stormlord
08-30-2011, 01:51 PM
Have the server admin or GM's thought about doing a population assessment and posting it so people can see it? I think we should all be armed with knowledge that we can us when making choices.
I've made a thread about class distribution before, but what I'm suggesting here is more expansive.
Here is my previous thread:
http://www.project1999.org/forums/showthread.php?t=4930&highlight=class+distribution
Things to look for in the population spread:
1) Class
- what kinds of classes are new characters?
- what are the most and least popular?
- how many of each are preferred?
- what are the class choices for each population 'wave'?
2) Concentrations
- Are there certain level ranges with a high or low population concentration?
- How much of the population that actively plays is 50+ or 40+?
3) Twinks
- how many new characters are twink alts?
- how many new characters are new to the server but twinked by someone else?
- NOTE: these questions might or might not be answerable
4) Altaholics
- how many players prefer to play lots of alts and stay low to mid level?
What's most important to me is figuring out how many active players are 30+ or 40+ or 50+ or max level. I'd also like to know how many active players are altaholics and may not even have characters that're 30+. How many players twink? The reason I ask these questions is because I'm concerned about new players and the environment that they grow up in. I'm worried that they will not find the resources they need to enjoy the game. I'm not just talking about access to items, either. I'm talking about access to a population that can support several distinct groups. Access to bind affinity services. Access to sow. Etc.
Could it be that as more and more new players make solo-able classes (necromancer, magician, etc) that this will further worsen the conditions of the low level population? Could twinking cause the twinked to not group with those who have worse items than them? Etc. Some of the things we do to benefit ourselves or to benefit others might actually have the opposite effect for the server.
But I cannot blame somebody for making a magician or a necromancer because I myself enjoy the necromancer and I cannot really recommend anything else to a new player. And it makes sense to make a solo-able class before investing in a group-able class. I can't blame twinkers, i've twinked others a couple times.
Everquest at its inception was a very population dependent game. And like most MMOs it becomes top heavy with time. This is what makes me post about this. If you examine SOE's actions over the years after launch you can see how they addressed this problem over time: luclin spires, soulbinders, pok books, pots (potion of alacrity I/II/etc, potion of clarity I/II/etc, etc), increased experience curve for low levels, item inflation (new items better than old items, traded to new players via bazaar), ooc regen, mercenaries, keep loot on death, guild lobby summoners, rest experience, etc. Some things had indirect benefits for new players, like in-game maps or features that're similar to other games they might be familiar with and so on.
I know this thread post is loose and rambling. Sorry about that. Maybe I will come and edit it to make my points more specific or easier to understand. Thanks for listening.
I've made a thread about class distribution before, but what I'm suggesting here is more expansive.
Here is my previous thread:
http://www.project1999.org/forums/showthread.php?t=4930&highlight=class+distribution
Things to look for in the population spread:
1) Class
- what kinds of classes are new characters?
- what are the most and least popular?
- how many of each are preferred?
- what are the class choices for each population 'wave'?
2) Concentrations
- Are there certain level ranges with a high or low population concentration?
- How much of the population that actively plays is 50+ or 40+?
3) Twinks
- how many new characters are twink alts?
- how many new characters are new to the server but twinked by someone else?
- NOTE: these questions might or might not be answerable
4) Altaholics
- how many players prefer to play lots of alts and stay low to mid level?
What's most important to me is figuring out how many active players are 30+ or 40+ or 50+ or max level. I'd also like to know how many active players are altaholics and may not even have characters that're 30+. How many players twink? The reason I ask these questions is because I'm concerned about new players and the environment that they grow up in. I'm worried that they will not find the resources they need to enjoy the game. I'm not just talking about access to items, either. I'm talking about access to a population that can support several distinct groups. Access to bind affinity services. Access to sow. Etc.
Could it be that as more and more new players make solo-able classes (necromancer, magician, etc) that this will further worsen the conditions of the low level population? Could twinking cause the twinked to not group with those who have worse items than them? Etc. Some of the things we do to benefit ourselves or to benefit others might actually have the opposite effect for the server.
But I cannot blame somebody for making a magician or a necromancer because I myself enjoy the necromancer and I cannot really recommend anything else to a new player. And it makes sense to make a solo-able class before investing in a group-able class. I can't blame twinkers, i've twinked others a couple times.
Everquest at its inception was a very population dependent game. And like most MMOs it becomes top heavy with time. This is what makes me post about this. If you examine SOE's actions over the years after launch you can see how they addressed this problem over time: luclin spires, soulbinders, pok books, pots (potion of alacrity I/II/etc, potion of clarity I/II/etc, etc), increased experience curve for low levels, item inflation (new items better than old items, traded to new players via bazaar), ooc regen, mercenaries, keep loot on death, guild lobby summoners, rest experience, etc. Some things had indirect benefits for new players, like in-game maps or features that're similar to other games they might be familiar with and so on.
I know this thread post is loose and rambling. Sorry about that. Maybe I will come and edit it to make my points more specific or easier to understand. Thanks for listening.