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Author Topic: Community Building  (Read 8891 times)

Rowana

Community Building
« on: August 01, 2012, 03:13:03 pm »
Hello folks.

Community (dwindling) issues have come into the limelight once again. (yes, the semiannual occurrence has come to pass!) So I'd like to see ideas people have for community building. We always kind of do the cricket violin thing but then we never move to that point where we're looking at actual action. As I stated in another thread, I have a few ideas but I would rather open this up to the community and let the community's collective shine here!

I'm going to throw some things out there up front but otherwise we'll feed back ideas as they come around and see if we can get some things going!

1) We cannot give incentives for money for the NWN version of Layonara. It will get us sued and shut down and all kinds of nasty things. The only way money can come into play is for donations to keep the servers up and running.

2) Anything that requires an intensive amount of work for the lead staff will be considered but won't be attempted in the near future. If a window of opportunity presents itself we'll see what we can do.

3) At this time we have no desire to get rid of the CA process and it has been lightened to the lowest viable setting to keep lore intact and our CA staff sane.

4) Soul Strands are also off the table as far as altering how/when they work. It has been stated elsewhere in a few places that Soul Strands will be apart of game play in the MMO as well. They are here to stay.

5) Lore and lore consistency is absolutely king/queen here.

6) Anything that requires GM action will require the willing, but not grudgingly so, volunteerism of a GM. If the idea has merit but we don't have people who have the time/ability, we'll keep it on the idea list for a time in the future.

7) Please do not take lead staff feedback as a shut down of an idea. If it's definitely a no go, we'll just say "Hey, cool idea but we can't do this." Otherwise just take it as feedback to build on.

8) This shouldn't devolve into, "When the MMO comes out could we....". Those kinds of sentiments are more than welcome but there's a forum for that so head on over there for those kinds of posts.

9) Long posts welcome so long as the above conditions are adhered too.

So let's hear it folks!

~row
 
The following users thanked this post: Lance Stargazer, Link092

Link092

Re: Community Building
« Reply #1 on: August 01, 2012, 04:12:44 pm »
oh, geez... uhm... :U

Maybe some forum/NWN layo crossover with a small puzzle series? Something to tie some folks up and keep them occupied? *throws red herrings EVERYWHERE*
 

Gunther

Re: Community Building
« Reply #2 on: August 01, 2012, 04:33:30 pm »
This might break rule #5, but I recall a story I heard once about DnD.  No idea whether its true or not.

It had to do with the module 'Land Beyond the Magic Mirror' which was a blatant rip off of Carroll's 'Alice in Wonderland' stories.  There was a vorpal sword, tweedle dee and dum, a jabberwock, cheshire cat, etc.

It was silly, it was also one of the best selling modules ever.  And some of the encounters were deadly.

I guess my point is that not every quest has to be a life and death struggle for the soul of Layo.

I'm not saying that my prior post about a quest involving vampiric asian carp should actually be implemented, but something like it would be good for a laugh.  From a cynical viewpoint, if the Carroll modules were some of the best selling ever, it is probable that some lighthearted adventures here might attract some folks.

Of course, it'd have to be done in strict moderation.  Maybe one GM running one series of limited quests.
 

Lance Stargazer

Re: Community Building
« Reply #3 on: August 01, 2012, 04:40:49 pm »
Gunther .-

Regardmg that when Row speaks of Lore and lore consistent are the king and queen here means on story and character development.

There is actually an option for GM's to run "spin off" series  that are not Lored, this events of course can't be taken in acount for character development and can't be written into any CDT or anything, those are given to have the option to do "what if" kind of story or "for the fun" of it.

With that said I do think that one of the greatest advantages that Layonara has its indeed the ability and the character development and the unique oportunities of Rp it brings, But the option is there.

Hope this is along the lines you were sayng.
 

