Posts: 2,077
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Hello there all,
I was just thinking of some ideas for the Discovery server. What if we had say 2-3 events a month? Say like Planet Tokyo has a drought and is in need of water immediately, or Planet Manhattan has been in a flood and all crops are dead need Food (specific or non-specific food items) immediately, or Planet Leeds is in need of medical supplies for the wounded pilots from the battle. just for some trade events to get the pop going in 1 or 2 house space.
This will give the locals there, good and bad, some more activity to be involved in. Me and my friend see when there is a server event on, the pop in server has a big increase in player activity that me and my friend have observed. Doesn't have to be trade events only can be other things like battles and stuff (though requires more work for Dev's) to get some more involvement from the community. Just throwing out some ideas here for the server.
Though I know these event take some work to create and can only do so much at a time. What does everyone else think about this or have any other ideas about this?
Posts: 3,604
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Staff roles: Server Administrator
I think this is a great idea. It gives some dynamic economy to discovery that can change things up. Also you could work with OFL so that they can form RP around these sort of events.
While it has some interesting possibilities, there are a few issues with your idea as well. The first one that really jumps out to me is frequency - alongside faction events, player events and so on 2-3 Server Events per month is a very high number - partly because it might get in the GMs way, slowing down story updates, feature implementation and bugfixes, but honestly mostly for the simple reason of burnout.
If we look at the most recent server event, you're absolutely right: there is a remarkable uptake in activity. We fairly consistently had 70+ people online during peak times. However, it is worth noting: even during the event, that number was steadily shrinking as people 'didn't want to trade anymore', but absolutely plummeted at the end of the event - to numbers lower than our normal averages. That is people burning out - which short term obviously harms interaction. If it were a frequent state of affairs, I'd worry about people burning out more quickly.
The same, unfortunately, goes even for combat events - aside from personalised likes and dislikes (eg. the substantial crew of veterans that simply refuses to partake in an event if it is 'respawn'), there's an observable activity drop off after just a few of these. As an example of this, look at recent RM/Ku events - we ran 4 in rapid succession, and although uptake was good throughout, it did begin to dwindle by the 3rd event. This leads me to conclude that rather than increasing the quantity of events, we need to make them regular and focus on improving quality and personal investment for players.
On the subject of activity, I would also add this: the existence of an event does not inherently encourage activity (though under certain circumstances it does force it). Personally, I think I would like to see additional smaller scale events which are more closely linked with faction and group roleplay (and away from the main story, so to speak(- encouraging longer term roleplay, and perhaps moving us away from the 'objective based RP'.