I've been trying to think of a way to increase the player population at here at Champion Online.
One way is to keep people interested by simply logging on to the game. Once in the game, they remember they have all sorts of options to enjoy themselves playing superheroes. This is the antithesis of the phrase, "Out of sight, out of mind".
Many games have daily log-in rewards, all being small, but useful things, that over time can be quite valuable. From crafting materials to tiny amounts of in-game currency. Take Star Trek Online for example; there is a 'log-in' reward for simply answering a trivia question. It rewards 480 Dilithium Ore (STO's Questionite equivalent) for each character on an account that gets it right every day.
Why not have something easy like that here at Champions simply to get people to log on? (the closest we come to that right now is the Alert Questionite Reward for doing three Alerts - which rewards more Questionite, but is very time consuming - not something you can do on each character every day easily).
I know I have certainly been guilty of going WEEKS without logging into CO (and spending any money) even though I love the game. But you better believe I log into STO everyday, because as I said earlier, those little easy rewards start adding up. It keeps me engaged with the game and I usually end up doing a lot more once online than just the trivia questions.
I'm sure other folks can come up with better suggestions for a daily log-in task, but why not mirror what STO has and include a 'Villain's Lineup' as the daily question? Have this available at any of the Mailbo… err, UNTIL Databases that are around the game, that show you a picture of a villain that's in the game, and three names as answers. Pick the right name and you win. This tests your knowledge of the game, fits the superhero theme of keeping up on bad guys, and is quickly accomplished (right or wrong). The amount won doesn't have to be 480 Questionite like in STO. The Devs can set this to an amount they think is correct for the games economy - but would have to be enough to draw people into the game on a daily basis.
I think this would get more players to log in everyday, and not with just one character to see if anything is new (umm, like me
). What do you all think? Good idea or is there something else that's easy for the devs to implement to get folks motivated to log in and play all their characters everyday?
Comments
- David Brin, "Those Eyes"
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My super cool CC build and how to use it.
I take this quote from a review that I agree with.
"customisation is so linear; everyone is after the optimal dps:survivability ratio with 0 reliance on other players = autonomous gameplay... Players don't need each other anymore... which in my opinion is a bad thing."
Also he explained how it would get people to play. They login for the daily rewards, and then potentially get interested in doing some stuff. It's the idea of "well while I'm here I might as well do a thing". That's how it works in other games with this system, pretty simple concept.
It has been a bit since we've had some new stuff to go after - well, not counting new event rewards. A nice big new chunk of stuff would be good tho. Power revamps too. Those get me excited at least.
My super cool CC build and how to use it.
The first time you log in after the daily reset, gain a stack of "Vigilant," which lasts for 36 hours, stacks to 5, and all instances are refreshed when a new stack is gained. Vigilant could have varying effects based on role:
Melee/Ranged DPS:
+2% damage
+1% crit attack chance
Support:
+2% healing
+1% crit heal chance
Tank:
+2% max HP
+1% resist all damage
Hybrid:
+1% damage
+1% healing
+1% max HP
That way, you're giving players a useful buff that has to be maintained, but also won't cripple players who aren't able to play daily. Sort of like the new Endeavor system in STO, but without being permanent bonuses, and allowing players to get more meaningful bonuses right away if they switch roles.
There's a reason why the daily mission thing isn't rock-solid, though. Benefits like these should make the player think to themselves 'huh, I haven't logged in to this game today. I should go and pick that up.' The key is consistency.
But then there's the difference in how many people do the different types of alerts, and for what reasons.
So the fact that this suggestion was made kind of points to a more fundamental issue with how our daily missions are being handled, and that's that they're not always seen as something worth doing. And that should be fixed.
My super cool CC build and how to use it.
I assume your message is 'Don't take it so seriously' I understand that but still, is that a rationalization to just dismiss what happens to anyone of us even yourself, it's still a medium of expression, to experience our adventures, to make connections with people we interact with, to feel a myriad of emotions from immersion, we still apply ourselves regardless if it's digital or not, to say it's just a game is like telling someone they nearly died "It's just a Near Death Experience" or being bombarded with life threatening radiation "It's just Cancer", even anyone being psychologically tormented on a social media outlet that attempted suicide afterwards "It's just Depression" still doesn't change how it affects us, the negative damage has been done, hope that helps clarify my response.
@lezard21
I take this quote from a review that I agree with.
"customisation is so linear; everyone is after the optimal dps:survivability ratio with 0 reliance on other players = autonomous gameplay... Players don't need each other anymore... which in my opinion is a bad thing."
It's not like any of those things at all. You'd have to be insane or completely lacking in empathy to think those comparisons make sense O_O
or, preferably, you just take video games way way waaaaaaaaaaaaaaaaaaaaaaaay too seriously if you think those comparisons make sense u3u kinda hoping it's this one.
My super cool CC build and how to use it.
This won’t fix retention issues though.
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