2 week limit on potions, components and herbs
Posted: 11 Apr 2014 13:20
Okay,
Since I am now responsible for getting people to play Genesis there's one thing I might like to tweak a little. The two week limit on saving herbs, potions and other spell components.
The original idea of the two week limit of this was to make players login more often. Which is a good idea of course. Now, does it work in reality? For me personally it's always worked in the opposite way. I haven't played for a while, feel like playing again, login, notice everything is gone, and don't wanna play. Sure, the limit has sometimes kept me logging in once a week or so, but only I only log in for a few seconds to keep my stuff, and then log out. I dont feel it has made me actually play more. And eventually I've forgotten how much time has past since my last login, and ultimately lost my stuff - again.
Thats my personal experiences with the two week limit. What are yours? Do you think it's working and makes you play more? Or do you feel like me, it just makes you angry when you lose your stuff?
I've spoken to Gorboth about this before and he's fine with both keeping or removing it. (At least he was last time we discussed it:)). But it would be interesting to hear what you all feel about it.
A third option would be to keep it, but add an auto generated mail that's sent a few days before you lose your stuff, reminding you to login. That's similar to how many games do these "reward to play" features. They often come with a reminder. I definitely think that would make more sense, but it would also be "spammy". However, there should of course be an option to turn mailing on or off so it'll only be spammy if you wanted it to be.
So what do you all think?
Personally I would probably remove it, and possible add some other reward for logging in. Perhaps using the achievements we might have one day. To me this is more like a punishment for NOT logging in, than a reward for logging in. Wednesday and friday quests for example are nice rewards for being active, and I think better ways to reward activity.
Since I am now responsible for getting people to play Genesis there's one thing I might like to tweak a little. The two week limit on saving herbs, potions and other spell components.
The original idea of the two week limit of this was to make players login more often. Which is a good idea of course. Now, does it work in reality? For me personally it's always worked in the opposite way. I haven't played for a while, feel like playing again, login, notice everything is gone, and don't wanna play. Sure, the limit has sometimes kept me logging in once a week or so, but only I only log in for a few seconds to keep my stuff, and then log out. I dont feel it has made me actually play more. And eventually I've forgotten how much time has past since my last login, and ultimately lost my stuff - again.
Thats my personal experiences with the two week limit. What are yours? Do you think it's working and makes you play more? Or do you feel like me, it just makes you angry when you lose your stuff?
I've spoken to Gorboth about this before and he's fine with both keeping or removing it. (At least he was last time we discussed it:)). But it would be interesting to hear what you all feel about it.
A third option would be to keep it, but add an auto generated mail that's sent a few days before you lose your stuff, reminding you to login. That's similar to how many games do these "reward to play" features. They often come with a reminder. I definitely think that would make more sense, but it would also be "spammy". However, there should of course be an option to turn mailing on or off so it'll only be spammy if you wanted it to be.
So what do you all think?
Personally I would probably remove it, and possible add some other reward for logging in. Perhaps using the achievements we might have one day. To me this is more like a punishment for NOT logging in, than a reward for logging in. Wednesday and friday quests for example are nice rewards for being active, and I think better ways to reward activity.