show off') in T1 just to have an opportunity to prop up new players and hand them their first fix.
I don't mind the limited toolkit, I enjoy seeing how much I can push the class to its limits and see what its truly capable of at each rank (and you realize how little potential the average player gets out of their class). Like you, I just don't enjoy constantly re-rolling characters, which is what made debolster a great option. Its actually kinda cool to see people have their first great experience of WAR, it can be an infectious joy. I can't even count the number of times I've seen a Slayer say he's not enjoying the class because dies so much, then only an hour later, he's singing its praises because 30-kill streaks with a pocket healer/guard.