Gunther

Re: Community Building
« Reply #4 on: August 01, 2012, 04:51:03 pm »
Thanks Lance, I can appreciate what you're saying.  I'd just approach any whimsical stories with trepidation, as they do actually require a pretty deft touch and a penchant for humor, which not everyone has.

I think it'd have a good appeal and would provide a change of pace.  But it couldnt be overdone or I think it would actually break the suspension of disbelief necessary in any such game.

I have an idea or two that I'll send to a GM privately.  If they get implemented, great, if not thats ok too.
 

Guardian 452

Re: Community Building
« Reply #5 on: August 01, 2012, 05:06:53 pm »
Ask yourself what (type of) players you are trying to gain?
What game are they playing now?
How to get them away from it to here?

NWN isnt the greatest graphics... hast been for years. So you wont get people away with eye candy.

D20 SUCKS!!!! we all know it. I am about to stop calling it crafting and start calling it "lucking". Several other MMO's have a far superior crafting system in place... so you wont get them away with our crafting system.

PvP .... too many restrictions in having anything close to a true PvP experience here. Other MMO's have strait up PvP built it so you wont get them lured here with PvP.

What is left?  the Layo Core community & RolePlay. So figure out how to get good roleplayers here. or... figure out how to get other MMO's players to learn the value of good roleplay and see what a great core community we have here.

I dont know if any of these would bring in "new blood" or just bring some folks back for a few months.... but here goes.

1. A "Call home" ability for all players.

2. Put Soul Strands back on the table of discussion. You can't exclude a major item that has caused players to leave if you are honestly trying to grow the community or bring people back.

3. New items

4. New Crafting Items

5. Health regen for all characters

6. New areas

7. +4 gear

8. An actual "Community Building" It would function like a house. Players can come in... set up a chest and sell their wares. Set up a combat dummy and give training lessons, archery target and archery lessons etc.

9. Give me a reason to want to log in. Right now I don't have one when I click server status and I see no one on or a couple people on. A world that is gearted towards group play is destined to die when no one is on when we want to play. So get people in or reshape the world to the people here.
 

LordCove

Re: Community Building
« Reply #6 on: August 01, 2012, 05:33:03 pm »
A reduction in the XP required to level in both Class and Crafting would, I think, encourage new players to stay and old players to return.

I understand this is primarily an RP server, but with dwindling numbers it is probably increasingly difficult to find someone to RP with, and if you do, you likely need to travel a great distance to find them.

Add to that the "grinding" factor, whereby characters level so slowly, they must return to the same areas time and again ( or attend quests ) to gain enough levels to be able to go to new areas ( and repeat the process )
The same applies to crafting.

Personally, time is a factor.
I think it would bring old players back and attract some new ones, if their progress was hastened.
For example, alter the XP required to reach level 8 to standard NWN amounts. From level 8 - 15 NWN standard*2. Level 15-20*3... and 20+ requires 1 million xp per level.

If the server is empty but a character is able to solo some area's and knows its not going to take a week to level by himself, then he's going to log in and do it.
If one person does it... another will... and another...

Much the same with crafting XP.The crafting system here is awesome, and totally addictive. But again, is such a lengthy process, and with ingame guilds now stocking just about everything that can be made via crafting, there is hardly a need for anyone not in a guild to craft.

Just a thought, play with it as you will.

Edit: Highlighting Guardian's quote, he said it better than I could.

9.  A world that is gearted towards group play is destined to die when no one is on when we want to play.

LC
 

Guardian 452

Re: Community Building
« Reply #7 on: August 01, 2012, 05:42:20 pm »
10. Remove the 6 characters per person rule. Possibly giving us the option to then bring back people we deleted because of said rule.
 

Gunther

Re: Community Building
« Reply #8 on: August 01, 2012, 06:19:41 pm »
Expanding on Lordcove's post, I recently helped a newer player through some crypts to complete a quest.  After we had completed the quest, he advised as to his xp gain for the quest and how far he had to go and that he felt it was quite a bit.  I advised him as to the amount of xp that Gunther had to get in order to level.

