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RIP Gateway Island?


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Do we feel that the GWI as it stands works stand-alone enough for people to progress?

I currently sit at the dock watching and helping people as I can, but I get various PM's asking for help that I am unable to deal with because I am not on enough time as work is incredibly busy.

I think currently, while a good lot of work has been put into GWI, we possibly want to consider pausing people spawning there and allow a quick way onto the mainland again while it is continued to work on.

What do people think? Im wondering if we need to, for the moment, make it super easy to get there so people can help out as I don't ever see anyone else helping and I dont know who is meant to be here.

 

To be clear, I dont start this topic to offend anyone who has worked on it, or are tasked to run the island. But to work out what is best for new players and returning vets. I keep getting forum and ingame messages about being stuck there so...

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I think the island is automated enough to be able to take newcommers to the mainland via multiple ways. What you describe has nothing to do with the island  but with the realm in general being based on accoubts that are not on the island.

 

If you ask me to chose between moving newcommers where old accounts are, or allowing old accoubts to access the island , i prefer the island as it is, because it offers a good amount of single player activity. 

Sad to say but single player activity is the only thing that can fix such times, not putting remaining active accounts in same scene.

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Is there a suggestion about what I can do with the various people (new and old) getting stuck with technical issues and the ridddles/etc?

Iv ported some of the older accounts out that didnt know how to progress because I didnt want them stuck forever.

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3 hours ago, Chewett said:

Do we feel that the GWI as it stands works stand-alone enough for people to progress?

No

 

3 hours ago, Chewett said:

I currently sit at the dock watching and helping people as I can, but I get various PM's asking for help that I am unable to deal with because I am not on enough time as work is incredibly busy.

been there done that

 

3 hours ago, Chewett said:

I think currently, while a good lot of work has been put into GWI, we possibly want to consider pausing people spawning there and allow a quick way onto the mainland again while it is continued to work on.

Well yeah the point was to filter them out, so it does what it was intended to do?

 

3 hours ago, Chewett said:

What do people think? Im wondering if we need to, for the moment, make it super easy to get there so people can help out as I don't ever see anyone else helping and I dont know who is meant to be here.

most ways are easy once you see them, the other reason is that people dont read the hint, instructions and so on

 

3 hours ago, Muratus del Mur said:

I think the island is automated enough to be able to take newcommers to the mainland via multiple ways. What you describe has nothing to do with the island  but with the realm in general being based on accoubts that are not on the island.

i think the issue is that from the point of view of new people the game is dead, but even if you are there and pick them up the game is undesireable for most people, many are used to get stuffed with beginner items and told how good they are with flashy and shiny thingies

 

3 hours ago, Muratus del Mur said:

If you ask me to chose between moving newcommers where old accounts are, or allowing old accoubts to access the island , i prefer the island as it is, because it offers a good amount of single player activity. 

only if you read and want to read, the start is very boring in my opinion, when i started i just returned because i wanted to know where the story goes, it kept me long enough to interact with people, people then made me keep coming back, not that i could play the game alone, so idk if the single player activity is valid when  the game is the community rather than the mechanics

 

2 hours ago, Chewett said:

Is there a suggestion about what I can do with the various people (new and old) getting stuck with technical issues and the ridddles/etc?

Iv ported some of the older accounts out that didnt know how to progress because I didnt want them stuck forever.

tbh that seems to be the most reasonable thing to do for returners since they might want to check in because of the people and memories they made and might be put off by the island

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1 hour ago, MaGoHi said:

only if you read and want to read, the start is very boring in my opinion

now that i think about it, the story with the cube and the little girl was a hell of an intro. it was building a lot of suspense, while the island is quite peaceful by comparison

what if we add the elements of a crisis there? like, aramors being assembled by unknown entities, boarding ships to who knows where; or, the island being enshrouded in a 'cloud of viscosity' with each passing day, threatening to become occult from the mainland

or something

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Feel free to delete any of the spoilers, I'm not going to go in depth in them but they are kinda spoilers.... I'm also going to mainly approach this as an older account going to GWI. TLDR on that front: It is interesting and everyone should do it once, but needs to be simpler to leave for those teleported there. As I've written it, this is quite spoilery but I am sure I have something wrong so please correct me!

