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You've sold lessons on the website before, was your revenue for that month significantly lower than the norm or something?
Results of disembowel testing | Knight limb counter | GMCP AB files
A few comments sparked my interest here, so I did a quick run through of the skill trees to be sure.
7 of our classes require a single skill or less of invested lessons to reach maximum PVE capacity in terms of class skills. This assumes that you absolutely require maximum damage output and accuracy (most classes do not, the formulas reach a point where you won't miss against all but the highest level denizens). Several of these classes also do not require even that one skill to be fully transcended (magi, sylvan notably). That number rises to 9 if you're willing to spend around 90 lessons in your second skill, 11 if you're willing to get runes from someone else, 12 if you're willing to get spiritshields from someone else, and 15 if you're willing to invest around 150 lessons in said second skill.
Out of the 2 classes that remain, you can probably discard infernal off that list, as putrefaction is a luxury while bashing and hardly crutial for a knight to hunt affectively (and isn't actually too far into necromancy). That leaves you with monk, which does require a higher lesson investment to hunt well. However, I'd say this is more than offset by how incredibly high their bashing potential is when they reach that point.
Just to clear that up.
One big thing that affects people in the mid-funnel is having a system, and that's a place you're going to see more effort going soon. We'd like to provide a free system in our client that's good enough for most combatants, at least when they're starting out in PvP. As someone earlier pointed out, that whole side of things is a giant barrier to entry as well.
If your game host can't provide you with the tools to properly BASH without having at least minor coding skills...
I have a protege that is building a system for priest totally with the HTML5 client. I've been able to point him in the directions of the forums to get started and he got into contact with someone who was able to help him start scripting in it. He comes to me every few days to let me know how he is doing on such and such and to find out what my recommendations are for things he should be building into his system for offense. We need to make sure that the documentation is there for building the client correctly. I know that my protege has gotten in touch with Tecton a couple of times when he wasn't sure how to set something up for it. If we have more young ones that are able to use the client well it would be great. But that only works for people that have a good idea about how to script. I still struggle to make sure anything I do up works when I finish it and sometimes it can take me multiple tries to get it to work. So making sure that there are very simple minded instructions I guess you could say would help.
Saeva said:And the HTML5 client was probably one of the more infuriating things of all, as a novice. To start learning how to use it and then to find out that it's nowhere near adequate and that I was going to need to use Mudlet and get a system in order to cure for hunting? I thought that was totally jacked up. If your game host can't provide you with the tools to properly BASH without having at least minor coding skills... Well, you can kiss any young or actual novices goodbye.Edit : Oh...also, having to tell a protege that if they want to actually hunt/getinvolvedincombat that they should consider using a different client so that they can get a proper system... that's depressing and it's a big fat turn off.
There's only one place I can think of where you'd possibly need a full curing system to deal with afflictions, and that's the scorpions by Ugrach in the Underworld. Nowhere else that I can think of has afflictions coming that fast or in such huge amounts that you couldn't feasibly manual using aliases or macros.
I don't know if HTML5 has included the triggers now for healing yourself at this point because for obvious reasons I don't use it anymore... but if they did not, as a NOVICE (I'm not saying someone who is familiar with the game and someone who knows how to cure and what cures what affliction)... I died quite a lot of times to random afflictions while trying to learn to hunt, simply because there was no reflexive healing. The auto-sipper was the only means of triggered healing I had at my disposal.And you saying you can build basic triggers... that's where I get off saying that you need at least a minor knowledge of understanding how the coding works. And that's what I am stating is a turn off.
Meow, meow, etc. Eiredhel's Family Tree
Exhausted after fencing comp, just going to comment that people are free to spend as much time as they want getting basic class skills, but the fact the game relies on people being okay with it easily explains why most people don't stick around. I think most Heads of Newcomers can attest that being unable to trans things does indeed drive tons of new players away.Achaea's playerbase will always be tiny though, since most gamers will opt for a modern game like Call of Duty, and people who want the other end (more creativity and stuff) are better off with D&D. Because of that I doubt Achaea could afford to drop their credit prices anywhere near where a casual gamer might deem them reasonable.
I know there's a bonus for the first 1000 unbound credits, and that bonus alone is nearly enough to trans a skill. I feel like it could probably be sharpened a bit. Effectively, it's 1500 free lessons that only new characters get - perhaps it could be spread out to the first 500, 250, or even 100 unbound credits. Just a thought, of course.