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Losing the Community Post-Launch?

PostPosted: Wed Oct 14, 2015 9:05 am
by roadkiehl
So, one of the things most people complain about in regards to the diplomacy of the game is that you can't stab someone without consequences, because you'll see them again in the next game, due to the small pool of players.
While I agree wholeheartedly with that sentiment, I think there are definite advantages to the small pool of players as well. For instance, one of the things I enjoy about this game is getting to know how others play the game. I can join a game and think to myself, "Ok, Person A tends to mine aggressively, Person B honors his alliances doggedly, Person C likes to hang in the background..." and so forth. While some might think this removes the random elements of the game, I think that it creates a definite *personality* to the meta. We all know each other, to one degree or another, and it's fun to play with the same people multiple times.
Again, I definitely see the reasons why a large meta helps the game. And I understand that private games are similar to what I'm talking about. However, a large meta becomes too anonymous, I think, for a game that's all about human dynamics, and a pool of my friends in a private game isn't big enough to compare to the medium-sized meta we have now.
Is there a way to make smaller groups within the large meta? Maybe a division system, where I could join a pool of a couple hundred players and play in structured seasons of games, with playoffs similar to the King of the Hill matches we did in beta? There could be rankings for the division, as well as worldwide rankings and games.

I'm sure this is a huge undertaking, though. It's just a thought.

Re: Losing the Community Post-Launch?

PostPosted: Wed Oct 14, 2015 10:26 am
by ron
totally agree!

for now, if you create rated games with a minimum rating of more than 1200 (which is the default rating) you should limit yourself to the more experienced players.

on our post-launch list we will also have a way for you to mark players as friends and invite your in-game friends to a game.

we also love this community, so we hope that despite it being a little sad/annoying/whatever that a huge influx of noobs come in, you will all be courteous and helpful and welcoming, so that we keep the same vibe going. some of those noobs will certainly become a lasting part of this community.

Re: Losing the Community Post-Launch?

PostPosted: Wed Oct 14, 2015 10:47 am
by stefan
I wonder how many people are active or lurking on the forums.
Maybe a pinned topic could be made where the topic starter compiles a list of people who are interested in this. You could announce you're starting a game, and be notified of the replies. You invite the first responding players to a private game. Not ideal, but could be used as a placeholder for the moment.

(I only joined ~10 days ago so I know I'm not part of the long-time community. But I guess out of the 1222 total players the game reports, probably only a few dozen players are still frequently active?)

Re: Losing the Community Post-Launch?

PostPosted: Wed Oct 14, 2015 2:06 pm
by myqpalzm
It's getting a bit annoying with the new players. I'm playing an 8-player game, and 5 players have already resigned. Where's the fun in that? :(

I kinda miss you all, veterans...

Re: Losing the Community Post-Launch?

PostPosted: Wed Oct 14, 2015 3:34 pm
by ron
gah, that sucks!

once the game launches, try playing rated games... only paying players can join, and those who pay are much less likely to resign.

Re: Losing the Community Post-Launch?

PostPosted: Wed Oct 14, 2015 4:59 pm
by Bigredsk10
That fewer people will abandon in rated games might be worth adding to the features list... That's almost the biggest feature.

Re: Losing the Community Post-Launch?

PostPosted: Wed Oct 14, 2015 5:22 pm
by topkilla
ron wrote:on our post-launch list we will also have a way for you to mark players as friends and invite your in-game friends to a game.


Any chance you will also have another option to make players as "Villains"? ;)

Re: Losing the Community Post-Launch?

PostPosted: Thu Oct 15, 2015 2:21 am
by bigmacchia
do you think will be a nice feature to have a "declared" relation status in the game as well.
I'm thinking something like civilization where, if you want, you can declare yourself "friend" or not (or even I rather don't say it or "unknown") of other player.
this don't mean you cannot attack or you have any duty to him, but could add a new level or diplomacy (maybe adding a loyalty point, in case someone attack your "friend").

thanks

Re: Losing the Community Post-Launch?

PostPosted: Thu Oct 15, 2015 4:25 pm
by pmoney
I've definitely been a little worried about this as well. It was pretty fun seeing all the friends (and enemies) i've made in the beta through multiple games. And i'm sure as the huge influx of new players die down, the community will shrink a bit to the players that really connect with the game. In the mean time, i sorta feel like its our responsibility as long time players to great all the newcomers and do our best to foster a friendly and helpful community

That being said, i can't wait to start joining new games with all of the new players once the broadcast game is over :)