Relos Guardian Shield Posted October 11, 2014 Report Posted October 11, 2014 As we know, the saying goes: "Resets happen when people get too overpowered and starting fresh renews interest." But is today's Hyperspace designed well for a reset? At one time, money gained slower. And people used to consider Alien Tech (besides antideath). Were those factors in retaining longitivity of players? I'd say, yes. However, there is another factor, that is the entry of playing. New players. However, has this been achieved in Hyperspace's current settings? I'd say, not, as I don't see any Then, it should be concluded that this is either the wrong way to go for this objective, or not the right method to do so. What could we do to *actually* get new players? And, what could we do to keep old ones? This is were settings got to balance the factors out. What actually keeps new players anyways? That is one question I definitely don't quite get... Is itHow "un-grindy" it is to get "good"?How much they *don't* get "unfairly owned"?How nice the community is?Just how "fun" the game is?Now first, it don't seem to be accomplished with the current setting, so some big change in strategy may need to happen on the dev side, if we are to get new players staying again. This may a topic for experimentation, until some successful strategy is reached, hopefully. On the other hand, keeping old players goes with the concept of a reset quite well, but probably was once executed better in Hyperspace's past. At one time, Alien Tech was something worth aiming for: As evidenced by people buying them. Now, while they exist, people rather just quit. It's not what it used to be. Now, what is the point of Alien Tech? To me, it seems, its the price tag. By giving it a high price, those who choose to buy it can expect to spend some time... delaying the "need for a reset". However, this only works if people make that choice... Secondly, I would assume, it is to allow other things to be cheaper. Instead of having everything good in the $100's of thousands to equivalent the net effect of buying an Alien Tech, it could be focused on a single item. Allowing lower prices on everything else, and a "decent" ship possible sooner rather than later. This is mostly for game balance concerns. Anyways, old players may need to be reconsidered in the design plan, for a reset to make sense. Money gain speeds, and prices of the top-tier items, need to make sense and be worthwhile. We need to scale resets with expectations of how long it takes to buy said items, so that resets can wait as long as that expectation lasts. After all, once old players feel complete, then the topic of a reset pops again. While possible, let's make sure they don't *have* to feel that way too "soon", and Alien Tech, executed properly, could help solve that problem. So, as I've said, people don't buy Alien Tech. Whatever happens to them, some sort of "buff" is likely inevitably necessary. Whether its lowering the price, or buffing the stats, or even a combination thereof, a good strategy would ensure the next move achieves the objective of getting people buying them again. Then one could see how it plays out from there. Quote
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