I further advised him that if he wanted to play in Layo and excel, he should get involved with the quests, check the calendat, get to know people, and not worry about the xp amount, just enjoy himself, etc.

But I think my mention of xp killed him.  I havent seen him since.

Regrettably or not, this is the age of instant gratification.  If I push that button, I better get my pellet of food NOW!.

Fortunately for me, I dont mind getting 6 xp to kill 500 giants that carry 17 gold pieces total.  I think its great.

Unfortunately, Karma stopped me from my expeditions into Misty Village.  I only had to commit genocide on the Misty Village 110 more times to level too.  In all fairness, I am having more fun roaming around and exploring the changes to Layo, even though I only had 110 more times to go.  The Misty Villagers should erect a shrine to Karma.
 

Rowana

Re: Community Building
« Reply #9 on: August 01, 2012, 06:45:51 pm »
Let me back up the train just a wee bit.

I want to point out that no amount of improvements we make in game are going to matter if no one is looking. That was sort of the vein I hoped people would take with at least some of this thread.

I understand that you guys are listing off irritations with the world that you wish we could fix for one reason or another, and sure maybe some of them will help. I am definitely interested in what you have to say about what's going to keep you here. Sustaining aspects are definitely important. I was hoping folks would widen the focus when they made their suggestions, however.

What I'm seeing to start out with are a lot of the things that have already been hashed out (though not all) in previous discussion threads. Some of these suggestions we can't do anything about until the MMO is in a playable state. Some of these things have hit a point where no one has any really good ideas on how to balance it to fairness between casual and hard core players and that's a big, big factor that stands in the way of implementation. If you have some ideas on those, again, we're happy to hear it. Perhaps retread on those ideas in the previous threads and see what you can do with it.

The kinds of things that tend to keep people around a community don't have much to do with exp numbers, item lists or number of available dungeon crawls. Roleplay as the primary focus of a game is definitely a niche market. It is not going to appeal to -a lot- of people. On the other hand there are thousands of people out there looking for exactly that. Without writing a SEO script bot to plaster our name everywhere or something equally irritating, we've got to initiate some ideas to get the community out there for those people to see. Building a community that checks in on each other and bonds with each other in the way that Layonara has in the past is one of the missing elements a lot of people have complained about losing.

This community is never going to be the size of the big MMO games. Indeed, I don't think anyone really wants it to be that big here, even in the long run. So, yeah. Let's look at who we want to appeal to and I think we have a pretty clear image of that already. How do we get those people to come to Layonara? Staying power is something we can tweek and twist as we go but again, won't matter if we don't have anyone coming around in the first place.

~row
 

wild_down_under

Re: Community Building
« Reply #10 on: August 01, 2012, 07:24:16 pm »
In essence, are you asking us how to market Layo so that it is more noticeable/appealing in order to attract the "niche" RP people type? That is what I am getting from the last paragraph.
 

Guardian 452

Re: Community Building
« Reply #11 on: August 01, 2012, 08:06:41 pm »
Getting new blood is great. But that isnt the only way to grow the community. Look at all the people who "check in" from time to time. Look at the people that left with them.

Why did they leave?
What can we do to get them to give us another try?

I myself have been one of those on again.. off again people. I first started playing here in October 2003. The first few years it was hard core man! This place had tons of active GM's, the calendar (once created) was full all the time!... Leanthar would pop in (typically as Milara) and torment our PC's. The world itself was growing... new areas, new items, new races, new classes.. new new new... just want people wanted and they got.

Right now... you could leave for 6 months or a year and I bet you will see little to no change at all in the above areas. So why would someone want to come back? Roleplay only has so much draw.

Row.. I understand you wanting to know how to get people to find us... to even know we exist. But beyond that we gotta give them a reason to stay. I dont see that being the case with Layo today, vs. Layo of yester year.
 

