Idea for player retention


(K1X455) #1

Why not give an incentive to players to keep playing the game and strive to get better at it?

If your players a guaranteed random gold loadout for every 50 and cobalt loadout 100 levels they gain, wouldn’t it be attractive for players to keep playing?


(Begin2018) #2

If a game is broken, you can offer all the rewards you want, people won’t play it. Look Ranked, high rewards, nobody play it.


(K1X455) #3

@Begin2018 said:
Look Ranked, high rewards, nobody play it.

If you think getting 1000 rank points for a skin while waiting 35 minutes for a match is rewarding, then you’re very dedicated.


(Begin2018) #4

That’s the point, if it’s broken, people won’t play, even if there is rewards. Ranked is broken (as CMM and SB), more rewards won’t change anything to this.


(K1X455) #5

So they can play something else, CMM, browsed matches, maybe EXECUTION if I get to rent my own server…

Level to 50, get guaranteed gold for your choice of merc.

level to 100, get guaranteed cobalt for your choice of merc + get another gold for a merc of your choice. Keep playing, keep improving.


(Begin2018) #6

I think you miss the point, people are upset to play with/against people of different “level” and by bugs. That’s why they leave, that’s the things to fix to keep a decent player base. More rewards won’t help.


(K1X455) #7

Bugs are being dealt with.

Amalgamation of levels is a solution to keep matches going, otherwise, only low level players will get to play and higher level players will be in queue for a very long time.

Playing on CMM, and browsed matches still earns you XP and you progressively level up. That’s what I’m on about; to keep progressing towards a reward point.


(B_Montiel) #8

Shutting down the only public FF-on server which was actually filled every evening in Europe. That will definitely bring some good pace.


(TheStrangerous) #9

Ughh… let players mod the game and make it more of “community game”? Much like Unreal Tournament or Source games?


(K1X455) #10

It’s also rewarding to have a 4 merc squad if you achieved a certain level.


(K1X455) #11

Due to level amalgamation, skilled play isn’t very rewarding. Perhaps if more skilled play is rewarded despite being in a losing team, a less skilled player will be encouraged to learn and acquire better skills


(ClemClem7) #12

A cobalt of your choice every 100 level can be fine, but you know… rng is coming…
And a 4merc squad after a certain level make it a bit too unbalanced for new players as this game is about veterans and new players have the same chance, only skill count. If veterans can have one thing more, then it’s not equal.


(arharr3) #13

@K1X455 said:
It’s also rewarding to have a 4 merc squad if you achieved a certain level.
And thats the point where we are moving away from “level means nothing” to “Level=Advantage”.
The current merc limit forces you to consider how you want to play.
You cant simply run into a stopwatch match with your full defense team, because in the second half you will have to change your playstyle. A fourth merc slot would allow you to put less thought into this since you can bring another merc to cover a role.


(Eox) #14

The idea by itself isn’t bad. Free stuff can definitely encourage new players to stay. But don’t expect noobs to reach level 50 in the blink of an eye. 50 levels is incredibly long when you think about it. Maybe you should allow a better loot every 10 levels in the shape of a random gold card for the merc of your choice. It’s way more common, but it’s just golds.

Not sure how I feel about random Cobalt every 100 levels, but it’s definitely a big number so it can be justified.


(K1X455) #15

@arharr3 said:
And thats the point where we are moving away from “level means nothing” to “Level=Advantage”.
The current merc limit forces you to consider how you want to play.
You cant simply run into a stopwatch match with your full defense team, because in the second half you will have to change your playstyle. A fourth merc slot would allow you to put less thought into this since you can bring another merc to cover a role.

It just means that a player has more flexibility in selecting mercs to compensate for players who isn’t performing well for the team. The playing field is still equal, in that only one merc can be played at a time. Flex players need to be rewarded more than those who performs only a single role poorly (ie, underperforming RECON, aka useless Vassili).

