Dear admin
Posted: Thu Dec 23, 2010 7:47 am
I have noticed a reduction in player numbers and DM on servers (DM numbers often being roughly proportional to player numbers). Note i am in a whack timezone so this may not be true for Euro/US. If not...ignore!
But watching the player/Dm widget while i'ma t work seems to show lower numbers.
I think this is because:
a) We now have membership spread over 3 servers (3.5 if you include exodus and the few players that are not already common) instead of 1...as well as accross several timezones.
b) Since 2004 when i joined many of us have grown old, got married, had kids and got promotions so cant play as much. And there aint so many whipper snappers around to replace us.
c) Some people playing less or stopping due to lack of challenges for higher levels, or because they find it hard to find others given a) above and less time given b)
I think the following ideas should be CONSIDERED by admin and discarded if it's not to their liking. I'd float these ideas as part of lead admin platform (to be shot down as appropriate
) to guage the plebs but i honestly dont have the time to dedicate with new son and heavy work committments.
Purpose:
To have ALFA sustainable.
Objective:
1) increase server 'load' of players DMs
2) get more people in the door
Recommendations:
1) Cap further servers.
I think the 'if people want to built them then we'll add them' policy is now unsustainable. there is enough variability to allow Dms and players
If in a year things get worse, decommission one except for campaigns?
2) Encourage Modules not servers
People should build modules that can be attached and/or removed from existing servers depending on campaigns (eg a collection of underdark areas that could be bolted on to TSM or BG, a Mountainous area that could be bolted onto TSM or BG). This may require the removal of some areas on the current servers that get visited once in a blue moon to make way for memory?
3) 'Theme' server risk
Set direction that over the next year the server teams should slowly adjust their servers to represent either Low level, moderate level, high level challenges. This would concentrate players of like level and like capacity for partying to undertake statics or random party adventuring. Of course having safe areas that anyone can go for a bit of variet is a must (areas close to cities?). It also wouldn 't proclude high level adventures in the 'low level' server. This would just requires a DM. (or alternatively some of the 'modules' in Recommendation 2 could be attached to a low level server and loaded with high level nasties for a time).
4) Starting server
Recommend a starting server, make it REALLY obvious for new players and make it the one with the most DMs and players. Review every 3-6 months. Of course after recommendation 3 it kinda needs to be the low level server
5) Review tech priorities
What are the things that are likely to encourage people to come to a server? What's likely to make life easier and funner for a DM? Those two could be the priority for ALs team putting aside new feats on weapons, magical earings, or something.
5) Review standards and rules 'principles'
Classes are already unbalanced, rules and feats are already broken, DnD doesn't make sense...we'll never fix it. We've already banned the most horrible things (although perhaps a bit too much....dash for example..how many CvCs have ther been?). Set clear principles for the teams to work on things that enablerather than restrict to the piont where the objectives of the team should be used in our advertising to the NWN2 community as things of interest (ok not seriously, but you know what I mean).
6) Incentives for breathing life into the game
Lets think outside the box.
Re-examine DM, builder, scripter/tech rewards for PCs in terms of exp or levels or PrC awards or extraordinary PC allowances (min service threshold required
) - Maybe i'm not so sure about other staff. I think maybe the ones mentioned above takes more dedication and time after holding various positions around ALFA over the last ~8 years. Could be wrong.
"Play-by-post" - stories and RP that add to the server could be rewarded by (H)DMs? It takes longer to write a page long story that adds to the 'persistance' of the worl than it does to finish a static for 100exp. Also will allow Dms to keep the 'story' of a server giong responsing to "RP" rather than just having to use the rumour thread. So it's subjective and some might get more than others as DMs like their writing better *shrugs*. Noone gets penalised....it's just smeon gets a few extra pionts of exp. As it's all a bonus surely we can be grown up about it.
7) Review 'extending a hand to exodus'
If in a year from now things are degrading. Maybe some hard decisions/sacrifices are required.
Review charter/pillers/whatever
If in a year from now things are degrading. Reconsider:
a) If Dms can play and DM on the same server - given the very low numbers required to trigger something like this, reading logs will show cheating up pretty easily
b) On PC per player - same reason as above
9) Step up advertising
Ok so maybe we dont need to, admittedly i'm not accross what rotku and others have been doing. But if we change anything lwets keep pushing the message.
Are we "advertising" on Wizards otC and DnD fansites? These would now seem to be our bread and butter as much as the NWN2 community.
10) I got nothing.
Just wanted a 10 point plan.
11) No wait!...one more.
Start a 1-2 year campaign that's obvious (eg able to be posted on our homepage and on other NWN2 boards) and is starting in 3 months (give time to prepare and advertise..hold competitions for intro stories and images/logos for it). May capture peoples imagination and get them in. This may need to be timed after current DM campaigns....or feed into?
None of these are things that should be knee-jerk decisions. Just for thought by Admin...particularly Lead as this sort of 'policy' is where they should be taking a 'lead'.
Happy to be flamed
PS - yes i did become a DM for a while both in alfa1 and 2 before you say "feel free to become a DM"
Given my Rl i'm just not a very reliable, dependable or good one hence me stopping.