Rowana

Re: Community Building
« Reply #12 on: August 01, 2012, 08:22:01 pm »
"Marketing" is a wide word especially with the onset of social media. I'm not really looking to put anything in this thread under that bracket in any sense. Why? Because I'm not asking anyone to put the word out to sell the world. I'm not asking anyone to cut in on some ad space to sell it. I'm not even asking for ideas for wording for an ad to sell the place. Frankly, if we want that, someone on Layonara's lead staff will just do it. What I am looking for is a solution to the problems people are most complaining about.

"There's no one to play with."

That's a problem we can solve and it's not going to take marketing. Again, I say that tweeking in game mechanics isn't going to be the only way to draw in and keep people. Particularly when RP is the actual focus of the game and not the mechanics themselves. Speculating why people have quit playing is kind of fruitless too.  Without people to come around and tell us why they quit it's all just 'what if'ing. Some of you guys have taken Layobreaks, or quit and then  come back. You guys can fill us in on why you personally left and why  you came back if you want but that's going to be the best we can do there. Some of us are privy to details of why other players left, particularly long time players but we're not able to share those details out right. Most of what I know about has more to do with the lack of people, lack of RP, RL conflict that took precedence, (babies, school, money, job, job, job....) or a personal conflict they felt was irreconcilable more than some mechanic or another that annoyed them into quitting.

So, no. I don't have a specific idea that I'm hedging around asking for people to do/suggest. I'm asking, literally, what are your ideas? What would you like to see from us to help expand what we do here? What do you think you'd like to do to pitch in for the same? Is there some kind of new scheduling thing we could do? Is there something we could do for the folks who can't get IG as much to help them feed the RP craving and keep them connected to the world? Is there some community tool that might make getting together a little easier? Is there something you'd like to have shout out over social media to read over the day? Is there a section of the forums you might like to have added to assist with community expansion? Is there something you'd like to see celebrated more often? Is there something completely out there you'd like to see us try that isn't even remotely on this list?

There's been a few suggestions. Some folks would like a return of the Dev Log. Noted! We want that too and as soon as it's viable, it's coming back. Some people want mechanical updates and things. Noted and handling at least some of that as the opportunity presents itself. People want more quests 'for fun'. Noted! GMs are now aware (well if they read this thread they are!). Frankly the suggested forum-to-IG puzzle idea could use some fleshing out so we could see if that's something we could do.

I am literally trying to tap the same out-side-the-box thinking people like to use on quests to help us solve our own problem. When it comes down to it, it would only take a handful of new/returning regular players in each time zone to fill this place up enough to give that spice of variety and such. It just doesn't seem like a too tall an order for us to solve as a community. So what are your ideas? What is it that makes you love this place so much you come back, for some every single day, sometimes multiple times a day and how can we enhance that? For those of you who wish you could play that much but can't how can we feed your love of the place a little to get you through until you have time to play?

~row
 

Dorganath

Re: Community Building
« Reply #13 on: August 01, 2012, 08:26:16 pm »
I think perhaps she is asking for some non-mechanical things that might help retain the community...some crossing of the aisles from people fixated fully on one play style while only giving the other lip service. I ask this because if only mechanical suggestions are made, only those who care about mechanics will be enticed. To paraphrase you G, bashing only has so much draw. *winks*

Uncharacteristically, I'm just going to avoid commenting on anything I've read so far beyond this, because I have a killer headache and it's put me in a foul mood...and you all don't want that.
 

Rowana

Re: Community Building
« Reply #14 on: August 01, 2012, 08:26:46 pm »
@ Guardian - yes but putting the onus only on the GMs to keep pumping out quests, particularly for some of us who have been here for years actively isn't really fair. There has got to be some other stuff we can do besides slamming the calendar with meaningless quest to keep people busy. And you yourself know some of the issues with changing and updating mod content. There's only so many hours of the day and we are so far less populated with teams and those who are there have lives and people to feed. So let's branch out. That's what I'm asking for here. -Surely- we can come up with some ideas to try out, even if they flop.

