Originally
posted by
osloos:
Hey now, I'm thinking beer money, not mortgage payments
If we do it, I'll buy you a beer when you're in Toronto :p
So true! This is the biggest reason why we're taking the path we're taking in developing things. Be where the users are and provide a product that will meet expectations. :)
Originally
posted by
mrcuban:
PANG i Love the updates and appreciate the effort on the UI front. However I don't have any issue with the current UI when I am netting. So making changes to the UI might attract new players, but if won't keep user retention....
There's certainly a need for a UI refresh. There was a need 8 or 9 years ago when we made the game and there's even more of a need now. If we don't provide a modern, easy-to-use interface we're not going to be able to retain users either. The current UI is fine for folks who have played the game for many years and primarily play on a desktop with many tabs open but it's a pain in the but to play on the go, stonewall from your phone, etc. The goal is to make playing something that is enjoyable while you're playing it on any platform.
I understand the time thing, that dev work isn't free. Which Is why I suggest a GFM page to raise the actual amount needed to make changes at market rates. IE $30ph x number of hours to complete. Rather than donating beer money, but not having the time to complete it.
The additional benefit of moving to a better codebase is that it will make it easier to develop - both for the current devs and anyone we onboard. The current codebase is challenging to work with and the UI component is rather challenging to develop because it requires running the full game stack (which is not isolated well).
We cannot rely on the player base to provide purpose of the game. To keep people returning and playing. I think a NPC tag which random actions creates a storyline. It changes the netting game in a positive way (More challanging) , NPC countries that retal or random landgrabs. NPC tags that can do KR's. I understand this sounds far fetched but with such a small player base, we cannot feed everyone with the thurst for different food types...
I'm happy to make some server types where there's objectives -- and I think some sort of new player sandbox is a great idea as well -- but there is definitely room for servers like Alliance where there is no explicit "goal" and the players figure out what they want to do. The underlying goal is to build the biggest country and run the highest networth clans as per our ranking statistics. We still wonder how to quantify war success in the same way but how you achieve those things is generally up to the players to define.
Putting every player on a rail of "you must defeat the big bad NPC tag!" as s storyline that defines someone's round is probably not for everyone so we want to be careful in how we approach it.
Ensuring the folks who play the game are able to play and enjoy it is probably the most important thing. That includes improving the UI to make them want to play in non-traditional ways or making it so it's harder for a country to get ruined (which, IMO, is why many, many people left in the 2008-2015 era) by suiciders or a war they didn't even get to participate in. Trying to create storylines is something that would probably need to happen after those two items are closer to being achieved.