Iron Faery
said
:
OldSchool players still chat. And they got there simple guys who just play.
OSRS isn't really all that more talkative then RS3 I feel. I can spend my entire day on OSRS without engaging in a conversation and the way there updates go lend further credence to this; most updates are designed to spread them out and give them more solo play.
"When history witnesses a great change, Razgriz reveals itself... first, as a dark demon. As a demon, it uses its power to rain death upon the land, and then it dies. However, after a period of slumber, Razgriz returns, this time, as a great hero"
Scret
said
:
Main problem is that this is no longer an "adventure" game as it once was, it was designed to pull you into the game and its environment the same as any great game, unfortunately this type of mentality has been long forgotten by developers up to the point where no one recognises as such instead we have a number crunching dress up sim where interaction to real life is too present around us.
You see for people to actually be engaged in the game they need to believe they are within a fantasy environment and we cant get that with things like pop up advertisements in our faces, broadcasts to live streams and events, people running around in bikinis doing the moonwalk, instant access to any location anywhere.
Its why open world games are becoming the most popular because theres an interesting world to explore.
On top of that gameplay interactions between players have taken a blow over the years due to caving into demands of players who want everything without having to do what is required, for example dungeoneering was a thriving community and a true piece of mmo content until the demands of solo experience killed off that side of the game.
So much this.
Clan:
Just the other day, I was trying to recommend making more quests multiplayer... I think if World Events were put onto particular dedicated worlds, and structured so you had to be in a clan to do them weekly or whatever, players would grow clans easier. Something like that, just a basic putty idea. And obviously more multiplayer quests, with more than two people even, perhaps five, at least two quests like that anyhow. Side-quests, so anyone solo didn't feel obligated to make friends, but could for the extensional content it may offer.
Or hell, even something like when you start runescape and get a guided tour - make an actual quest where you choose a clan, join one, teach them the Citadel, etc... Might require clearing some dead clans, but whatever. Even new clans could be forged on the fly by players during this quest! It could be a F2P quest even! Get players to engage again. It's really not that hard. If I could be "Director of Player Interaction", I'd take that title at JAGeX and run with it. Profits would go up.
To me it's always been simple JAGeX:
1. CUT THE FLUFF
2. Simplify and streamline the basic content you wish to feature to new players.
3. Give them a reason to engage the game.
4. Give them a reason to engage other players.
5. More graphical and technical updates to refine gameplay.
6. Give replay value to D&Ds that are left - make some part of quests! Duh!
That's the outline I have at current. That's how you revive old content.
You bring back the player base that lost faith, then keep them.
They tell their friends, the game grows again, ta-freakin'-da.
Then the plan changes a bit, but this is where it sits IMO.
Clan:
Zyphix
said
:
Just the other day, I was trying to recommend making more quests multiplayer...
*Shudders* Please don't suggest this unless its optional.... The problem with multiplayer quests (and any other timegated content really) is that quests are one time things and finding a partner for a one time thing in any online game is a pain. The stickies don't always help either, as I finally had to help myself after 2 days.:L
More people required does not actually help unless your on "release day" either, becuase then your coordinating a HUGE effort to find X number of people for a 1 time thing that you (shouldnt be\) can't repeat.
Raids and other multiplayer content is already toughie due to there cutoffs, I cant imagine what a QUEST would do.
"When history witnesses a great change, Razgriz reveals itself... first, as a dark demon. As a demon, it uses its power to rain death upon the land, and then it dies. However, after a period of slumber, Razgriz returns, this time, as a great hero"
There certainly is a lot less chatting these days, because of AKF activities. I understand it, but it's a shame as seeing chat going on in cc is such a good thing.
Spirits of Arianwyn
| @Rae_Aus
In my clan we have a lot of people who remain social even whilst doing afk activities so I have to say the spirit of RS players is not dead yet. We even have a clan teamspeak which does not change the activeness of our chat.
So I guess it depends on factors whether. Fun to talk in cc. Active recruiting. Active clan hierarchy
clan EternalBlaze-
description
All welcome to join! Social clan, no req!
I think that's a lot more about the group that is developed and how comfortable everyone is with one another. My clan has about 75 people, and while granted not everyone is talking every minute by any means, I feel it's a fairly active group (aside from some light hours of the day). I also think it's important to keep in mind that all quiet space doesn't need to be filled either. Even if people are afking or maybe chatting in public or voice instead of cc, that's not a bad thing. In my opinion, being around clans that feel the need to avoid quiet at all costs leads to it feeling quite forced. It can be a simple "What're you all up to?" and then engaging from there every bit. It doesn't need to be some insightful, ongoing chat all the time. Granted, that can also feel too quiet and afk to other people, largely in the eye of the beholder.
As for public, yeah it's not a ton.
But I also feel that I feel some people complain about it while not making much effort themselves. If I'm afking and I expect people to engage with me, seems a bit silly. If I'm trying to talk and everyone is silent, then fair enough of a gripe. The game has definitely become more afk, but that's also part of what keeps me playing. Vera mentioned that it allows the opportunity to chat, I don't need to be grinding or feeling burnt out and only coming on for my clan. I can come on and afk some skill, which to me makes it much more bearable when I'm in a less apt to play mood.
Then yeah, the lack of clan stuff sucks - but would most of that really help this? Idk. Obviously it would make things easier, but seems irrelevant here.
I'm in no condition to post. Wait a minute - I don't have to listen to myself! I'm drunk
as clan leaders it's are job to keep are clan mates talking =-) when mine goes quiet i just randomly start saying hi to them or asking how there days was or even just ask anyone needs help with anything like a reaper task or a quest and i also have a group of people who cap every monday night at reset with me cause we can all chat w/o using // =-) just saying its your clan if you want it more talkative u need to keep talking even if your just talking to your self =-)