New players. Thats all it needs. Rest is manageable.
So get those shinies on ingame, and help newbies staying in game.
Thats best advice i can think about.
Embrace the noobs, not sanctionlance them into oblivion, instruct em not demand em to get better on their own.
Think twice before filling that report. Maybe you could just://hey guy, you know your iff/id dont match? or ://hey there you should not use that ship with that id or still : //dont do ooRP conversation in the open
1. To stop doing everything imaginable to ruin the experience for noobs
-stop mocking, scorning, mobbing, destroying, and "removing" people because they do what is the normal thing to do for someone who moves from SP vanilla to multiplayer discovery: get the biggest ship, team up to win with numbers, building bases. If there are bad developments when people do some of these in a bad way, don't leave it up to players mobs and gangs to "fix" them, but regulare and balance them differently.
-stop calling people "lolwuts" because they haven't spent the majority of their free time learning all the written and unwritten rules of disco over the past years like you have
-make it easier for people to integrate faster by making lore, laws, and game dynamics faster and easier to learn with ingame items, infocards and help systems
-dont remove exploration, mission repping, and difficult PvE (like CDing challenging NPCs in some regions) because that makes things more convenient for vets. People need other, more fun, "progression" types than the boring trade/mine, then everything is handed to you with credits.
-give people the possibility to grow more attached to their ships/chars, and more recognizable by other players so they make more friends, by giving more freedom to very affiliation (more gear, more ships, larger ZOI, more permitted actions) instead of making them create loads and loads of throw-away chars because everything is balanced to spread people out as much as possible throughout Sirius and factions (a years old counterproductive policy that should IMMEDIATELY have been stopped when the player count dropped below 100 per day)
2. To stop handing out totally useless 6 month/permabans to the most active people because one or more admins got mad (which is what most permabans look like). Publicly warn people more, delete their ships more, even if you do it 6 times in one year. Revert a lot of the existing bans.
3. Admins to treat players with respect. You're not the boss, owner, or parent, you're a player that has been given the role of acting as an objective referee. Don't serve as a bad example for how one player should talk to another.
4. Stop giving Faction leaders the impressions that they're the bosses, owners, parents, or someone who is entitled to tell non-consenting players what to do. They're players who took it upon themselves to help organize things with a CONSENTING group of players.
High risk/reward trade routes that can compete with or even out-pace ore routes. Something with a high per unit cost, like 10,000 per unit, and is sellable for 25,000 per unit at the intended destination, and something between 15,000-20,000 per unit on pirate bases. Want more money? Take the risk - Haul that expensive stuff on a 10-system route.
It'd be nice to see more freighter-only bases too, with profit amounts that can compete with medium transports. Place them in dangerous areas so that if people want to convoy a transport along with the freighter, they will be placing themselves in some serious danger for sitting around while the freighter offloads cargo, like how it is with Planet Leeds. Even with few players online, a gunboat or even a cruiser patrol can cause some panic. Potentially, you could have Indie Pirate npcs spawn near an atmospheric entry point, or even "Hostile" npcs so that they shoot everyone. Perhaps the cargo could be high-tech stuff, and Cult of Technology drones linger around the area hoping to snatch some? Rocs with Novas/Snacs are a good way to tell the players "Yeeeaahh, you really shouldn't try to bring a transport here."
(11-02-2017, 02:49 PM)Karlotta Wrote: 3. Admins to treat players with respect. You're not the boss, owner, or parent, you're a player that has been given the role of acting as an objective referee. Don't serve as a bad example for how one player should talk to another.
This. The amount of times I see these personal opinions or vendettas in admin statements/sanctions/warnings.
(11-02-2017, 03:21 PM)Sand_Spider Wrote: High risk/reward trade routes that can compete with or even out-pace ore routes. Something with a high per unit cost, like 10,000 per unit, and is sellable for 25,000 per unit at the intended destination, and something between 15,000-20,000 per unit on pirate bases. Want more money? Take the risk - Haul that expensive stuff on a 10-system route.
It'd be nice to see more freighter-only bases too, with profit amounts that can compete with medium transports. Place them in dangerous areas so that if people want to convoy a transport along with the freighter, they will be placing themselves in some serious danger for sitting around while the freighter offloads cargo, like how it is with Planet Leeds. Even with few players online, a gunboat or even a cruiser patrol can cause some panic. Potentially, you could have Indie Pirate npcs spawn near an atmospheric entry point, or even "Hostile" npcs so that they shoot everyone. Perhaps the cargo could be high-tech stuff, and Cult of Technology drones linger around the area hoping to snatch some? Rocs with Novas/Snacs are a good way to tell the players "Yeeeaahh, you really shouldn't try to bring a transport here."