Spoiler

There is a lot of interesting stuff there, even if it isn't 100% obvious, lots of interesting Research & Connections there too! I've yet to finish everything (need to make a bag of heads and build the balloon) but there is a good amount of stuff. The main ways older accounts leave are a pain from what I saw, although please correct me if I've missed something.

Spoiler

99.9% will not be able to leave the easy way, fighting MaGo. Too many AD as I think it is capped at 30? I'm not sure how the heads thing works, I think you need 100, so that is quite hard and how can you hold a mini heads competition with nobody there, getting the Bag of Heads is bloody awkward in the first place, getting 2 people to stand somewhere is not easy, never mind no Guardian to let you out anyway? That leaves you with the balloon and the riddle.

The balloon is a pain, as far as I am aware there was not a way to get enough rope yourself easily, without maybe rolling in MDShop. Plus, people can take your progress I believe!

The riddle... I am not good at riddles by any stretch but that was ridiculous. I am not sure what sort of player is supposed to figure that out and graduate from GWI. Or maybe I am just stupid :) Still, once you have the answer you can leave forever as many times as you want I guess?

Spoiler

SUPER SECRET BONUS: Using the heatveins to escape was fun, it is not a practical option for 99.9% of MD however.

 

 

For new players, I don't think it is a good impression having them start on an island with nobody else nor a story to keep them interested at the moment. I like how it teaches core mechanics, hell the combat option looks interesting, looks like they even need to learn about what abilities/targets do and their signifcance. I also don't think it is a good idea to keep them on there too long, smacks a bit of the old freemium game model of making you wait, although I appreciate that is not it's intent at all. Why not kick them out after a week and make them figure their way back in if they want to fully explore the mysterious island?

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Ave,

As things are in a vote i'd say down with it.

There are many trains of thought about it and while trying to write some i concluded in my head that nothing better, than closing it, will happen in years.

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While my opinion might be considered somewhat biased. I try not to be.

I think keeping GWi as spawning point for new players is better than directly to the main land. As has been said. At least GWI offers some single player activity. And it slows a player down a bit, though not much, before seeing how empty MD currently is. 

What it does need is an automated narrative/guide. Since there aren't enough active helpers to have a 24/7 presence. And follow up quests for the various exits. 

For someone actually stuck. Or old player just popping in. Sure port them out. (easy enough to make a clicky that offers insta travel choice to anyone above a set ad minimum)

 

@ Ledah. The rope is not hard to get. It is easy to miss though. (It's just lying on the ground somewhere ;) ) The Heads option is one of the oldest possible ways out. But it was disabled because there was no point. As you pointed out. Not enough people... And riddles... well they are tricky, some you get instantly and others you just can't figure out. But I'm glad you enjoyed it anyway. 

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The main things I see about GwI is are that it is a great way to start players off when they first get learning how things in MD typically work. It isn’t as inclusive as the old tutorial, but that’s fine. My 3 main suggestions:

have a way off of island unique to players 120+ AD ( I’m sure ungod already has a story in mind)

Introduce a little bit of that overarching story to GWI, not necessarily as a forced content, like old tutorial, but perhaps in that cave we put in a clickie of a book, player can then choose to read a little bit about what is happening on island (perhaps excerpts from diary of being that set it up)

make it just a little easier for players on mainland to get to GWI, though if 1 becomes reality, then I I think this largely moot

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I think the key to saving GWI is to make the mainland look far more enticing for new players that have stepped upon the Island.

I would suggest the return of the Adventure Log and for us to RP. We can write the setting in which we will be creating a story within.

Gateway Island will be a part of this. We can utilize the figure across the water from the Obelisk as well as the figure in the stone wall at the Docks.

The desire to be a part of the Adventure Log is enough for new players to put in the work to be a part of it as well as making them feel they are part of a wonderful interactive story.