But watching the player/Dm widget while i'ma t work seems to show lower numbers.
I think this is because:
a) We now have membership spread over 3 servers (3.5 if you include exodus and the few players that are not already common) instead of 1...as well as accross several timezones.
b) Since 2004 when i joined many of us have grown old, got married, had kids and got promotions so cant play as much. And there aint so many whipper snappers around to replace us.
c) Some people playing less or stopping due to lack of challenges for higher levels, or because they find it hard to find others given a) above and less time given b)
I think the following ideas should be CONSIDERED by admin and discarded if it's not to their liking. I'd float these ideas as part of lead admin platform (to be shot down as appropriate

Purpose:
To have ALFA sustainable.
Objective:
1) increase server 'load' of players DMs
2) get more people in the door
Recommendations:
1) Cap further servers.
I think the 'if people want to built them then we'll add them' policy is now unsustainable. there is enough variability to allow Dms and players
If in a year things get worse, decommission one except for campaigns?
2) Encourage Modules not servers
People should build modules that can be attached and/or removed from existing servers depending on campaigns (eg a collection of underdark areas that could be bolted on to TSM or BG, a Mountainous area that could be bolted onto TSM or BG). This may require the removal of some areas on the current servers that get visited once in a blue moon to make way for memory?
3) 'Theme' server risk
Set direction that over the next year the server teams should slowly adjust their servers to represent either Low level, moderate level, high level challenges. This would concentrate players of like level and like capacity for partying to undertake statics or random party adventuring. Of course having safe areas that anyone can go for a bit of variet is a must (areas close to cities?). It also wouldn 't proclude high level adventures in the 'low level' server. This would just requires a DM. (or alternatively some of the 'modules' in Recommendation 2 could be attached to a low level server and loaded with high level nasties for a time).
4) Starting server
Recommend a starting server, make it REALLY obvious for new players and make it the one with the most DMs and players. Review every 3-6 months. Of course after recommendation 3 it kinda needs to be the low level server
5) Review tech priorities
What are the things that are likely to encourage people to come to a server? What's likely to make life easier and funner for a DM? Those two could be the priority for ALs team putting aside new feats on weapons, magical earings, or something.
5) Review standards and rules 'principles'
Classes are already unbalanced, rules and feats are already broken, DnD doesn't make sense...we'll never fix it. We've already banned the most horrible things (although perhaps a bit too much....dash for example..how many CvCs have ther been?). Set clear principles for the teams to work on things that enablerather than restrict to the piont where the objectives of the team should be used in our advertising to the NWN2 community as things of interest (ok not seriously, but you know what I mean).
6) Incentives for breathing life into the game
Lets think outside the box.
Re-examine DM, builder, scripter/tech rewards for PCs in terms of exp or levels or PrC awards or extraordinary PC allowances (min service threshold required

"Play-by-post" - stories and RP that add to the server could be rewarded by (H)DMs? It takes longer to write a page long story that adds to the 'persistance' of the worl than it does to finish a static for 100exp. Also will allow Dms to keep the 'story' of a server giong responsing to "RP" rather than just having to use the rumour thread. So it's subjective and some might get more than others as DMs like their writing better *shrugs*. Noone gets penalised....it's just smeon gets a few extra pionts of exp. As it's all a bonus surely we can be grown up about it.
7) Review 'extending a hand to exodus'
If in a year from now things are degrading. Maybe some hard decisions/sacrifices are required.

If in a year from now things are degrading. Reconsider:
a) If Dms can play and DM on the same server - given the very low numbers required to trigger something like this, reading logs will show cheating up pretty easily
b) On PC per player - same reason as above
9) Step up advertising
Ok so maybe we dont need to, admittedly i'm not accross what rotku and others have been doing. But if we change anything lwets keep pushing the message.
Are we "advertising" on Wizards otC and DnD fansites? These would now seem to be our bread and butter as much as the NWN2 community.
10) I got nothing.
Just wanted a 10 point plan.
11) No wait!...one more.
Start a 1-2 year campaign that's obvious (eg able to be posted on our homepage and on other NWN2 boards) and is starting in 3 months (give time to prepare and advertise..hold competitions for intro stories and images/logos for it). May capture peoples imagination and get them in. This may need to be timed after current DM campaigns....or feed into?
None of these are things that should be knee-jerk decisions. Just for thought by Admin...particularly Lead as this sort of 'policy' is where they should be taking a 'lead'.
Happy to be flamed

PS - yes i did become a DM for a while both in alfa1 and 2 before you say "feel free to become a DM"
