Yarpen Zig
Active Member
The new player experience simply is not sticky enough to players that aren't already sold on the idea of a slow burn, socially demanding MMO. It does not successfully portray to players within the first few levels how engaging, intense and collaborative combat can be. It does not get them hooked on finding better gear upgrades and making their character slightly more impactful as a reward for their efforts. It does not properly demonstrate what value their class brings in a party environment. It needs far more attention than it's received in the last year.
Since starting in November 2022 I've managed to get 5 of my real life friends to play Embers Adrift. I'm a 31 years old who somehow managed to get hooked on EQOA just a few years before WoW took my generation of friends by storm and hooked them on themepark MMOs. The only person I know IRL that played Everquest is my mother and even she put the game down after one session.
Of those 5 total people, only one of them has made it past level 10 while the other 4 failed to engage with the game long enough to experience Central Veins and get a true demonstration of what group play can feel like. The other 4 I managed to get to play for one session before they got bored of the initial gameplay loop and shelved Embers forever.
I think there are some pretty simple adjustments that could improve initial player retention substantially:
1. Remove the Defender, Supporter and Striker classes from the game.
With how easy it is to swap classes before level 20, I see no reason why players shouldn't be able to choose their class the moment they enter the game. Forcing them to find reagents in NHV would give them a better reason to kill mobs than hunting for useless diseased hides that are just going to confuse them and clog their inventory. This also provide players with more abilities to engage with immediately and provides an opportunity to quickly experience how the different classes play based off the different initial abilities.
2. Provide better in game suggestions and more robust UI's for regional party formation.
I cannot count how many noobs I've helped in NHV that had zero awareness of how to see who is in the zone via /who or how to shout into the void and ask for a party via /zone. It's just not intuitive enough for the modern gamer. Add a Zone tab to the Social window that allows you to see anyone in zone that isn't Anonymous. Prompt a user on login with a Yes or No question about whether or not they'd like to look for a party with the default option upon character creation being "Yes". I know it took us almost a year to get a proper level range in the LFG window but this game could really use some simple UI improvements to better facilitate and encourage socialization.
3. Improve generally lackluster itemization.
This game is chalk full of disappointing filler loot and levels 1-5 are no different. I understand the desire to not oversaturate the game with overpowered, easily accessible gear but at level 1 there's very little downside to adding immediate weapon upgrades via 3 chev named near the starter area. The only noteworthy gear upgrades in NHV either from from CV1 or from Knave of Hart or Misha which both assume you last till roughly level 6 or higher. This could also provide an opportunity to teach new people the mechanics behind placeholders and immediately provide them with reasons to form groups with less time restraints.
The path from 1 to 50 is getting better with nearly every update. Endgame is obviously not finished, but Embers Adrift always been about the journey and not solely the destination. I obviously glad the game is getting gradually more and more fleshed out but personally I hope that 2024 is the year of player retention for our lovely little community.
Question for the community: How many people have you introduced to the game? How many of them have played the game past level 10?
Since starting in November 2022 I've managed to get 5 of my real life friends to play Embers Adrift. I'm a 31 years old who somehow managed to get hooked on EQOA just a few years before WoW took my generation of friends by storm and hooked them on themepark MMOs. The only person I know IRL that played Everquest is my mother and even she put the game down after one session.
Of those 5 total people, only one of them has made it past level 10 while the other 4 failed to engage with the game long enough to experience Central Veins and get a true demonstration of what group play can feel like. The other 4 I managed to get to play for one session before they got bored of the initial gameplay loop and shelved Embers forever.
I think there are some pretty simple adjustments that could improve initial player retention substantially:
1. Remove the Defender, Supporter and Striker classes from the game.
With how easy it is to swap classes before level 20, I see no reason why players shouldn't be able to choose their class the moment they enter the game. Forcing them to find reagents in NHV would give them a better reason to kill mobs than hunting for useless diseased hides that are just going to confuse them and clog their inventory. This also provide players with more abilities to engage with immediately and provides an opportunity to quickly experience how the different classes play based off the different initial abilities.
2. Provide better in game suggestions and more robust UI's for regional party formation.
I cannot count how many noobs I've helped in NHV that had zero awareness of how to see who is in the zone via /who or how to shout into the void and ask for a party via /zone. It's just not intuitive enough for the modern gamer. Add a Zone tab to the Social window that allows you to see anyone in zone that isn't Anonymous. Prompt a user on login with a Yes or No question about whether or not they'd like to look for a party with the default option upon character creation being "Yes". I know it took us almost a year to get a proper level range in the LFG window but this game could really use some simple UI improvements to better facilitate and encourage socialization.
3. Improve generally lackluster itemization.
This game is chalk full of disappointing filler loot and levels 1-5 are no different. I understand the desire to not oversaturate the game with overpowered, easily accessible gear but at level 1 there's very little downside to adding immediate weapon upgrades via 3 chev named near the starter area. The only noteworthy gear upgrades in NHV either from from CV1 or from Knave of Hart or Misha which both assume you last till roughly level 6 or higher. This could also provide an opportunity to teach new people the mechanics behind placeholders and immediately provide them with reasons to form groups with less time restraints.
The path from 1 to 50 is getting better with nearly every update. Endgame is obviously not finished, but Embers Adrift always been about the journey and not solely the destination. I obviously glad the game is getting gradually more and more fleshed out but personally I hope that 2024 is the year of player retention for our lovely little community.
Question for the community: How many people have you introduced to the game? How many of them have played the game past level 10?