JohnCarver wrote:Scilly_guy wrote:What mechanics and features do you believe people are quitting over?
I suppose my first answer is boredom and frustration. Then to pinpoint those into systems.
Frustration that they cannot achieve 50%+ Purity.
Boredom that they have all skills.
Frustration that many proficiencies cease to matter on their values.
Boredom that animals almost always drop the same exact thing every time.
Frustration at the early-game in general and the learning cuve.
Frustration you can't be a witch.
Boredom after raising turkeys given no other animals to keep and maintain.
Our project timeline was carefully selected in an effort to mitigate either boredom or frustration in an attempt at higher player retention. This is why I have been having a hard time committing to what are obviously great ideas but may not be things that are directly hurting the game at this moment.
I'm not a veteran. I'm far from having experienced the fullness of the game as it is. However I feel the cause is a bit more systemic then what, at first glance, seems you are referring to.
I'll try to explain, if I fail at that feel free to ignore me completely. I just want to clarify in advance that I'm actually trying to be constructive in the attempt to extract a "design analysis" (I know it sounds pretentious... sorry about that) out those statements.
1.
Frustration that they cannot achieve 50%+ Purity.Why? I mean, why should I want to achieve "50%+ Purity" so bad that I'm frustrated I can't? Is there some meaningful end-game content that I cannot experience or it just is too hard to experience without items of 50%+ purity? What should, say 70% purity on items, give to a character?
2.
Boredom that they have all skills.If I have all the skills doesn't it actually mean that I can experience every single aspect of the game? Isn't it a bit like saying that, apart from character progression, there is little else to do in the game?
3.
Frustration that many proficiencies cease to matter on their values.Same as 2, does it have to matter? Will it make a huge difference? If I find that raising a proficiency (or any kind of stat in any game) just doesn't give me any significant benefit I just stop doing it and I concentrate on something else... tactics perhaps? Growing a community with a goal maybe? I still believe we are saying that there is not much to do here apart from out-growing all other characters stat-wise and that isn't even beneficial cause from a certain point onward is just higher numbers really...
4.
Boredom that animals almost always drop the same exact thing every time.I hope you are referring to quality of the drop... but wait isn't purity of the drop already a quality indicator? You are not saying you want wild animals to drop random equipment or silver right? (I'm actually kidding on this, I'm sincerely convinced you are not

)
5.
Frustration at the early-game in general and the learning curve.I totally agree on this and I'm thrilled to know how do you plan to facilitate the early-game experience.
6.
Frustration you can't be a witch.I admit it, I'm totally ignorant on this subject... what should I be able to do as a witch? I kind of grabbed an earlier post where witches were described as the "paranoia inducing element" of the game but I fail to see how this will translate in gameplay terms. Will the witches be some kind of solo players hunted by everyone else? Or maybe a faction of their own with a different agenda and a specific reason for infiltrating towns (but then you can't really wear a pointy hat can you..)? Or is it just some kind of spellcaster "class" so that each town will have their own witches?
7.
Boredom after raising turkeys given no other animals to keep and maintain.I'm ok with diversity. I'm also ok with giving players diverse reasons to engage in the game so thumbs-up to the "farm mini-game" expansion.
At the cost of looking rude however, I would just argue that unlocking content is just another form of charcter progression, gameplay interaction is what matters to me the most. If every different animal/crop needed an, even slightly, different minigame to engage in and then in turn was used to unlock some kind of different mid- or end-game mechanic (maybe combat stances supported by food types? going wild with imagination here...), now that would be really interesting imho.
Now I will try the really difficult thing, and probably cover myself in shame even more in the attempt: Is it correct to say you are implying that frustration comes from (A) a weak correspodence between charcater development and unlocking meaningful ways to interact with the game and (B) a substantial lack of meaningful gameplay to engage in altogether when character development starts to become a slow crawl?
I totally twisted your words didn't I?
Thing is I have this idea nagging at me that the only thing that really unlocks by raising proficiencies is the ability to raise humors and raising humors is needed to physically beat up other players (ok breaching walls and then beat up other players)... and that's what the game is all about right now am I right? (which is not necessarily a bad thing, maybe in the current state of things is just not that interesting after a while)
Cheers to the new devs! YAY!
I was lucky...