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Re: Recruiting New Players

Posted: Fri Apr 13, 2018 8:54 am
by NegInfinity
TheAuthor wrote:We also have to consider why the non EE NWN 1 still have double as much player or more (as per NWNList) even after the release of EE compared to NWN 2 which is supposedly better in everything and offers a lot more than NWN 1. NWN 1 simply doesn't crash in every 30 mins in average.
It is other way around.

NWN1 is superior in nwn2 in most aspects and has a lot more user created content than nwn2 ever had. It has better animation, combat, and even looks better on most occasions despite less detailed older style. (Default faces in nwn2 are hideous for many races)

The only thing nwn2 has going on is slightly more faithful implementation of DND 3.5 rules and PRCs. That's it. In every single other aspect NWN1 wins.

Re: Recruiting New Players

Posted: Fri Apr 13, 2018 12:31 pm
by TheAuthor
Agreed there. Yeah but NWN 2 did not have to create a lot and some or most of the aesthetics on NWN 1 were either adopted or originated from NWN 2. Furthermore, when it comes to a server like BGTSCC, it is a masterpiece from the Devs and should be considered as such knowing what a pain in the ass the NWN 2 toolset is. Not counting the number of PRCs and custom content we have that no NWN 1 server does. Above all we have the setting which quite possibly the most popular Forgotten Realms area for various reasons which brings a story potential beyond limits compared to other settings I've seen.
Planehopper wrote:While I agree that RP levels are a factor (and have talked to a few newer players that mentioned that amongst other things), RP is as RP does. I dont think toying with RCRs, muling, and other aspects is going to change the RP environment we play in. A lot of great RPers that I've played with use those tools effectively without interfering with RP.

RP should be the focus, but Players need to do that.

There is no easy fix, either. We just all need to make sure we are doing all we can OOC to encourage RP, include, cooperate, and welcome all players old and new.


Agreed there, encouraging RP is a thing but encouraging RP that is fitting for the server's setting is another thing. Players can do that but when confronted with the fact that what they say or imply is lorebreaking then there is very little what another player can say about that. In most cases the only credible guiding hand can be the DM's person and word on the matter. I am not implying an implementation of the RP police but a suggestive or educating kind of notice for the players can be implemented.
Other servers I have seen used RP XP rewards directly given out by the DMs for good rp while they advised the lorebreaking or IC/OOC breaking attitudes on how to get better. Of course the issue with that the DMs have to give out those rewards manually and judge them at person which is a can of worms to open. Another server I have seen used a similar reward system that we do but they used a rating system which either increased or decreased the XP reward for the RP based on the performance of the player. If a player steps out of character more often than staying in character then it would be a decrease the number of the RP XP reward, while staying in character more often can give an increase. In addition to that, RPing the character's race/class appropriately would increase the XP reward further for the RP. All changes must be explained to the players in the systems I've listed though, cannot be done silently by the DMs.

Re: Recruiting New Players

Posted: Fri Apr 13, 2018 1:12 pm
by aaron22
chad's idea is fantastic. get it done. thank you chad for improving our server. and your welcome everyone for my support of a good idea.

a misconception is that the areas are like MMOs. MMO dungeons are actually totally linear. nearly all built for group play and are essentially why people have groups in MMOs.

the transitional and overland areas in MMOs are solo content. this is what MMO players do when a group is not present or waiting for people to log. or plowing up a new toon during 2x xp week.

while it is a MMO staple, it is also not a bad idea to apply. it will never be used if solo content gives the same rewards. xp wise and loot.

getting people to come and getting people to stay are two sides to the same coin.

to come: advertising could work. have to focus on the right spots i guess.

to stay: need to give them a hook maybe. promote the operate conditioning model that the game already gives us. give a few more "levers" to satisfy different "hungers" that different players will have. maybe a token system for the gear hungry. a faction system for the RP hungry. to me, that seems like the best way to hold on to players that try us out. obviously something that would not upset the balance and theme of the server.

Re: Recruiting New Players

Posted: Mon May 28, 2018 2:46 pm
by Gicker
You might have some success posting in /r/MUD/ on Reddit. MUDs, for those who don't know, are basically a text-only version of BGTSCC. There are hundreds of them, and they are run by individuals or small teams, are completely free, and have all different kinds of themes and play styles.

I think MUD players are more likely to play BGTSCC than your average MMO-only player, because of the similarity between BGTSCC as a community and MUDs in general.

That's my thought anyways.

Re: Recruiting New Players

Posted: Wed May 30, 2018 10:56 am
by electric mayhem
Gicker wrote:You might have some success posting in /r/MUD/ on Reddit. MUDs, for those who don't know, are basically a text-only version of BGTSCC. There are hundreds of them, and they are run by individuals or small teams, are completely free, and have all different kinds of themes and play styles.

I think MUD players are more likely to play BGTSCC than your average MMO-only player, because of the similarity between BGTSCC as a community and MUDs in general.

That's my thought anyways.
Not a bad idea.

This is actually how i found PW to RP in during the original days of NWN1 servers.