We all know by now that not many people are playing this game, there's no need to bring up the charts or anything, this is not a topic about low population, but to suggest some ideas that could be useful.
I would love to hear your opinions on what changes (try to keep it reasonable) could help to bring in more people to CO? Either new players or returning players?
very probably the devs won't change anything based on this, but still it would be interesting to hear your opinions on what changes could help with population.
To me, some changes that could really help with population would be to find a fair way to give a taste of freeform to silver players, the specifics would have to be discussed, but many ideas have been given in the topic about it.
Other idea would be to have daily quests in areas other than MC, maybe each day have 1 quest in each different area. this has been also discussed in other topic.
And a final idea would be to find a way to have more comic adventures, maybe not creating new maps but editing them (like the exterior of whiteout).
what are your ideas?
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However, the thing that would help most, the one without which none of the rest would mean squat, would be an increase in the advertising budget from its current effective level of zero. If it hadn't been for a banner ad on Facebook back when FFA started, I wouldn't be aware of CO to this day.
- David Brin, "Those Eyes"
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Even though extensive advertising can cost money, there's a number of things you can do that are not expensive. I remember a while ago we had lots of posts in FB about the game, fanart, and other things. Now I hardly ever see they post anything about the game.
For the record, I do think it's nice that the last two events have allowed Silver players to unlock a couple new ATs, but that doesn't help new players.
another idea that I realy think would be cool (and they did it in the past) is the make villain concept contests, where we design villains with the costume creator and theyr backstories or goals, and the winners get their villains added for alerts and other stuff. I thought it was really cool when they did it on the first times (mad rock is one of them I think)
Although, with the rotating events they're doing, it might be their advertisement. Normally, when a game turns an event on, it shows up on the news outlets.
And yes, I agree with having at least one of the filthy silver slots being a FF slot. It's like the biggest selling point of the game along with the fancy dress-up doll game.
[at]riviania Member since Aug 2009
Right now, we have so many super heroes who have a moon base and millennium city penthouse property its not funny.
2. Give NPC groups a face lift. There was a costume contest on the forums a while ago where people used the costume creator to redesign NPCs. The Devs should use official forum costume contests to update all major villain groups you see in the game. Coming back to the game with a new FF slot and redesigned NPCs would make it feel fresh and worth revisiting. Costume contests are a staple of CO culture and should be leveraged by the devs.
3. Make better use of in-game real estate. Millennium City is well designed with many nice landmarks that are underused. For example: Argent HQ Mind Inc HQ and many interesting landmarks on the east side. There should be repeatable Level agnostic rewarding content at any cool looking landmark in MC. There is too much focus on the west side and there are many areas in north and east MC that would provide a nice backdrop for heroic fights. These places should at least be used in alerts.
4. Make better use of the PNP ip. DCUO does a better job of world building and story telling.
5. Reward progression. People hate the gear treadmill but having things to strive for is part of what keeps people playing MMOs. Try to achieve a horizontal progression with more unique mods as rewards and think of rewards that provide new synergies between existing frameworks. For example elemental melee powers as rewards.
PVP is starving without rewards
1. Please give us Daily PVP missions that reward Questionite.
2. Please give us an exchange rate between Acclaim and Recognition so that PVP has access to all "On Alert" PVE rewards.
and oddly enough, better flat chested girls.
Damn internet, you scary u3u
My super cool CC build and how to use it.
My super cool CC build and how to use it.
This.
42 40s, LTSer.
They should just work on improving the free AT and opening up more character slots for free players. From 2--->4.
Next, they need a max level area that is set in the city to be able to do world content or street sweeping.
Most important the citizen tip missions need to be available for level capped players. This would add replay value for character that are level capped and you want to take them on a spin.
Opening up tailoring options I would say is the biggest and most important change that needs to happen.
Radical changes are not necessary, but a lot of small changes that add up to a better experience is definitely needed.
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In regards to the tip missions/replay: the keyword is "Fun". If those tips that are added are too much of a slog(think VB apoc.) or are not very rewarding(mechanon/pretty much all the help a citizen mishs currently). Then they won't be played/it'll detract from the fun factor of repeatable mishs.
42 40s, LTSer.
Discount on a poor-people slot when you hit 40 sounds good too; make it so that you can only have one discount at a time, i.e. if you level another 40 without having purchased the discounted slot you don't get another discounted slot, you still only have the one. That way players feel like they have to buy the discounted slot right away to avoid missing out on the next one.
My super cool CC build and how to use it.
- David Brin, "Those Eyes"
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Though I think what most players are finding(those who stick around, that is.) is that, upon reaching 40, there's not much to do(AP can be played at 10+ so, by 40, if you've been doing everything you can, I'm sure your going to be tired of Luther black/VIPER :P). End game could definitely help(or maybe a lair overpass? That could garner some interest.) the overall thing is: If ya don't try, you'll never know .
