Behind the Scenes - May

Members online

No members online now.

Hegemon

Administrator
Staff member
Administrator
posted May 2, 17

Hello everyone!

The previous month has been a highly successful month in terms of player count and progress for the server, amongst other things we implemented: Bank, Fletching, Combat, Mobs, Pickpocket, Ranged Combat, Crafting, Glassmaking, Farming, Fruits, Beehives and many more recipes.



In terms of player count, our stable player count has increased by around 130%, the weekly openings are very successful and this weekend marks the end of our fifth open weekend and an exact one month of doing open weekends. Website hits have increased by 40% this month as well. All in all very pleasing progress we are making.

We also ran our first holiday themed event this month, the Easter Event will last a few more weeks (hurry and get those ears!). When the dialogue aspect of Citizenry is up it will allow us to run more interesting and immersive events.



Issues of growth

We are getting closer to being properly advertised and getting media articles and Youtube videos about us made. This means that once we start our marketing activities there will be a HUGE spike of players, new players will outnumber our older core players (you guys) and we might lose the values / style / character of our current community, which is the desired state / style of the community.

To counter this, we need to grow our core playerbase as much as we can before marketing activties start so once you feel the server has enough content to attract your friend, please spread the word and get them to join. The case now is new joins are outnumbered by you guys so they are either influenced and educated to be like you guys or find the community not to their taste and leave (also good but less good). However that will not be the case if we get a huge influx of players and you guys are outnumbered. This is also the purpose of these open weekends, for you guys to play and establish yourselves both as a source of knowledge, status, power and wealth, to influence future new joins in the correct spirit and attitude of the server.

Regarding Tutorial

I would like to thank TenaciousToaster here and everyone that provided feedback on the thread regarding tutorials, would like to reiterate that tutorials are indeed an important thing to do, in the past when giving tours was novel to you guys and enjoyable and when there was less content, it only took around 10-15mins to tour someone. However with the advent of shops, tools and tonnes of new content the existence now of resources in the valley, tours are starting to be long dreary affairs.

Tutorials have always been something we felt vital to do but without the dialogue aspect in place the alternative was not a "perfect" solution. However due to all your feedback I will be rushing out a temporary tutorial using holograms and have decided actually that might be the better option for the tutorial world. This however would mean that we have to code in a custom respawn system that spawns you in nearest settlement on death so you guys are not sent to the tutorial area over and over when dying.

The tutorial will teach new players how to do the basics, the only help you guys would be needed to provide is if they are stuck in the tutorial and need some quick help, or need tips and advice when they are in the main world on what to do. This should now mean no one needs to take significant time out to tour new people Tena touring 20 people for 8 hours was crazy - I did not know that it got this bad but it seems like our growth in terms of content and new players are exceeding expectations.

Here is a screenshot of the tutorial currently worked on:



Although it means teaching players is auto, talking to players and getting them to do the tutorial + teaching them a little bit via chat on what this server is about is VITAL to getting them to stay and at least try the tutorial out. But after the tutorial they should know all the basics.

In addition some quality of life updates for beginners to increase retention:

- Shrimps can be sold uncrated (Less Money)
- Beginning tools will be free (Including Hammer and Ingot Mould)
- Beginning mobs will be docile (Runs away from Players)

Once again thanks everyone for their feedback and constructive criticisms, the server becomes better with your input when I overlook things from too busy implementing content.



Regarding Bank & Trade

Bank has never been fully implemented, the reason why we released a lite version is for you guys to have something to use while main bank was being worked on. We gave the task of finishing bank to Smessie as a training trial task (new developer who joined us) Bank is now roughly completed (couple more bugs to weed out) before full implementation but will be ready before next weekend:




This is how bank was always intended to and meant to work, the lite version was only to make your lives easier for the time being. Trade will also be shortly implemented within the next few days.

Updates - Plugins

So, we finally have the housekeeping stuff out of the way, all of the above are not what we are doing for this month but what has already been done / will be fully completed over the next day or two. With the addition of yet another active developer, progress will increase even more, taking some stress and workload off Marten.

We will begin working on several quality of life improvements with the addition of player-to-player trade, custom spawnpoints and the "sit" option for players. Work on the Dialogue aspect of Citizenry, World Engine 2.0 and Ranks will also hopefully start this month. Depending on how many hours our development team has, we might even start Instances this month as well.

Updates - Content

- Support for more types of catchable fish
- All crossbows, bows and ammunition
- Butter Churning / Cheese making
- Leatherworking
- Oak, Elm and Yew trees
- Candle Making
- Light Emitting Items
- Filling all settlements with life
- Filling all hunting spots with life
- More mobs
- Pickpocket enabled for all mobs and NPCs
- New mines
- New areas to explore
- Finishing Innsbruck
- Bandit Camp
- Scattered buildings in Alps
- More Hamlets in Alps
- Quests



 
Top