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Posted

The SS Zone Life Cycle

 

(1) Development / Beta

In this phase, only one or two people know about the zone. There are many bugs, and nobody acutally plays in the zone

(2) Release

Now, the zone is released onto the public servers, however it does not have many clients, and the players maintain a tight community led by staff.

(3) Expansion

At this point, more people begin coming to the zone, attracted by the current clients and staff. However, at this point the zone's clients still know each other quite well, and will chat while playing.

(4) Peak

Now, there are many people playing in the zone, which now has a stable population. Most clients still maintain the original community, but nevertheless some people are unknown when they play.

(5) Twilight

However, at this stage the original clients and staff begin to drift away, and the original feeling of community disappears with them. Many more people may come to the zone, but most leave quickly, never to return.

(6) Decline

Now, less people come, and more people leave. Development of the zone has pretty much stopped, and most staff and operators rarely log on.

(7) Death

Almost everybody has left, only the bots remain. Any person logging on to the zone will quickly log off again, with no one to chat with or play against.

 

---

 

That is what I have observed of zones through my time playing Continuum. Sad, isn't it :( ? While some zones may spend a long time between stages (4) and (5), eventually most go into decline through the lack of a community incentive.

Posted
Every good thing must come to an end, and all life eventually dies...so what's your point?

 

Yikes! That was quick reply!

What I am trying to say is that all zones following this path will eventually come to an end. So perhaps there is a way of stopping this from happening? Therefore, yes, I believe Cancer+ is right, if things keep on moving, then the zone's original clients will not lose interest, and therefore the zone may not die in this way.

Posted
No amount of development can keep people interested in a bird's eye view 2d space ship game. That's where the community comes into play, which, sadly to say, is following an excellerated path of what you mentioned above.
Posted

Chaos/League, TW and EG will be the last zones in SS.

 

Sometimes the hardest thing to do, it to leave things alone that work. 17th is a good example of this.

 

Once a zone gets to a certain size however i think it is to a degree self-sufficent.

Its size will attact enough new players to replace those that leave.

Posted (edited)
Well... that is sort of true, but if a zone does stop development it usually will fall behind those zone with active dev teams - I think the trick is to listen to the zone's clients - if they want something, implement it, but don't change something that the majority of people woudn't like. Edited by Synook
Posted

I think the trick is to listen to the zone's clients - if they want something, implement it, but don't change something that the majority of people woudn't like.

 

Not true. Even if the majorities of the players want something done, it doesnt always turn for the best. What if you have a lame cloak ship that is veryyyy fun to play, but lame as !@#$%^&*? People will !@#$%^&*, (the majority) and if you remove it, alot of those same people might have been in love with that ship, and it may have been the only one they used. Since they dont like it anymore, they leave, which can start a chain reaction in certain situations.

Posted
17th died for a lot of reasons. The nail in the coffin was complex. 17th was on a decline, and complex put it in it's grave. Not saying that the idea of complex is good or bad, but it was never meant for the 17th, it was meant to be its own zone.
Posted (edited)
I think the trick is to listen to the zone's clients - if they want something, implement it, but don't change something that the majority of people woudn't like.

 

Not true. Even if the majorities of the players want something done, it doesnt always turn for the best. What if you have a lame cloak ship that is veryyyy fun to play, but lame as !@#$%^&*? People will !@#$%^&*, (the majority) and if you remove it, alot of those same people might have been in love with that ship, and it may have been the only one they used. Since they dont like it anymore, they leave, which can start a chain reaction in certain situations.

 

You aren't thinking of the TW terrier by any chance, are you smile.gif ?

You are right, and I suppose a zone's operators need to be very perceptive in determining what people actually want, and what they are just whining about.

Also, they should only do something if it will benefit the zone.

Edited by Synook
Posted
No actually, i was thinking about my own zone..smile.gif Doc has also hit the nail on the head, if the zone is balanced like its supposed to be (if there is a good owner anyway), all ships should be equal...so, saying that, theres always a way to kill a lamer. Players just get mad and go "ZOMGWTF I HATE THE (insert ship name here) ITS SO LAME GET RID OF IT". Meh, my point is already proven, im just going for conversation blum.gif
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