~row
 

Guardian 452

Re: Community Building
« Reply #15 on: August 01, 2012, 09:39:34 pm »
I had a rather lengthy and in typical G452 fashion scatterbrained reply going.. which I decided wasnt answering the issue that was asked, and was just comebacks to fix what we had now and quests now etc....  but I just deleted the whole lot of it.

I am at a loss for ways to find a new method to reach out to "new" players to get them interested in Layo.

So.... good luck.
 

miltonyorkcastle

Re: Community Building
« Reply #16 on: August 02, 2012, 12:22:59 am »
Okay... let's see...

At this point, I don't play Layo or envision Layo in its current incarnation as a video game. Yes, I use a video game platform, and in many ways it nicely handles some number crunching and gives me a great visual which helps with immersion (despite it not having the most up to date graphics). I play Layo like I play my weekly pen-and-paper tabletop games with the guys. I schedule a time to play (or GM), and I spend the time not only playing/GMing in the Layo world, I also catch up with my friends here on Layo, out-of-character, making the whole event both an experience in gaming and a social experience. With pen and paper, I sit around a table with my buddies, and we collaboratively develop a story and meaningful characters. I do the exact same thing with Layo except that I'm at a computer instead of a coffee table.

So, when I ask myself what keeps me around Layo, I realize that it's likely the same thing that keeps me going back to my PnP games every week. Okay, then what is it that keeps me coming back to those PnP games? It is the characters, the story- both of which are created via roleplay by players and GMs- and the community, my friends. The same thing keeps me interested in Layo, keeps me coming back.

There is a model here of success. A Gamemaster, a handful of players, camaraderie, challenging stories, and characters you fall in love with. If you have all those things, you have staying power. It's a classic design that has worked well for our niche of roleplaying gamers for decades. We have this on Layo. What we're lacking is structure and consistency. I can count on my weekly Saturday PnP game. I know that a little more than three out of four weeks a month I will get to roleplay with a great group of friends. The meetings are consistent. We have a set schedule, set start and finish times. The game, our social outlet, has structure because we know when it will start and when it will end, so we can schedule around it.

I believe that for a community like this one to not only survive, but thrive, you have to build it around this classic gaming convention: a structured, consistent roleplaying session with a group of friends. Imagine if you popped onto Layo every Saturday night for four to five hours with some good friends for your regularly scheduled weekly gaming session. Now imagine if that was the same group of friends and the same GM every Saturday. Maybe you only log in just for that block of 'quest' time. Now imagine if every day of the week had a classic PnP style of session on Layo: one GM, a handful of players (let's say five for simplicity's sake), 4-5 hours, lots of RP and story and character. Well, that means we'd have seven GMs actively running a 'quest'/session every week, and at five players per session, that's 35 players. Okay, now, imagine if we had two classic PnP style sessions a day (accommodating other timezones), at the same ratio, that's 14 GMs and 70 players. Even if these players only logged in once a week for their weekly session, we'd still have more people online than we do right now. More than likely, though at least half those players would log in outside their weekly session, and bum around and meet new people. Now, imagine if we upped the number of players per GM session to eight. That would mean 112 active players. You know what I envision? Three classic PnP style sessions a day set in the world of Layo- one for the Europe zones, one for the America zones, and one for the Aussie zones. At eight players a GM, that's 168 active players. We have what, thirty to forty active players right now? That would more than quadruple the community size, AND it would have staying power. People stick around for that weekly gaming session, that weekly dose of story and character, that laughing and joking with friends who share the same interests. Because suddenly playing on Layo is about that social experience, suddenly it's about the creative endeavor of roleplay, and not about a video game, which you 'beat' and then move on to the next game.

