Originally Posted by
Toffee
God how soulless it would be to pay players digital currency to promote the game, especially if the metric for payout were the quantity of videos... I'm sorry but that idea is revolting.
On that note, I don't think anyone really cares about promoting toribash anymore. TBN, if it's ever fully released, will get its own marketing campaign. Toribash is too old and unprofitable at this point. Continuing to promote it feels pretty silly.
No one said anything about digital currency or quantity of video's.
By incentive, I meant something that would provide some sort of distinction, for example, by simulating the same feeling as being a coloured name or some other honorary title/badge.
But I agree, it's somewhat pointless to promote, but not completely. The current strategy (or lack thereof) is ineffective, and there's a fundamental lack of understanding (or care) regarding the root cause of the problem.
Originally Posted by
iTemp
The game itself for users is hard, like if you genuinely think about it that’s just one of the reasons most players who try this game stop because it’s just hard to learn even with tutorials and everything. I don’t think any incentive other than the daily rewards would change anything lol
It's hard, but not that hard. It's easy enough to get to a point where it's fun/playable, and much of the game's appeal also comes from the socialising aspect.
There aren't any truly efficient resources to learn from, or else the problem is that the player isn't smoothly/effectively guided into them.
The in-game tutorials were a step in the right direction, but they're still crap, and needs to become the main focus.
The problem isn't the difficulty of the game, but the lack of speed/momentum of the learning process itself.
Player's get bored and frustrated if they aren't progressing QUICKLY, not necessarily because a game is difficult.
And so, it's just much more easier for them to get the dopamine fix they're looking for elsewhere in the myriad of highly stimulating games available today compared to 10 years ago.
There needs to be an environment for learning that fascilitates QUICK progression to occur. The game mustn't LOOK daunting to new players, even if in reality it is. They should at least get the impression that an acquisition of skill is a reasonable expectation/possibility within a decent period of time.
Imagine if a player of your calibre contributed to a guide of some sort for newbies to follow... People simply do not give enough back to the community in order for it to actually thrive/develop. How are newborns going to walk on their own? 10 years ago, it was also a lot easier because there were more pro's to learn/watch from and also be inspired by. And the general "mood" in the air was more motivating for beginners.
A good example of an efficient guide, which probably shaves literally YEARS off the learning process: Tabby's general ukebash guide,
as can be seen by my own progression in the following thread: https://forum.toribash.com/showpost.php?p=11932954&postcount=10 (#shameless self-promo)
1. Create in-depth, high quality tutorials/drills [in-game] instead of the current fodder material
2. Constantly try and notify/funnel/incentivise newbies into playing them (i.e., make them impossible to ignore or provide rewards - items rather than TC, because they're more easily bedazzled by the spectacle of shiny objects).
3. Train players quickly, those players will in-turn help/train/motivate other new players, the cycle will feed itself
4. Actually retain players.
5. Online promotion now becomes a viable option.
Last edited by Hikou; Jun 28, 2024 at 03:48 AM.