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the game needs to hold people mechanically first and foremost , so that they have enough thing's to do while they get into the community. currently we have 2 main systems in place that could do this. combat, and crafting, neither of which are fleshed out enough to be a main focus for players to get into. 

combat: this tends to be what is probably the main draw, collect creatures, fight them, level them up, and feel a sense of progression as your account get's stronger with the more work you place into it. with the current player base, this is very difficult, they can collect creatures, and fight a little bit, but if people really want to fight and focus only on that, the ability to do so is far too limited.

crafting: crafting in md is very punishing, for what little of it that can be done, as many thing's consume in stacks rather than set quantity, probably the most rewarding crafting experience( as far as functional items is concerned) is based on common items which is based on shop purchases which shouldn't be the case. the molima is a very good thing but it's also very inaccessible.

unfortunately not much can really be done about these thing's without drawing too much on mainstream aspects which contradicts with a lot of MD's philosophy, but if MD's goal was to adapt to a wider audience i think some mainstream elements may be required. 

 

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I was supposed to be there as I applied. But sorry I’ve been snowed under recently in RL. I guess I cannot take the job for a period. 
I discussed about the state and my opinion of the island when I began to take the job. I thought it’s about the details of the guidance and rewards on tasks and the thought keeps the same. 
Please PM me if someone wants to take the position as a guardian or tour guide of the island. I’ll pass the tools to next one. 

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On 10/27/2020 at 4:34 PM, Chewett said:

Is there a suggestion about what I can do with the various people (new and old) getting stuck with technical issues and the ridddles/etc?

Iv ported some of the older accounts out that didnt know how to progress because I didnt want them stuck forever.

Its all ablut the attitude. An older player thst returns to see whats new, chat aith old friends, etc, without any real intention to play  would find the island frustrating.

A real player old or new that wants to discover the island secrets will find it fun challenge.

We need to decide this ancient issue about making things convenient for old vets that no longer have the enthusiasm to actually play, or to keep things even harder for them.

The way i see things should be, the island should have different ways for old and new. If a vet becomes stuck there, porting them out is a way to hide from the issue. Instead, we should put ourselves in their shoes and see if the issue is real or just caused by lack of interest.

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Hey! Dont you guys dare delete the shiny Island!
I remember when i woke up after some time and found myself there. While it was kinda odd at first, i quickly
learned how to like it. There is always Azull or Ai there to offer help, plus its artwork is unmatched. That Island is everything MD is just in a refreshing way.
Hey, i know. If you guys decide to remove it, put the whole island in that book on Clash of Ages, behind some spell.
Ye, and put me in there while you are at it:)

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does the gateway have a combat exit still? i remember reading about the heads exit being removed, but potentially it can be replaced with a series of progression fights aimed to challenge new players. perhaps we shift the basic creatures (barren and grasan) , to the island as well, and set small challenges, nothing major, just basic combat ideas. this would allow them to dip their toes into thinking about combat, provide a solo way off the island, but also allow returning vets to steam through it and leave if that's what they want. upon beating the challenges an item could be granted that allows a one time exit, so it's not forced, so that if they win they have an out but can choose to stay if there are other things they want to see. 

 

also i think allowing people back and forth with "ease" wouldn't be a terrible idea. and everything that's set to focus on newer players that vets shouldn't be using can be hidden based on AD , i understand that parts of gwi are meant to be a reward for vets finding their way there but is that the best idea? i can't say for certain, i can see for and against. but it would alos allow newer players to leave and not feel punished for not finding everything (especially in conjuction with my next idea) 

 

another thing that people like are spells, perhaps some new very weak spells could be introduced that can be gained on the island? and a quest could be introduced to unlock the visability of the erohlin at mp3, because we all know it's still there and working even at that level, but unlocking it would add an extra bit of content and introduce them to what it does, how it works, and spellcasting

Edited by Syrian
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12 hours ago, Azull said:

Hi,

Yes there is a way. Look for clues in the Paper Cabin and the Gazebo of Chaos. You'll need a little help. 

I found the pillar order. I'm currently at Gazebo of chaos. I'm not sure that I get it right. But do I need 4 more people to activate the pillars?

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