Hello, I'd like to discuss the current situation of the server with fellow players and Developers.
Foreword: In short, I would like to point out the current problems...
I was hessitent to respond here at first as I am new to this server, but after seeing many opinions thrown into the ring, I guess I'd like to throw mine in too.
For starters, I think Leba did a okay job defining the problems. And although I don't agree completely with all the solutions, I applaud the willingness to come forward with suggestions and start the conversation many people want to start but didn't know how.
At the rate this "server" is trending, it will die,
and I blame it all solely on management. Everything starts at the top and in this case, the people at the "top" are unmotivated to release compelling features/content to this game and its gameplay. A static game without evolution is a red flag for failure. I do not blame players for trying out PKO and then quitting shortly after. This game has no features to help retain new players, let alone, anything to interest new players. Keep this "vanilla" mindset and this "we want our own players to be motivated without any incentive" crap and this server is gonna fail.
Be real about it. The only times this game ever release new content was in times of desperations from competition.
Ima start by saying I flat out disagree with everything but the first line here. Anecdotally as well as factually there is insurmountable evidence to support the anthesis to your statement regarding new players. It is not the job of admins to ensure that against all odds new players prevail into the higher ranks of gameplay. I don't have any stats on the game, but I'm willing to bet that the server is 90% players who had at some point played the OG TOP or PKO, and the other 10% are random passer bys and friends of old players who are here for nostalgia sake. At the core of the player base here are very passionate players who are here because it reminds them of the good old days, and the stronger those feelings are the more likely the players are to stay. So the problem is not those players that will stay, but rather those that will indeed leave, obviously. So we need to ask ourselves, very critically might I add, why are they leaving?
Does content have to do with it? Kind of, this may be about 40% of the equation, but legacy WOW servers, Vanilla WOW, and many other MMOs show us that there are players who are content with this(Naming WOW because of the behemoth it is), and human psychology shows us that humans actually do to some degree enjoy routine. A little bit of chaos, in this case meaning new or unexpected content, is good, but routine is the bread and butter of life. Should the devs add more content, yes, 100%. Should there be events with at least average rewards, also yes. If these do not occur are they single handedly responsible for the death of the game? No.
I'm new to the server so this may be a birds eye view of some other underlying issues, and I'll be sure to update this if new evidence presents itself, but I find the player base itself to be slightly responsible for player retention rate. In a sense, we do not/cannot blame only God for homelessness as a result of its mere creation. Players on this server are truly some of the most toxic and constricting I've seen across any MMO, daily arguments in world, higher lvs KSing lower lvs to grow their existing army of alt chars, and a lack of motivation for players to assist those new to the game are also key factors. This game has a very good 2FA system, it can tell when players are on the same computer and IP. After testing I've found that the IP is less pertinent than the computer being used to log in. This can be used to the games advantage to promote the leveling and aid of accounts that are not owned by the same individual. We are all human, so I can't blame anyone for this, but the fact is we want some sort of reward in exchange for our service, and if the two options are lv our own noobs to 41 and make ~500k ea and lv a noob and get nothing out of it, we will more likely than not choose the former. The game could defiantly stand to incentivize this. That said, the toxicity and negative attitude from most current players to newcomers is what is pushing them out at the lower levels, and if they never make it to the higher levels then new content won't help retain them anyway. Should we grow a player base that is dependent on others? No, but having played this game less than a month and in that time mentoring over 50 noobs to lv 41 I can tell you that most do not continually message me to ask for plvling, they pm with questions of game knowledge, and I see people in world on a daily basis asking simple questions only to be scoffed at by certain elite with remarks such as "what a dumb question, of course you need a lv 1 gem to add a lv 2 gem" and although that may be intuitive to veterans, the vile remark leads to a decreased willingness to ask again, and eventually they give up because the game is too complex.
I would love new mazes, I would love new events, I would love new players. But a new pair of shoes is squandered in a pool of mud, there are many other things to be addressed other than "dev must make game better", no, we must first make the game better. A basic understanding of economics tells us that for the Devs to create more, they need money or some source of income, to do this they need players. The wheel is in motion but two of the strongest spokes are broken and must be fixed.
That said I have some suggestions for the Devs on how to begin their end of the process, other than the previously mentioned incentives for the leveling of true alternate players, I suggest some design competitions. We all know that there are very talented people playing this game, I would love to see a system in which players could be rewarded for the design of content, in any state. I'm sure there are individuals here with great theories, incentivizing them to come forward with maze suggestions, or map ideas would be stellar. Additionally, I'm sure out of the entire player base there is a coder or two who understand the archaic code that the game is built on, imagine if we offered rewards for fixing current bugs or coding new mazes etc. Rum is an artificial currency that has no value in which it is backed, but to someone working through college with no job that would like to purchase mall items, there may be greater incentive to stay in a game they not only helped build, but could gain from their work in.
There is a stellar system in place for inviting new players. I invited all my brothers and get a chunk of all the rum they buy, along with new accounts so I can chop my days away at the fortune tree (xP) but, there is no incentive from there. Imagine if there were milestone rewards for players once their invitees reached certain levels. I understand this has a lot of room for abuse, but the potential goods do outweigh the negatives if the rewards are significant enough to motivate assisting friends, whom we already have some sort of duty towards, yet insignificant enough to detour the average player from spamming invites to themselves, along with the 2FA system to ensure accounts are not run by the same individual.
PKO is more Social oriented game. The more players there are, the better.
100% agree, so another major key may be to try and market the game a bit as well. YouTube targeted ads on private servers and gameplay vids is a great start, but maybe also some Facebook ads aimed at the 14-20 year old market that frequent MMO pages.
TLDR; Devs, read the red section, anyone else read the blue.
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