Too much Help? I got the answer!
- FallOutAdam
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Re: Too much Help? I got the answer!
4 of my friends left Craftland because they got bored and it was too easy to do stuff.
https://www.youtube.com/watch?v=OSCiMbMVDLI
- FallOutAdam
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Re: Too much Help? I got the answer!
Actually, 5 of my friends.
https://www.youtube.com/watch?v=OSCiMbMVDLI
- amp
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Re: Too much Help? I got the answer!
Exactly.FallOutAdam wrote:5 of my friends left Craftland because they got bored and it was too easy to do stuff.
This idea needs revising, but, the point is being made, and people are finally realizing it. New players get bored of Craftland in a second. The Mentor system is fine, just, don't tell your apprentice every little trick, secret, warp, and shop there is to make them OP in a day. Let the player atleast have some fun on their own.
I have 8 (that I can think of off the top of my head; probably more than that) friends that left simply because when they joined other players were 'helpful, so to speak. The point of Mentoring and helping out new players is to show them the ropes of the game, and give them a small head start. Not to show them how to get rich, and every single cool easter egg in the game. Let them atleast learn and play for themselves. If you joined as a new player tomorrow, with not knowledge of the server, do you think it would be fun to have a million people ask to mentor you, tp to you, see what hat you get, etc... and then have everything in the game spoiled for you so it becomes easy as fuck in the first day? No one /wants/ to have a game that's /that/ easy. It sucks when you can just become the top of the food chain in a video game after playing for like 1 week lmfao
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- Dietrig
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Re: Too much Help? I got the answer!
I know what you're talking about I have 11 people that left of boredom myself, but keep in mind this is minecraft we're on about and as we all know the average player gets bored of any minecraft playthrough at a fairly quick rate. The people that tend to stick around on here are usually the exceptions to that rule who find enjoyment in other things besides the survival aspects of minecraft (which are lacking in quite a few ways). Personally I agree with you on most of it, we should indeed not "spoil" the game for new players.Chance wrote:This idea needs revising, but, the point is being made, and people are finally realizing it. New players get bored of Craftland in a second. The Mentor system is fine, just, don't tell your apprentice every little trick, secret, warp, and shop there is to make them OP in a day. Let the player atleast have some fun on their own.
I have 8 (that I can think of off the top of my head; probably more than that) friends that left simply because when they joined other players were 'helpful, so to speak. The point of Mentoring and helping out new players is to show them the ropes of the game, and give them a small head start. Not to show them how to get rich, and every single cool easter egg in the game. Let them atleast learn and play for themselves. If you joined as a new player tomorrow, with not knowledge of the server, do you think it would be fun to have a million people ask to mentor you, tp to you, see what hat you get, etc... and then have everything in the game spoiled for you so it becomes easy as fuck in the first day? No one /wants/ to have a game that's /that/ easy. It sucks when you can just become the top of the food chain in a video game after playing for like 1 week lmfao
This doesn't take away the annoying fact though, this being that the survival aspect of minecraft is just not that continuous but rather short especially so on craftland and in any case I consider the fact of people getting bored unavoidable.
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- amp
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Re: Too much Help? I got the answer!
Unavoidable, yes. But we can elongate the stay of the player.Dietrig wrote:I know what you're talking about I have 11 people that left of boredom myself, but keep in mind this is minecraft we're on about and as we all know the average player gets bored of any minecraft playthrough at a fairly quick rate. The people that tend to stick around on here are usually the exceptions to that rule who find enjoyment in other things besides the survival aspects of minecraft (which are lacking in quite a few ways). Personally I agree with you on most of it, we should indeed not "spoil" the game for new players.Chance wrote:This idea needs revising, but, the point is being made, and people are finally realizing it. New players get bored of Craftland in a second. The Mentor system is fine, just, don't tell your apprentice every little trick, secret, warp, and shop there is to make them OP in a day. Let the player atleast have some fun on their own.
