^Connor_K Posted August 15 Report Share Posted August 15 I feel like asylum lacks the ability to retain new players. I think this for a few reasons but the two I'll be addressing is 1) There's so much to learn about the server and can be quite intimidating for new players 2) It's difficult to get involved in gang life and compete with other gangs as a new player. Also, I know the suggestion posting guide states to limit the post to one idea, but I have 2 and the first idea flows well into the second idea so if you choose to ignore these ideas because of this, that's your own willful ignorance and I could care less whether you consider it or not. Additionally, if this is the wrong place to suggest this, please point me in the right direction I think if we introduce a new Tour Guide position within the community, that new players will feel less overwhelmed when entering asylum for the first time and will be more likely to stay if there was someone who could guide new players on how to get started in the server. These Tour Guides would be experienced players that have extensive knowledge about the server. They would have to apply to the position and be approved by high-ranking staff (such as a community manager or owner). Once whitelisted for this position, they would be paid in-game with a paycheck much higher than other factions. With high pay must come high responsibility, these Tour Guides should receive a notification in-game when a new player enters the server. It would then be their responsibility to contact the new player via an in-game phone call or maybe get a ping at their location and have a complimentary helicopter that they can take to transport to the new player. When the new player is contacted, the Tour Guide can give them a rundown of how the server works and the different factions that the server has to offer (while maintaining RP, of course). Let's say a new player joins and wants to get involved in rebel/gang life but they don't know any players. Sure, they can go out of their way and try to meet people but 1) that's a friction point that may intimidate the new player and cause them to leave or 2) can leave them open to getting stabbed in the back which can also cause them to leave. Now, I don't want the server to be less spontaneous because that's where the magic happens, but instead, I want to give new players a way to ease them into the faction of their choosing. For example if the player wanted to learn about what the APD does, a Tour Guide can introduce them to the highest ranking officer in-game at that time and give the new player a ride along of some sort (or maybe just tell the new player about it and if the player wants to join the APD, the Tour guide would direct the player to the forums). This can segway into my next idea... In the event a new player wants to join the rebel faction, a Tour Guide can get them in contact with a new "Rebel Training Gang" or whatever else you want to call it. This "Training Gang" would be managed by an admin(s) (or whitelisted members of the server who have to apply for the position) and the goal of this gang is to introduce new players to rebel life. This could mean illegal money making, attempting gas station robberies, attacking APD, stealing vehicles, etc. I would also make it a goal of the admins or whoever else leads this "Training Gang" to introduce players to the forums where they can apply for other gangs after gaining a little bit of experience on how rebel life and server rules work. This is an important step because we need new players to get involved in cartels in order to keep cartel fighting gangs entertained. It would also be important to consider whether or not to allow this "Rebel Training Gang" to receive an allowance to fund the rebel activities (nothing OP of course... maybe provide them access to AKM's and non-armored rebel clothing via a gang house or something). Additionally, it should be considered whether or not to allow this gang to attempt bank robberies, cartels, etc. in order to push new players to want to leave the "Rebel Training Gang" and start their own or join a preexisting gang that does high risk activities such as bank robberies, cartels, etc. Kind of a way to entice the new player to want to move up in the gang life rather than stay in the "Training Gang" forever. Rocketneo and WaltJJ like this Link to comment
Maaqs Posted August 15 Report Share Posted August 15 I would sign up without hesitation to become a Tour Guide. And while I have seriously considered making my own gang "Noobies" or whatever in an attempt to specifically help new people, you're also asking a lot (potentially) of someone to basically accept that any illegal/rebel activity they try will likely result in death/losing should there be any sort of 3rd partying (New players vs cops at a bank/fed/prison can already be difficult enough without adding 3rd and 4th parties from other gangs). I do like both ideas, just curious as to how the 2nd point would play out in-game if the training gang is constantly losing / getting ratted. WaltJJ and ^Connor_K like this Link to comment
^Connor_K Posted August 16 Author Report Share Posted August 16 3 hours ago, Maaqs said: I would sign up without hesitation to become a Tour Guide. And while I have seriously considered making my own gang "Noobies" or whatever in an attempt to specifically help new people, you're also asking a lot (potentially) of someone to basically accept that any illegal/rebel activity they try will likely result in death/losing should there be any sort of 3rd partying (New players vs cops at a bank/fed/prison can already be difficult enough without adding 3rd and 4th parties from other gangs). I do like both ideas, just curious as to how the 2nd point would play out in-game if the training gang is constantly losing / getting ratted. A few things come to mind regarding what you said about the training gang. It would be quite the responsibility, that's why I feel like having a couple admins managing it would make sense. Another idea that accomplishes the same purpose would be having public gangs. Instead of gangs needing to invite other players, new gangs can list themselves as public and can have a description of how they operate so that new players can join in. Obviously this idea sounds good in theory but with the right ramifications, it could be practical in-game. Also I feel like I have a distant memory of asylum allowing for publicly joinable gangs in the past. I could be crazy though. Rocketneo likes this Link to comment
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