GGG should probably address the player retention rate
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I wonder if there really iss uch a low player retntion rate? From what I have seen there is a reasonably high retention rate, and I haven't seen anything to the contrary, beyond peoples opinions and anecdotes
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If anyone wants to see the reverse in action BTW check out games like call of duty, halo, or world of warcraft. Regardless of the game's quality, the reason so many play it is because there are so many people playing it... moreso if that is the game all your friends are already playing...
in contrast ... When everyone you know has already quit and moved on permanently there isn't much left to keep you here instead of having you just leave to go join them... It's just something I've noticed with my friends list and why I may end up leaving to go rejoin them elsewhere... but have no idea what can be done to address it here personally beyond just calling it a day and moving on. I want to stick with the game because I love the idea of a non-p2w hardcore style online rpg (in a market now flooded with casual p2w crap) but the social aspects matter for me still. After all if I wanted a game that was without social aspects couldn't I just be playing some offline game instead of an online rpg? In the end, for me in games like this, the social reasons are why I stick with it and without that there isn't much to keep me attached :/ Last edited by Jiero#2499 on Jan 4, 2014, 8:31:50 PM
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" In order for my statement to be false, you basically have to acknowledge that the devs can literally do nothing to keep players playing their game. Now if that's what you're claiming, I have to chuckle. |
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I like when bad players or people that ultimately won't like a game, blame it on the game.
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" Because Dota2 and League of Lesbians dont exist and the growing playerbase is a figment of someone's imagination right? ㅋㅋㅋㅋㅋㅋ
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"I like when bad devs make a game that players dont enjoy, blames it on the playerbase ㅋㅋㅋㅋㅋㅋ
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Let me rephrase. You cannot change anything to prevent players from leaving BECAUSE their friends left. If their sole reason for leaving, is that their friends did, they will leave no matter what if their friends do.
I did not mean to say you cannot prevent their friends from leaving. |
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I like when people don't understand that niche games are economically viable.
I also like when people sarcastically say they like stuff. Last edited by Valeli#0870 on Jan 4, 2014, 8:08:23 PM
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" Niche games are, but niche games with 55+ employees might get into trouble if they insist on too much niche. |
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What can you expect when every good idea (feature or aspect if you wish) of the game is overshadowed by some other idea. While most of these ideas are solid on its own, they tend to turn bad in their interaction with the other ideas.
For example, zero trust in client actions leads to cheat free experience, while it also turns into huge problems with client-server synchronization. The same applies to other aspects of the game, be it massive passive tree which on the other hand is mostly newcomer trap, itemization and RNG (uniques vs. rares with whole new level of randomness in links, sockets, socket colours, affixes, prefixes etc.), currency free versus orbs turning into currency, trading focus and lack of its "fluidity" while also heavily hitting natural itemization already crushed by RNG, and we can go on and on. This all leads to mediocre experience, while very well hidden under many layers of fresh ideas. In the end, even the player who haven't dropped out of game in first few hours (like majority did) and battled his way to the endgame even multiple times, will ultimately connect all these dots and have to choose if he still wants to play this. And slightly off topic, above isn't definition of hardcore player base, in the end, who is hardcore if there is no casual? Last edited by Sisal#4538 on Jan 4, 2014, 8:34:48 PM
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