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Topic: Confusion about Titles may be hurting player retention - suggestions (Read 425 times) previous topic - next topic

Confusion about Titles may be hurting player retention - suggestions
In observing race chat, a lot of players are frustrated trying to comprehend how they fit in the game.  Too many players seem to be picking inefficient titles and mixing in crafting titles  in a way that will only prove unsatisfactory over time, until they know better, if they last that long.

I would suggest that the Devs create a few common name templates that MMORPG gamers are familiar with as an alternate optional query for setting titles, while still allowing access to the raw selectors of course.   New players in my opinion should be directed toward pure PvE/PvP templates and away from crafting given the level of commitment that is impossible for them to appreciate.  It's a waste of time for players to grind up to 25 or 40 in a trade skill and then realize that it's realistically going to be impossible to make a full profitable go of it.

Just a few suggestions, only partially detailed, would be templates with titles such as:
Light warrior - archery, sniper, G. swordsman (with option for G.axe G.clubs), etc (noted as good beginning player template)
Heavy warrior - archery, brawler, 1H weapon/ Shield,
Ranger - Archery, earth magic,  (noted as good beginning player template)
Shadow Knight - Archery, Necro, Polearms,
Champion - Archery, Arcane, G. swords,
Necromancer, Pyromancer, Windmaster, Plaguemaster (Inflication/Witchcraft) etc - dedicated pure mages titles

These templates would allow new players to pick "no fail" titles to start off and then they can adjust with more fine-grained specificity after they master the basics.

Re: Confusion about Titles may be hurting player retention - suggestions
Reply #1
A not so wise man once said, "It is the way it is".

I've been saying this shit for a long time, but "titles are content" and I should "fuck off back to RoA". Get used to this shitty system; it's here to stay my dude.
Flopfall: New Dawn. Please buy 6 accounts.
SACCADE NEOS -- SIMIRAN

Re: Confusion about Titles may be hurting player retention - suggestions
Reply #2
In observing race chat, a lot of players are frustrated trying to comprehend how they fit in the game.  Too many players seem to be picking inefficient titles and mixing in crafting titles  in a way that will only prove unsatisfactory over time, until they know better, if they last that long.

I would suggest that the Devs create a few common name templates that MMORPG gamers are familiar with as an alternate optional query for setting titles, while still allowing access to the raw selectors of course.   New players in my opinion should be directed toward pure PvE/PvP templates and away from crafting given the level of commitment that is impossible for them to appreciate.  It's a waste of time for players to grind up to 25 or 40 in a trade skill and then realize that it's realistically going to be impossible to make a full profitable go of it.

Just a few suggestions, only partially detailed, would be templates with titles such as:
Light warrior - archery, sniper, G. swordsman (with option for G.axe G.clubs), etc (noted as good beginning player template)
Heavy warrior - archery, brawler, 1H weapon/ Shield,
Ranger - Archery, earth magic,  (noted as good beginning player template)
Shadow Knight - Archery, Necro, Polearms,
Champion - Archery, Arcane, G. swords,
Necromancer, Pyromancer, Windmaster, Plaguemaster (Inflication/Witchcraft) etc - dedicated pure mages titles

These templates would allow new players to pick "no fail" titles to start off and then they can adjust with more fine-grained specificity after they master the basics.


Godd suggestion imho.

Re: Confusion about Titles may be hurting player retention - suggestions
Reply #3
Ub3rgames: "The whole point is that there isn't really an overall optimal path but an individual optimal path. And since there will always be inertia, it won't be worth it to try and change away from something you are good at."
new players will just pick sth and theyll make it work for themselfs! /s

Re: Confusion about Titles may be hurting player retention - suggestions
Reply #4
Dumb game design. The system basically forces you to choose ''crafter'' status or ''pvp'' status. Either gimp yourself in pvp by being a crafter, or miss out on a good chunk of the game by not being able to craft.

