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Suggestion Activity Incentives

Dsawemd

Wiki Team
Legacy Supporter 8
Joined
Jun 16, 2011
Just wondering if anyone had any ideas about making Veteran players who often just log in for a bit to check on patch/update content and their private houses stay on a bit more and encourage a more engaging semi-active player experience.

An example of a current and very limited Activity Incentive: LWC's expiring after 2 weeks of inactivity. This requires players to log on and check their LWC'd chests every so often to renew protections.

What would be another good incentive to reward more engaged semi-active members? Not looking for obvious responses like events, PVE updates, Tournements, etc. Obviously those things will bring active players to the server.

  • Perhaps a 10s/Day loss to money after a certain period of inactivity? - but, would not promote more activity, would just make going inactive more painful...
  • Daily Quests and Rewards are HUGE in this area, and are the easiest and best way to accomplish more playtime among semi-active players.
  • Perhaps a slightly increased drop chance on a single mob every 24 hours?
Thoughts?
 

Evanist

Legacy Supporter 3
Joined
Sep 2, 2011
The inactive thing would be a pain for people that don't play anymore and are taking a break... do you really think people will like that? No... not at all

Daily quest would be a better idea, with rewards. That would make it interesting

Increased drop for 1 mob? Uhm.... *Kill random zombie in front of town* Done.. *log out*...

What would be better is sudgestion 2.
 

huntmoak

ICE ICE ICE!
Joined
Jan 19, 2013
I like suggestion 2, But 3rd is a bit weird, Maybe if it had a mob counter, maybe 20 mobs and the 20th drops a good somethin somethin. 1st one sounds very painful and I don't think its a good idea. Just my opinion though.
 

Weikauno

Coder
Joined
Dec 26, 2012
I have a little proposal, maybe have little achievement things where you do something like say, kill 100 mobs in less than 2 hours, and have little rewards like a few souls, for example kill 100 skeletons in less than 2 hours, get like 20s

edit: so like automatically acquired quests, I guess
 

Dsawemd

Wiki Team
Legacy Supporter 8
Joined
Jun 16, 2011
TBH, I think that we will see plenty of incentives for daily/weekly interaction from players of all types once PvE content is updated to include reachable and repeatable goals (quests/loot/dungeons). So if those are implemented I may be worrying for nothing!

1. The inactive thing would be a pain for people that don't play anymore and are taking a break... do you really think people will like that? No... not at all

2. Increased drop for 1 mob? Uhm.... *Kill random zombie in front of town* Done.. *log out*...
1. Because individual players have both a physical effect on the map both in and out of their towns, and a varying effect on community stability, I think the incentive to not go inactive could be raised. This would better reflect how the server values an active player over an inactive one. An active player (*rule-following, average) makes the server 10x better, while an inactive player can actually make the server worse (empty shops/houses/towns, abandoned subordinates, and occasional player poaching).
Understand that a small soul fee would not deter people from taking breaks, most true inactives (i.e. they did not quit, and they played for a decent chunk of time before taking a break) have either Town Taxes or Residence Rents that they keep up with easily enough.

2. Yes, I want to incentivize the person who would otherwise not log on to HC that day to change their mind and log in, kill that zombie, do a quest, see something going on in 0-chat or at their town and be coaxed back into the community just a bit more than they are now. Retention is the goal.
edit: so like automatically acquired quests, I guess
Nice, its a PvE bounty quest. Perfect way to achieve this, slap a daily limit on them and away we go.
I like suggestion 2, But 3rd is a bit weird, Maybe if it had a mob counter, maybe 20 mobs and the 20th drops a good somethin somethin. 1st one sounds very painful and I don't think its a good idea. Just my opinion though.
While this would lead to more overall playtime, what I am trying to highlight is that the server is not rewarding if you play for a smaller period of time each day. People like me would love every 20th mob to drop extra loot, but the very active players are not in need of increased rewards for being waaaay active.


I do not suggest that the same rewards which require time and effort are granted easily just to keep people active, but there should be some small rewarding interactions available. Most non-leveling and non-building interactions (leveling and building can be done in periods as short as a few minutes each time) like a PvP raid or a Nether trip take much longer (30mins+) than the average inactive player is willing to invest, and it leads to people staying away.
 
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