42 40s, LTSer.
And quite frankly, no new permanent zones for questing or alternative questing zones hurt the game as well. On a scale level, Champions is smaller than our contemporaries, just because of the distance our travel powers let us cover in such a time. We need more zones, specifically city zones and perhaps new starter experiences and mid level stuff as well as end game stuff.
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This
42 40s, LTSer.
Tell people when they get to the right level, "you can now go to Canada/Desert/ Monster Island/ Juryrig or VB apocalypse
being able to ask questions when you first start, you know when you're in the 20hr chat ban. so a new players channel, which they are automatically on
being told where the info is- the ? button on the minimap.
having a link to the wiki clearly marked on the minimap
Having a getting and handing in missions tutorial, explaining how the map and remote hand in works and that not all mission givers are on it.
returning the explore Ren center mission, so new people learn where the mail box and AH are.
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I would also vote for simply making all ATs either free or unlockable at some point with in-game currency.
Whoever you are, be that person one hundred percent. Don't compromise on your identity.
Technically they are all already unlockable via in-game currency - that is what Questionite is for. It is just unfortunate that players have to deal with a Q > Z exchange rate which is almost at maximum for the system so buying zstore items via Questionite can be slow going.
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I mean yeah, getting new zones seems like it would be neat... but the number they would have needed to add just seems like it was never feasible with the continuing staffing issues.
On the other hand, more quests, more end game content, more dungeons, new starter experiences and mid level stuff all without relying on new zones seems like it would help the game a lot, and it's the kind of stuff that can be made with small development leaps, rather than the development plane ride that a full zone would take.
My super cool CC build and how to use it.
-I almost hate to bring this up because people on the forums snub their nose down at pvp, but to retain NEW players, Hero games needs a tad bit attention. New players will often want to know how the pvp in a game is. One easy addition to make pvp more attractive is a seasonal rank board that displays the top 10 players for each PVP game. The other is to put PVP gear in the Acclaim store. The gear would make it so players who want to participate in pvp do not have to grind out Justice Gear and Onslaught Gear to be competitive. It would make an easier pathway to being able to participate in pvp, and allow players gear up with acclaim points. The gear would ideally have pvp centric stats that would make it attractive purely for pvp purposes and would be inferior to other gear in terms of PVE.
^That is my big two ideas. Give players the real CO experience by giving them freeform or more build customization, and then spruce up pvp which has been shown to really help with retention of players in MMOs*. All the cool kids are doing it these days.
*I heard this from Extra Credits
Then some of the stuff you said. I'm not to keen on that scoreboard tho.
My super cool CC build and how to use it.
Something like the foundry wouldn't hurt. Opening up the ATs a little might also be a good idea, let players mix and match powers from ATs they own, nothing else needs to change stats and colors are still locked to the initial choices.
There are parts of the tailor that have become an eye sore, the purposed overhaul is a nice start but there are many broken or incomplete pieces, some of the options still clip through the basic model, (if you have a female character use the basic tight piece then start running and jumping, watch the shoulders and sides of your character).
The variable robot collection is another example of a poorly designed set, it doesn't come close to matching what was submitted, and it still clips around the stomach area on the female model. Adding more layers and depth would also be nice. More skin decorations (tattoos, tiger stripes, ect) and options to go with those decorations would be nice.
And this free freeform slot for Black Friday is a brilliant first step!
-- Miss Mayhem (aka Sanction aka W.A.R.H.E.A.D. aka Mynx aka Blackstone)
- David Brin, "Those Eyes"
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- David Brin, "Those Eyes"
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Also, CO is not a money grab. I don't think you've played a game that is a money grab if you think CO is one ( or you're just throwing around the "money grab" buzz word just to do it, like some people are prone to do ). CO has plenty of stuff for you to buy, sure, but it hardly gives you much motivation to buy it. Their super aggressive sales pitch is something along the lines of, "You wanna buy this? I mean you don't need it, it's really up to you... no? Okay." Real money grab games turn you into a second class citizen if you don't spend anything. As someone who played only Archetypes for years and didn't buy anything due to poverty, I can assure you that this game welcomes free players like nearly no other game does.
My super cool CC build and how to use it.
- David Brin, "Those Eyes"
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CO has stuff all budget due to neglect for the last 3-4 years, a little known name and zero advertising.
any changes need to be something a very small team of Devs can do
End game we have zero off. Each time we have been told that they have big plans, nothing happens , usually because there is an emergency in one of the other games.
Gear progression requires a lot of endgame, though on DCUO's case, it starts off with repeating lairs each day, at increasing difficulty level. A small group of them, every day to get the tokens to get the gear to do the next set of dailies.
Here that would be doing the instanced Boss missions on higher difficulty. How many of those do people already run on Elite from the start?
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