I believe that the key to growing the community, that the key to the staying power of the community, is building the community around the classic pen-and-paper style of playing RPGs: The Weekly Gaming Session.
 

Hellblazer

Re: Community Building
« Reply #17 on: August 02, 2012, 12:58:13 am »
Quote from: miltonyorkcastle
Okay... let's see...

At this point, I don't play Layo or envision Layo in its current incarnation as a video game. Yes, I use a video game platform, and in many ways it nicely handles some number crunching and gives me a great visual which helps with immersion (despite it not having the most up to date graphics). I play Layo like I play my weekly pen-and-paper tabletop games with the guys. I schedule a time to play (or GM), and I spend the time not only playing/GMing in the Layo world, I also catch up with my friends here on Layo, out-of-character, making the whole event both an experience in gaming and a social experience. With pen and paper, I sit around a table with my buddies, and we collaboratively develop a story and meaningful characters. I do the exact same thing with Layo except that I'm at a computer instead of a coffee table.

So, when I ask myself what keeps me around Layo, I realize that it's likely the same thing that keeps me going back to my PnP games every week. Okay, then what is it that keeps me coming back to those PnP games? It is the characters, the story- both of which are created via roleplay by players and GMs- and the community, my friends. The same thing keeps me interested in Layo, keeps me coming back.

There is a model here of success. A Gamemaster, a handful of players, camaraderie, challenging stories, and characters you fall in love with. If you have all those things, you have staying power. It's a classic design that has worked well for our niche of roleplaying gamers for decades. We have this on Layo. What we're lacking is structure and consistency. I can count on my weekly Saturday PnP game. I know that a little more than three out of four weeks a month I will get to roleplay with a great group of friends. The meetings are consistent. We have a set schedule, set start and finish times. The game, our social outlet, has structure because we know when it will start and when it will end, so we can schedule around it.

I believe that for a community like this one to not only survive, but thrive, you have to build it around this classic gaming convention: a structured, consistent roleplaying session with a group of friends. Imagine if you popped onto Layo every Saturday night for four to five hours with some good friends for your regularly scheduled weekly gaming session. Now imagine if that was the same group of friends and the same GM every Saturday. Maybe you only log in just for that block of 'quest' time. Now imagine if every day of the week had a classic PnP style of session on Layo: one GM, a handful of players (let's say five for simplicity's sake), 4-5 hours, lots of RP and story and character. Well, that means we'd have seven GMs actively running a 'quest'/session every week, and at five players per session, that's 35 players. Okay, now, imagine if we had two classic PnP style sessions a day (accommodating other timezones), at the same ratio, that's 14 GMs and 70 players. Even if these players only logged in once a week for their weekly session, we'd still have more people online than we do right now. More than likely, though at least half those players would log in outside their weekly session, and bum around and meet new people. Now, imagine if we upped the number of players per GM session to eight. That would mean 112 active players. You know what I envision? Three classic PnP style sessions a day set in the world of Layo- one for the Europe zones, one for the America zones, and one for the Aussie zones. At eight players a GM, that's 168 active players. We have what, thirty to forty active players right now? That would more than quadruple the community size, AND it would have staying power. People stick around for that weekly gaming session, that weekly dose of story and character, that laughing and joking with friends who share the same interests. Because suddenly playing on Layo is about that social experience, suddenly it's about the creative endeavor of roleplay, and not about a video game, which you 'beat' and then move on to the next game.

I believe that the key to growing the community, that the key to the staying power of the community, is building the community around the classic pen-and-paper style of playing RPGs: The Weekly Gaming Session.


What he said!

Me and some others here have been playing together for.. god.. 10 to 12 years. What keeps me coming here, I can't speak for them, is the interaction my characters have with other characters. The IG friendship/relationship good/bad that happens in a world setting that is dissimilar to the one we live in. It's refreshing. Unfortunately like probably many, there comes time where what provides us with this opportunity the game engine grows tiresome, and a lot of all that has already been mentioned previously. That's why sometimes we move to other games. But if those games doesn't give us the ability to actually form this association between character, well it looses it's appeal and as rp players we come back to the place that offers us the most of what we like.

