Re: Encouraging Friends, etc.
This doesn't have much to do with advertising but one of the things that encourages friends to play, that I don't think is utilized enough here, is benefits to grouping (though not universal to just friends, either, which is nice)
Many muds give you the majority of the experience you need to level when a monster is killed, and generally grouping means you can kill faster, some even offer bonus experience for grouping with like-leveled players.
You can do all kinds of things to restrict it however you wish, but I know between my couple friends we just go solo because it's too much to manage for no clear benefit to us.
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I still disagree that you have a lot of content in terms of advertising for new players. Myself and 2 friends have already sunk days of playing time and it feels like i've more or less explored the content that exists for us. Maybe I am wrong, but I don't think I am very far off. A new players experience would probably be much the same.
But before we get into it, when I am referring to content:
Low level gear: I'm not sure if the gear is level-based, as some of it doesn't seem to be so far, but as far as what is readily available? I've seen the reed set of gear, and few pieces scattered on a few tough mobs but I wonder if there is even enough to fill all the slots (are most of these ninja's naked?)
low level quests: The newbie school quests gets you a level. Not bad. After that all there seems to be is collecting the shinai parts and the quest on the west island, which basically equates to spending 50 ryo on a weapon that you might (probably) don't even want if you want to use anything but taijutsu. This is not much content. I understand that there are missions and more once you reach Genin, but anyone making it that long isn't part of your target advertising nor new players.
Areas: Maybe we just have different ideas of what 'enough' is, which is fine, but in my opinion, there just isn't much. For a newbie you have the West island, the East island, Hidden Forests, and Mansion? Most of those areas recycle the same few descriptions several times (with spelling errors) , looks like most of the mobs have no descriptions, most of the gear has no description that i've seen as a newbie.
Char-gen: The cool thing about a character here is that for a new player, the decision is really only which village to come from, but that's also a double-edged sword. They have a lot of flexibility as a new player to try out a bunch of skills and abilities, but just how much?
In Taijutsu, you have several skills that are all basically the exact same to a new player. Kick, Double Kick, Triple Kick, Punch, No-Shadow Kick.. nothing special there really. Boukenka is passive, haburi isnt even selectable to a newbie, dragon punch isn't usable until level 18, chikara is passive, Fukutsu is passive.. Ishiryoku is also not selectable. The skills that require specific styles limit you even more, especially because anything but kame style has no kata, so it cannot be trained up.
Ninjutsu, By far the strongest jutsu for a newbie with the souken mizu and kasui mizu combo, but everything else that a newbie could really get to (~45 level) is either again useless or close to it. It also has anki which is incredibly handy if you're lazy, but the relative small newbie zones make it fairly simple to get around.
Genjutsu, I realize this is a new one, but again, for a newbie, this is frustrating. I was told if I didn't have a few hundred chakra, which isn't that easy to get as a newbie, it was pointless. Even further, it takes 1 practice to get custom genjutsu, and then I know sabaki stamina didn't even give me experience, nor did it even last more than a couple rounds. I have no idea how effective it gets by adding more, but this doesn't even become a viable option until you are well into building up your stats which can make it rough.
NPCs: Simply put, there isn't much going here either. If there were mobs that used specific jutsu's, some of the jutsus I listed above as pointless could be really handy, allowing some variety in leveling. Going around in circles, killing cookie-cutter ninjas for 25-40 levels before you can even attempt to become a genin is not my idea of 'content'.
Admins: I heard an admin declare that he was going to run some event on Saturday if enough people showed up, but I see no posts about it and have no idea of what happened. The only events I have heard of are the race to 300, which im not even sure if I am confusing two different contests of both building 300 rooms or getting 300 levels. Neither of these appeal to a newbie. While I am impressed that there are -often- admins on, and generally active (except the Afkosaurus Rex
), simple quests or games or anything really can help break up the monotony of grinding through the same mobs over and over.
These things are all areas in which successful muds, especially those that encourage role playing, all have in abundance, especially for new players.
So, while I don't mean to be super critical, after all I am still playing, I have the benefit of friends to hold my interest where these things fall short of -my- view of what should be a priority before sinking money.
Further, what kind of statistics do you have and will you be taking for where new players are coming from, how many, etc? It may be a valuable tool for deciding where time and money should be spent.