If level really means something, then players should really strive to improve their game and stop being excess baggage for the rest of the team.


(phobiatic) #16

I feel the missions are just bland and boring. objective exp, support exp, x merc exp…

Could we get a lot more fun missions?
Medic:

  • Revive x amount of people.
  • Heal for x amount as x merc (more amount for aura then sparks etc).

Objective:

  • Disable a objective/tank for x times.
  • Do x damage to an objective.
  • Repair x amount of objectives.
  • Place x amount of C4.

Assault:

  • Get x amount of kills.
  • Finish off x amount of enemies.
  • Destroy x amount of enemy support utilities.

After that we could add merc specific missions:

  • Phantom: Get x amount of kills while in cloak.
  • Guardian: Block x amount of explosion.
  • Bushwacker: Get x amount of turret kills.

You most likely get where i’m trying to go. We want more missions that means something and not just “get x amount of exp”. This way new people have a goal to do and meanwhile learning the game and the mercs. Now most new people don’t even know what support exp means.

Reward new players for leveling and also veteran players.

  • lv7: pick a free merc. This will increase the merc pool for newer players when they get into ranked etc.
  • Every 10 levels: Get a free weapon skin box. To reward for continue playing the game and progressing your level.
  • Add a trial feature for mercs. So that people can test a merc for x amount of time (eg. 4hour playtime) but only can be activated once until reset. The trial time reset weekly during merc rotation.

(bgyoshi) #17

@Eox said:
50 levels is incredibly long when you think about it.

I’ve been playing since June 2015 and I still haven’t reached level 50 lmao


(Meerkats) #18

@K1X455 said:
If your players a guaranteed random gold loadout for every 50 and cobalt loadout 100 levels they gain, wouldn’t it be attractive for players to keep playing?

@Eox said:
Not sure how I feel about random Cobalt every 100 levels, but it’s definitely a big number so it can be justified.

I think I’ve been playing since March 2015, and I’ve just broken lvl.80, then consider how much cobalts have devalued since then due to the deluge of special editions, and I think it’s safe to say getting a loadout I probably won’t use every 100 levels, even if in cobalt quality, will be too much of a stretch reward for anybody to get excited about.

Plus, the arsenal progression crates or whatev the fuck they’re named are supposed to be the reward for continually playing and leveling.

Furthermore, both these ideas rely entirely on RNG and give very general rewards. A good reward should instill pride based on achievements, “emotionally” binding players to their accounts. A good reward therefore should not involve RNG and require players to invest toward that goal.

I previously outlined an idea for diamond loadouts that might work, where players can level up favourite loadouts cards to a final quality tier by accumulating play time on a loadout, then shelling out a bunch of credits, but that’s a very long term carrot as well.

Shorter term rewards might include unlocking titles that go before a clantag ( e.g. “Dominatrix” after receiving 500 “Dominator” badges, though this title in particular isn’t a great example as it encourages negative playstyles to achieve ), special trinkets ( e.g. loyalty trinkets ), store coupons ( reduces cost of store purchases or somehow converts all or a portion of cash price to credit price ), etc.

Keep in mind this kinda discussion involves player psychological manipulation ( having a carrot to encourage certain behaviour, even if that behaviour is harmless or beneficial, is by definition, manipulation ) and can quickly devolve toward advocating unethical practices.


(Chris Mullins) #19

A lot of what’s being suggested here has been discussed already and we have a few plans going forward to get some/similar things into the game. We haven’t spoken much about it as plans are fluid at the moment, but player retention is a serious focus for our 1.0 release.


([ *O.C.B.* ] Wildcard) #20

@bgyoshi said:

@Eox said:
50 levels is incredibly long when you think about it.

I’ve been playing since June 2015 and I still haven’t reached level 50 lmao

How often did you play on avg bi-weekly? O.o I played since July 2015 and took months off at a clip and I’m already level 114 nearing 115.