cashto wrote:QUOTE (cashto @ Jul 20 2010, 05:13 PM) How do you suppose we gather this data?
"Hi, we see you played for a week and then disappeared for the next three months. Mind telling us why?"
SpkWill wrote:QUOTE (SpkWill @ Jul 21 2010, 07:48 AM) None of the suggestions in this thread really have anything to do with newbie retention they are just each individuals idea of what would "improve" allegiance. This game will never be popular because it's complex and difficult, while all popular games are heading in the opposite direction. It won't die either simply because it's unique and you won't play anything else like it.
My current work load precludes reading all this stuff, sorry. From my perusing and my own thoughts earlier here are my comments.Jimen wrote:QUOTE (Jimen @ Jul 21 2010, 01:46 PM) SHUT UP ABOUT BALANCE. The reason we keep losing noobs is because they can't just jump right in and play
I actually joined 3 years ago when there were a ton of ppl and the number of players seems to have decreased (clearly I am the problem!?)
I tried earlier to produce data on newbie playership and retention but the records aren't detailed enough to do what I want.
There are literally only two factors in the community size: people coming and people going (sometimes the obvious needs to be stated
We should be collecting detailed information on those two factors and how to manipulate each.
My suggestions on collecting the info:Record each new, unique (ie not a hider or 0-hider) person's join date, games played, hours played, games won/lost per month. "Edmond, you dumbass! We already do this!" you say. Yes, sort of, but only the final record is retained and I can't get someone's win/loss record for March in June without trolling the leaderboard and that method is known to be inaccurate. (Unless I'm totally wrong and this @#(! is stored somewhere and no one has told me in my month's of asking).Can we survey people in-game during the in-between time? I know this is a code-change. I think the information would be very useful.
My suggestions on changing inputs/outputs.Holy @#(!, Jimen is right! Newbies don't give a @#(! who the comms are, what the factions are, or what the settings are. They just want to play. It shouldn't take 5-30 minutes to start a new game so quit bitching about some bullcrap setting so you can try your esoteric IC-SF-rush strat. This is specifically why I start an FF DM when the comms won't grow up --15 minutes later, after you're finished measuring your dicks, everyone is still online to play.yrnik's idea is good. I might even say modify it so that no matter what team a newb picks he automatically, and instantly, goes to the team with the higher rank.Engage the newbs on TS and Mumble -- It worked 3 years ago and it will work now. Can we include TS/Mumble in the installation? Or link to it or something?Play. We're like cockroaches. We congregate. (I say this hypocritically since I know I won't be able to play any time soon!).Somehow prevent newbs from using the VCs. The number one reason I despise any individual noob is because of the VCs (and I assume it affects most other people's opinions of them) and they only serve to get newbs in trouble. This may cut down on the newb bashing. I had a more complicated idea for this years ago. I would now suggest simply not including any VCs in the installation and we can assume newbs that are smart enough to find and install them are also smart enough to use them wisely.
EDIT: Eat lead, bitches!