How to make it better, unfortunately yes it's a more involved gm teams. Not necessarily long series of quests, or quests that will last into the wee hours. But impromptus, and one time quests, lore related or not. I'm happy to see that there's the possibility of non cannon quests that will help. But I have to agree that a lot of what makes this place a really great place to play compared to other mmo's is the interaction with the GM and basically the world through those GM quests and events. And maybe that's something that needs a better focus here and there.

If you can't update the graphics or the systems too much more than it is possible now compared to the current games, and I'm not saying this as slite, then you need to focus heavily on what this game permits, and right now the biggest thing that this game has over Lotro, WOW, Guildwars and others, is the ability for the game master to shape the world in to a living entity that the players can interact with. That's the strong point beside modding, of this game and why it's been so successful throughout the years pushing the 10 years limit.. I don't know of any other platform that has had such a living cycle. So while other games (ie lotro) have cutting edge graphics and servers that promots role play, yes there is, they still can't compete with how the GM can interact daily if they want, with the world. THIS is your biggest selling point. And I have to agree that even compared to when I started here in 06, there's a big difference from then to now. Of course as the community dwindles so does the gms, it goes hand in hands. Less players means less potential gms. But for those that are still here, the best way to keep the player interested without having them to grind every day, and give them opportunities to RP what's happening in the world, is having more than one arc/plot going on at the same time, short or long it doesn't matter. Right now I think I can count 3 or 4 stories arc going on, It's not bad. But more could be better, as if you can't go to one, maybe because there's too many people which makes it hard on all parties, having more story arcs would enable people to diverse to where they want to participate. That in return will give more to the players to rp in between themselves at the same time.
 
Quote from: Rowana
Let me back up the train just a wee bit.

I want to point out that no amount of improvements we make in game are going to matter if no one is looking. That was sort of the vein I hoped people would take with at least some of this thread.


You got to use the video social media more. Youtube and other video hosting websites can be great tools. Of course the graphic limitation of NWN will be a factor, so you can always cheat a bit by using all the goodies in the nwncq and the other hacks that gives better graphics to the game.

You have a very good idea about placing the cdj's as a marketing tool for the current incarnation of the game. But all that said, once the people are here, if what has been mentioned to be very high irritants to player are not fix, you  may lose them as soon as you get them. So both have to be done at the same time to be effective, although fixing thing prior will look better than trying to fix them while you are advertising.

Here's a deal, give me a video made from an event in game, and I'll make a track for it that you can use in the video ;)

Anyhow, my 1/8th of a true.

Xaltotun

Re: Community Building
« Reply #18 on: August 02, 2012, 04:48:08 am »
I must admit that I agree with Milty and HB on this. Social media tools and so on are great, but what makes Layo the place you want to stay in is the character/gm/personal interaction; and that has nothing to do with the graphics or the game engine.

As HB said, the main difference for me is the huge drop in gm run games - and this is not meant as a slight against the team, it is simply the truth of the matter as the community dwindles - and as they both said, both plot and impromptu run games. Personally, I prefer the impromptu games. They are short and usually only with a few characters where you know you can make a difference. On the other hand, the world plot games I feel are too big, all the big characters get involved and you become a little cog in a huge wheel. The point behind PnP is that ~everyone~ was allowed to feel important and played a role (since these games have smaller groups), that is what makes this game (and therefore Layo) different from WoW etc.

So boost the gm and other content, and players will follow. Otherwise, all the advertising in the world will not make any difference.
 

Nom

Re: Community Building
« Reply #19 on: August 02, 2012, 05:40:26 am »
Allow entrey for basic characters (Fighter,Wizard,Rogue Good align) without having to jump through the hoops that are the admission process.