Reasons new players are going to be discouraged:
- From Day 1 of playing you are years and years away from being King of the Hill.
Half of the players here have memorized game mechanics and have reduced the game to a science with information not readily available. 2. Even at the top of your game, king of the hill, you need to put in hundreds of hours to suiting/rping/pking to be successful.
The single player gaming experience is severely lacking. This game depends on interaction.
- That said, 90% of your interaction once you get into a cabal will be capture the flag.
- Given the small pbase, your cabal will either be massively on top, or massively destroyed, without alot of real competition.
- There are some fights you will never, ever win, unless you are one of like 3-5 players.
I think the only way we'd actually attract real new players would be by massively rethinking the power balance. Right now if we rated characters on pk prowess from 0 to 100, a 75 would utterly destroy a 25, no contest, and a player won't get to the point of challenging a 75 until they've been playing 2 years. At this point, no new 100 players are being created. Everyone at the top of the heap has been playing since at least 2.0 or early 3.0.
i think moderates are an excellent idea, and I've had 3 caballed moderates that I think were reasonably successful-- positive PK records, defeated some non-moderate E/L people. The problem is being a moderate requires more knowledge of the game, because I had to go find good non-rare items to swap around. I would change moderates a bit so the limitation was separate between Unique/Rares and they could wear alot of rares, but only a couple uniques, or maybe unlimited rares, but no uniques. I'd also tweak EQ in general to be less important. Make hit/ac/saves/etc have diminishing returns alot earlier.
I'd also revamp cabal warfare considerably. We don't have the pbase to support this many cabals. I like celerity's idea of collapsing to only 2-- both because it will be more concentrated, but also because people will have more "friends" they can rp with. I think it'd also be cool if (as I believe celerity's idea was framed) they were cities, we could tip the scales between the two and offer perks to people who roll the "losing" side. Faster EXP gain, faster train, etc, to try and keep the two sides balanced.
Right now this is a mud for Veteran FL players. I love it, and would have an active character right now if I weren't working and doing a masters program at the same time. But I wouldn't recommend new players try this mud out, because they're way too late, will always be behind the ball, and once they get into the game and get a good at it the endgame (cabals) are broken with such a small pbase.
So I think the solution isn't advertising. Its making the game more friendly to new players.
Which vets here thinks they are going to get PKd by a 3 month player? Anyone? Until that changes, we won't have new players.