They put 0 thought into it, a much better system would be to have 2 crafting skill slots and 3 pvp slot's. All players would be able to craft basics things like mounts and armor, but taking titles would allow you to craft high end gear.

Dumb dumbs.




Re: Confusion about Titles may be hurting player retention - suggestions
Reply #5
A lot ppl hava crafting alts. Dedicated crafters are a myth ^^ In 50ppl clan we have like 1 true crafter, rest are alts.

edit: better system would be something like locked 1 crafting slots and 1 combat slots + 3 free slots so ppl can chose if they want to be more pvp or crafting oriented but still can craft/pvp a little bit with this 1 "locked" slots.
  • Last Edit: February 14, 2018, 02:57:15 pm by Dzikun

Re: Confusion about Titles may be hurting player retention - suggestions
Reply #6
they have been working on
A lot ppl hava crafting alts. Dedicated crafters are a myth ^^ In 50ppl clan we have like 1 true crafter, rest are alts.

edit: better system would be something like locked 1 crafting slots and 1 combat slots + 3 free slots so ppl can chose if they want to be more pvp or crafting oriented but still can craft/pvp a little bit with this 1 "locked" slots.


exacty, there is no reason for alts and this system to promote alts other then giving Ub3r more money for same people.

They simply want to leech the old DF fans with this method.

Re: Confusion about Titles may be hurting player retention - suggestions
Reply #7
In observing race chat, a lot of players are frustrated trying to comprehend how they fit in the game.  Too many players seem to be picking inefficient titles and mixing in crafting titles  in a way that will only prove unsatisfactory over time, until they know better, if they last that long.

I would suggest that the Devs create a few common name templates that MMORPG gamers are familiar with as an alternate optional query for setting titles, while still allowing access to the raw selectors of course.   New players in my opinion should be directed toward pure PvE/PvP templates and away from crafting given the level of commitment that is impossible for them to appreciate.  It's a waste of time for players to grind up to 25 or 40 in a trade skill and then realize that it's realistically going to be impossible to make a full profitable go of it.

Just a few suggestions, only partially detailed, would be templates with titles such as:
Light warrior - archery, sniper, G. swordsman (with option for G.axe G.clubs), etc (noted as good beginning player template)
Heavy warrior - archery, brawler, 1H weapon/ Shield,
Ranger - Archery, earth magic,  (noted as good beginning player template)
Shadow Knight - Archery, Necro, Polearms,
Champion - Archery, Arcane, G. swords,
Necromancer, Pyromancer, Windmaster, Plaguemaster (Inflication/Witchcraft) etc - dedicated pure mages titles

These templates would allow new players to pick "no fail" titles to start off and then they can adjust with more fine-grained specificity after they master the basics.


Very good idea. And while at it please find better descriptions for the effects then 0.02% potency etc.
Those numbers are very confusing, many people i talk to are wondering why a title giving you "only" 3% potency is worth anything at all.

Re: Confusion about Titles may be hurting player retention - suggestions
Reply #8
In observing race chat, a lot of players are frustrated trying to comprehend how they fit in the game.  Too many players seem to be picking inefficient titles and mixing in crafting titles  in a way that will only prove unsatisfactory over time, until they know better, if they last that long.

I would suggest that the Devs create a few common name templates that MMORPG gamers are familiar with as an alternate optional query for setting titles, while still allowing access to the raw selectors of course.  New players in my opinion should be directed toward pure PvE/PvP templates and away from crafting given the level of commitment that is impossible for them to appreciate.  It's a waste of time for players to grind up to 25 or 40 in a trade skill and then realize that it's realistically going to be impossible to make a full profitable go of it.