I have 8 (that I can think of off the top of my head; probably more than that) friends that left simply because when they joined other players were 'helpful, so to speak. The point of Mentoring and helping out new players is to show them the ropes of the game, and give them a small head start. Not to show them how to get rich, and every single cool easter egg in the game. Let them atleast learn and play for themselves. If you joined as a new player tomorrow, with not knowledge of the server, do you think it would be fun to have a million people ask to mentor you, tp to you, see what hat you get, etc... and then have everything in the game spoiled for you so it becomes easy as fuck in the first day? No one /wants/ to have a game that's /that/ easy. It sucks when you can just become the top of the food chain in a video game after playing for like 1 week lmfao
This doesn't take away the annoying fact though, this being that the survival aspect of minecraft is just not that continuous but rather short especially so on craftland and in any case I consider the fact of people getting bored unavoidable.
Question Authority.
Be Too Stupid To Stop.
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- Joyman533
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Re: Too much Help? I got the answer!
Survival does get old very quickly. Then it's mostly building stuff.Chance wrote:Unavoidable, yes. But we can elongate the stay of the player.Dietrig wrote:I know what you're talking about I have 11 people that left of boredom myself, but keep in mind this is minecraft we're on about and as we all know the average player gets bored of any minecraft playthrough at a fairly quick rate. The people that tend to stick around on here are usually the exceptions to that rule who find enjoyment in other things besides the survival aspects of minecraft (which are lacking in quite a few ways). Personally I agree with you on most of it, we should indeed not "spoil" the game for new players.Chance wrote:This idea needs revising, but, the point is being made, and people are finally realizing it. New players get bored of Craftland in a second. The Mentor system is fine, just, don't tell your apprentice every little trick, secret, warp, and shop there is to make them OP in a day. Let the player atleast have some fun on their own.
I have 8 (that I can think of off the top of my head; probably more than that) friends that left simply because when they joined other players were 'helpful, so to speak. The point of Mentoring and helping out new players is to show them the ropes of the game, and give them a small head start. Not to show them how to get rich, and every single cool easter egg in the game. Let them atleast learn and play for themselves. If you joined as a new player tomorrow, with not knowledge of the server, do you think it would be fun to have a million people ask to mentor you, tp to you, see what hat you get, etc... and then have everything in the game spoiled for you so it becomes easy as fuck in the first day? No one /wants/ to have a game that's /that/ easy. It sucks when you can just become the top of the food chain in a video game after playing for like 1 week lmfao
This doesn't take away the annoying fact though, this being that the survival aspect of minecraft is just not that continuous but rather short especially so on craftland and in any case I consider the fact of people getting bored unavoidable.
I don't really see any possible way to make survival gameplay go by slower.
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- nidefawl
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Re: Too much Help? I got the answer!
my tl;dr reply: We need more new players joining _and_ staying
my full reply:
1: I don't want to revoke that permission. It would still leave thousands of public warps that would have to be checked and removed.
This will not happen
2: Stupid idea (Don't take it personal
)
Greycliff does not have many secrets anymore. But the Aether has (the dungeons).
My suggestion to make Aether dungeons fun again:
1: Disable all dungeons in the current aether world
2: Add a new aether dungeon world that resets every other month.
That world will not have public warps, bosses will not respawn.
It would also allow me to work on the aether dungeon code without risking breaking the reset part again.
Details about this world are free to be discussed
No one wants to spent a day playing only to get diamond tools. (See hardcore world)
But all bigger survival servers are facing that problem.
Go on a survival server that has 50-100 players. Make a screenshot of the names.
Come back 1 month later and wait for a day. None of the names on the first screenshot are active anymore.
All of the minecraft servers live(d) from new players constantly joining, while older ones were leaving.
But for new players we need way more launcher downloads.
Most of the players that are ending on our bukkit box are not even considering clicking the website link
I thought about that "player bored, leaving" thing for a while (4 years?)
There are 2 groups of players I think of: Early leaving and late leaving.
If a player stays for more than 3 hours I'm not concerned.
If a player leaves before 3 hours I'm concerned.
(3 hours total played, not a session)
Instead of trying making craftland even better on long term I should put all my effort into catching those players that leave early.
Not every craftland player will make it to addict.
I'm not saying that I don't want them to stay for that long. It's just not what you can expect from the average playerbase.
Sometimes it's really trivial things that decide between a player staying or leaving.
