I've been back for a few days, so possibly I've just hit an insanely low spike but.. whoa, where the flock did all the people go?
I see the admin has started dealing with AFKers, but people are somewhat required for activity. I can fish and bash to my cold, dark heart's content, but eventually I'd like to RP in some direction or another.
Is it really as dead as it seems? Is there some plan to combat this?
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Antioch used to have more people on regularly than I'm seeing in the entire QW. I'm talking more about numbers right now than the activity of those numbers.
I'm not in the circle ring though I will also say it's a little odd to require people to be in an OOC ring to interact with others. That seems tremendously immersion breaking for those few who still actually like to RP.
Even if I was only playing to engage in combat, that is still a concerning population. An active population is pretty essential to enjoying most aspects of any IRE game.
This popualtion is extremely low. Apparently it's normal now. Which leads to my next question. Does anyone have a plan in motion to bring more bodies into the game? What's it look like?
Edit: Except fishing and bashing. Which I've been occupying my time with. Less people is good for me right now. <.<
There's RP to be had, especially if you're willing to cross circle boundaries. People are fickle and momentum is a real thing, though, so sometimes you have to really push for activity.
Imperian probably has the lowest population of the IRE games.
There are several factors at play here.
One thing I'd sort of like to see is a migration incentive. Maybe a one-time deal where players from the more populous IRE games can cash in a character there to get the same amount of credits on a brand new character here or something similar.
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
If you want to try getting into combat as a lowbie, try playing a character in either the demonic or anti-magick circles. The magick circle has a punishing lack of combat leadership and they're correspondingly both unwilling to fight and pretty bad at making use of available resources when they do fight.
Once you hit about L50 or so, I guarantee you that either Demonic or Anti-Magick could work you into combat group without a problem as long as you're okay with dying instantly as soon as they decide to target you.
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
The absolute nature of the factions makes it a little challenging to cross circles for interaction, since everything is combat-focused, fraternizing with the enemy is a quick way to get a head stomped in. And Zav isn't anywhere near scary enough to intimidate people into letting her get away with crap.
I'd be down for antagonistic cross-faction RP, if folks wanna kick start something.
I dig the idea of incentivizing migration, but it's not going to happen anymore than 'retiring' characters and recouping a portion of your investment to build a new character is going to happen.
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
I don't really have the problem of the kid you are referencing, Jules. I know how to not smack talk people who can squish my character (or when a character is going to be lippy, they are prepared to deal with the consequences. Either by running -really fast- or taking the punishment).
I was thinking something more along the lines of faction-centered RP. Before the Gods died, I had a slip of a girl who was a very devout Antiochian that I had plans to take on a preaching tour with a guardian or two to keep her from getting squashed in a heartbeat. The intention being to stir up a little trouble and conflict with the opportunity for both RPers and PKers to get in on it.
Zav isn't the sort to do something like that. I'm sure I could come up with something but if I spend enough time on it, I can probably come up with something suitable for Zav's personality.
I'm a big fan of 'if nothing's happening, make something happen'. It's just hard to do that when nobody's around to do it with. Or when they -are- around, they don't ever respond. Or you'll get the one word answer/nod.
One thing that I see a lot of people do is an exchange that goes a lot like this:
Player A: "So, how are you?"
Player B: "Fine, you?"
Player A: "I'm good."
And, well, that's that, no conversation. This is because asking another player "how are you?" is the PC version of doing "greet <mobile>" on every named NPC you see, hoping that they'll reward a generic prompt with interaction.
If you want an actual conversation, ask about something that actually requires an answer.
This depends on the city/circle,and on how you do it. I recently threw an Antiochian out of the city for 'fraternizing' with Magick, but this was because the fraternization consisted of "spend all day in their magick mudsex palace." There are really just three things that will get you thrown out, as far as fraternization goes.
If the answer to all three questions is "No", you're safe as far as I am concerned.
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
My absolute favorite thing to do in this game is to create things that get other people engaged. It's -really- hard to do that with a low population. All the administration support and player direction in the world can't make up for missing people.
@Elokia - All of that is awesome but didn't really answer my main question with regards to this thread. Do you know if there's any push to recruit players planned or ongoing?
The biggest killer is momentum - you need motivated leaders to drive organizations and give people a reason to log in, and you need updates/tweaks to the game itself to keep the mechanics fresh and interesting. I am sure there's plenty on the horizon for the latter, but if I were to offer an honest critique, I would say that Imperian would benefit from more frequent updates, even if they're smaller, and more frequent discussions with the playerbase. There are plenty of perfectly valid reasons for why these exchanges feel very slow on both ends, but that doesn't change their impact.
Why the hell not? Just the culling process will be an event that will generate activity.
If the number of players ever goes up, these orgs can be revived, which, again, will be an event that generates activity