Just a few suggestions, only partially detailed, would be templates with titles such as:
Light warrior - archery, sniper, G. swordsman (with option for G.axe G.clubs), etc (noted as good beginning player template)
Heavy warrior - archery, brawler, 1H weapon/ Shield,
Ranger - Archery, earth magic,  (noted as good beginning player template)
Shadow Knight - Archery, Necro, Polearms,
Champion - Archery, Arcane, G. swords,
Necromancer, Pyromancer, Windmaster, Plaguemaster (Inflication/Witchcraft) etc - dedicated pure mages titles

These templates would allow new players to pick "no fail" titles to start off and then they can adjust with more fine-grained specificity after they master the basics.

its fcken really not that hard to understand this game yea maybe if at the beginning like a tutorial tip guided you and gave u a brief explanation would be nice and helpful. but anyone with half a brain could figure this shit out . people are lazy and feel they come in a mmorpg and it should and has to be like every other mmorpg out there. People should take time read, ask questions for tips ect..

  • SoethThoth
  • [*][*][*][*][*]
Re: Confusion about Titles may be hurting player retention - suggestions
Reply #9
Asheron's Call had an even more complex character creator and they had a choice of either the listed builds or a custom build.

This would help people get started, the game needs to let you know about titles first time you log in.

                                                      And Ub3rgames said; It is the way it is, and it was. 8)

Re: Confusion about Titles may be hurting player retention - suggestions
Reply #10
Those numbers are very confusing, many people i talk to are wondering why a title giving you "only" 3% potency is worth anything at all.
Because they are the one right....3% potency is really minimal and anyone that thinks losing 1/2 combat titles make him somehow gimped for combat is clueless (or is just trying to convince dev to let them do everything again by removing these "restrictions", more probably, because they can't get around the fact they can NOT do everything anymore, just like it should be in an online MULTIPLAYER game).

As it is now, titles are actually way too weak in what they give you to be much of a factor in a fight; for sure they are miles away from being game-breaking and "gimping" you if you chose the "wrong ones"

Re: Confusion about Titles may be hurting player retention - suggestions
Reply #11
Those numbers are very confusing, many people i talk to are wondering why a title giving you "only" 3% potency is worth anything at all.
Because they are the one right....3% potency is really minimal and anyone that thinks losing 1/2 combat titles make him somehow gimped for combat is clueless (or is just trying to convince dev to let them do everything again by removing these "restrictions", more probably, because they can't get around the fact they can NOT do everything anymore, just like it should be in an online MULTIPLAYER game).

As it is now, titles are actually way too weak in what they give you to be much of a factor in a fight; for sure they are miles away from being game-breaking and "gimping" you if you chose the "wrong ones"
3 potency is about 7% dps. Not insignificant. But you also lose malus.

Re: Confusion about Titles may be hurting player retention - suggestions
Reply #12
A lot ppl hava crafting alts. Dedicated crafters are a myth ^^ In 50ppl clan we have like 1 true crafter, rest are alts.

edit: better system would be something like locked 1 crafting slots and 1 combat slots + 3 free slots so ppl can chose if they want to be more pvp or crafting oriented but still can craft/pvp a little bit with this 1 "locked" slots.

Ya, you're doing it wrong there chief.


This is DND, not any other iteration of DF. Everything is slower, and more local. It is the way it is.

Re: Confusion about Titles may be hurting player retention - suggestions
Reply #13
Those numbers are very confusing, many people i talk to are wondering why a title giving you "only" 3% potency is worth anything at all.
Because they are the one right....3% potency is really minimal and anyone that thinks losing 1/2 combat titles make him somehow gimped for combat is clueless (or is just trying to convince dev to let them do everything again by removing these "restrictions", more probably, because they can't get around the fact they can NOT do everything anymore, just like it should be in an online MULTIPLAYER game).

As it is now, titles are actually way too weak in what they give you to be much of a factor in a fight; for sure they are miles away from being game-breaking and "gimping" you if you chose the "wrong ones"

Right because signature spells and whirlwind/seize are not major factors in a fight. You people are clueless, and it pains me to read your ridiculously stupid posts.

  • Valar
  • [*][*][*]
Re: Confusion about Titles may be hurting player retention - suggestions
Reply #14
It's not as if this was the most obvious thing that would come out of time locked titles.