I once saw a new guy at spawn walking into a portal. The portal didn't teleport him right away as he was used to from other servers.
So he walked to the next portal. After 3 portals he asked in the chat where the lobby is.
3 minutes later he quit.
A minor glitch or a stupid comment in the chat could be enough for a player to leave.
I also think the mentoring can be annoying to a lot of players. I may decide to throw it overboard and add some free-todo quests.
If I was in the situation of being trained I couldn't see myself saying "Hey, lets skip that crap. I found this one funny thing I just want to fool around now"
Telling your mentor that you do not want to keep going on after a few minutes is not the same thing as telling a program to not nag you again.
But again: The average playtime dropped way before mentoring got added.
my full reply:
Jaylee wrote:So I been thinking hard about why players only got a few hrs of gameplay before they quit and the answer came to me. The Answer is simple Mentoing, Warps to dungeons, People offering new players access to grinders for free, it Kills the Hype and Mystery of actually Finding a Dungeon on their own, kills Finding every colored moa in the wild (by seeing them all at once in a shop), Etc.. and this makes things not feel fun at all because when the player ends up going through everything in the game all at once the server is just not that fun anymore. New players should find Secrets of Aether and Greycliff themselfs instead of Vet players saying "Here's The Answer!"
I have a Few solutions pick out whatever you think is good:
1: VIP accessable warps: Players cannot make Public warps on their own they must have Helpers+ Check out the place they set the warp at and be approved as a warp anyone can warp to known as a "Public warp" Or if it was a warp to a pig grinder the warp would be set to a "Vip+ Rank Warp" (Only people who got the vip rank can use these warps)
2: New server rule: Players arent aloud to tell Apprentice's any warps to dungeons/Grinders and they cannot tell them any of the Server's secrets but can still help with other stuff.
1: I don't want to revoke that permission. It would still leave thousands of public warps that would have to be checked and removed.
This will not happen
2: Stupid idea (Don't take it personal

Greycliff does not have many secrets anymore. But the Aether has (the dungeons).
My suggestion to make Aether dungeons fun again:
1: Disable all dungeons in the current aether world
2: Add a new aether dungeon world that resets every other month.
That world will not have public warps, bosses will not respawn.
It would also allow me to work on the aether dungeon code without risking breaking the reset part again.
Details about this world are free to be discussed
Thats true. It's hard to make it slower, and you could probably lose even more players that way.Joyman533 wrote:I don't really see any possible way to make survival gameplay go by slower.
No one wants to spent a day playing only to get diamond tools. (See hardcore world)
But all bigger survival servers are facing that problem.
Go on a survival server that has 50-100 players. Make a screenshot of the names.
Come back 1 month later and wait for a day. None of the names on the first screenshot are active anymore.
All of the minecraft servers live(d) from new players constantly joining, while older ones were leaving.
But for new players we need way more launcher downloads.
Most of the players that are ending on our bukkit box are not even considering clicking the website link
I thought about that "player bored, leaving" thing for a while (4 years?)
There are 2 groups of players I think of: Early leaving and late leaving.
If a player stays for more than 3 hours I'm not concerned.
If a player leaves before 3 hours I'm concerned.
(3 hours total played, not a session)
Instead of trying making craftland even better on long term I should put all my effort into catching those players that leave early.
Not every craftland player will make it to addict.
I'm not saying that I don't want them to stay for that long. It's just not what you can expect from the average playerbase.
Sometimes it's really trivial things that decide between a player staying or leaving.
I once saw a new guy at spawn walking into a portal. The portal didn't teleport him right away as he was used to from other servers.
So he walked to the next portal. After 3 portals he asked in the chat where the lobby is.
3 minutes later he quit.
A minor glitch or a stupid comment in the chat could be enough for a player to leave.
I also think the mentoring can be annoying to a lot of players. I may decide to throw it overboard and add some free-todo quests.
If I was in the situation of being trained I couldn't see myself saying "Hey, lets skip that crap. I found this one funny thing I just want to fool around now"
Telling your mentor that you do not want to keep going on after a few minutes is not the same thing as telling a program to not nag you again.
But again: The average playtime dropped way before mentoring got added.



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