Myth of Empires

Myth of Empires

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Slamz Apr 8, 2024 @ 7:28am
Long term: attracting new players.
I don't see how this game survives long term. Let's forget about the rubberbanding and the Chinese farmer swarms and just talk basic pvp gameplay.

Your guild joins today. 10 of you buy it and sign in. Due to the long grind and the huge jump in character power from 1-60 (and 0-900 proficiency, plus horse stats) you will get absolutely owned for your first month or two even if your guild is hard-core. Not like "haha we died but that was fun". It will be getting 1-2 shot by people you can't fight even 10 on 1. (You won't be competitive at all until black iron and, say, 600 proficiency. Even that is a big gap.)

I see new players and guilds join the server I'm on and within 1-2 weeks they are wiped / gone.

I like the game, overall, but I don't see how you bring new players into this. I can't even convince old guildmates to join because at this stage, they will need to grind for a solid month to be any help in pvp (more or less depending on how many hours they have). I'm afraid the character power curve is too steep to ever attract new blood.
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Showing 31-38 of 38 comments
Necrozis Apr 19, 2024 @ 3:55am 
Originally posted by Slamz:
Originally posted by Rogue:
What? It's normal.
Unfortunately, the game has already peaked. There will only be fewer players from now on, unless there is something that makes it fun for new people to join. Your side of the argument lost literally the day after the game opened.

Go try Planetside 2. You can sign in and fight 5 year veterans and -- potentially -- beat them 1 on 1. It would depend on a lot of factors, and the 5 year veteran has unlocked many things you won't have, and will have straight up advantages in some circumstances, but it's very possible that you will win. That game is over 10 years old and still kicking because it's still fun to join it as a new player.

Go play EVE. It has niches for new players. You'll be weak, but you'll have a niche where you can have fun. That game launched over 20 years ago. If you want longevity in a game, you have to figure out what new players are going to do and enjoy.

You going to tell your friends "Hey I have a great game for you, just come sit here and get bitten by foxes and macro attacks against tied up targets for a week and we'll get you set up." This isn't casual vs hard-core. This is "that sounds dumb as hell" vs "that sounds fun".

Season Servers might shake things up a bit, but even there, you'll have to be ready to join the game when a new season starts or you'll be stuck in the usual problems.

What will this game do to bring new players in?
its not peaked , some people just dont like the whole asian theme..
open it up to a European and Rome/greek style buildings and armor and a lot of us who currently are meh on the game will play more and it will attract new ones.
Wow is over 20 years old now but people still play on classic and new people join all the time. I can see this game at 10 years plus for playing easy
Necrozis Apr 19, 2024 @ 3:57am 
Originally posted by Slamz:
Originally posted by Necrozis:
well sorry you feel that way... but guess what? you already bought the game and thousands more buy it each week so i guess you are in the minority and they already got your money.
have a nice day
Your wishful thinking does not match Steam charts data, which shows population is flat / slightly down since 1.0 launch. You can do the "old man yells at screen" routine all you want, but we're going to need to think about how to bring people to this game to replace people who quit for various reasons.

E.g. I'd consider rocketing new players up to 800 weapon, vitality and armor proficiency very fast. They can grind like everyone else for 800 to 900, and for non-combat skills, but getting up to 800 or so needs to be quick if we want new players to feel useful in pvp.

We need ideas like this, not blind denials.
so you DO realize that there are lots of private servers that have just as many player capacity as the public ones that have your 5 10 20 50x game progression/profession rate right?
you are complaining about something that isnt an issue
do you hold your breath and stomp your feet irl when you dont get your way too?
Necrozis Apr 19, 2024 @ 4:10am 
Originally posted by Slamz:
Originally posted by Necrozis:
well sorry you feel that way... but guess what? you already bought the game and thousands more buy it each week so i guess you are in the minority and they already got your money.
have a nice day
Your wishful thinking does not match Steam charts data, which shows population is flat / slightly down since 1.0 launch. You can do the "old man yells at screen" routine all you want, but we're going to need to think about how to bring people to this game to replace people who quit for various reasons.

E.g. I'd consider rocketing new players up to 800 weapon, vitality and armor proficiency very fast. They can grind like everyone else for 800 to 900, and for non-combat skills, but getting up to 800 or so needs to be quick if we want new players to feel useful in pvp.

We need ideas like this, not blind denials.
so i took a look at the steam charts.. i am going to ROUND off the numbers because you will disagree anyway but whatever
CURRENT players 24,000
Nov 2021 players 23,000
thats the current daily players
has there been lower numbers ? sure but thats because of the lawsuit and lack of ads.
The point is since the 1.0 there are just as many players as there was at release. With the addition of new content and hopefully more ads the game will grow. They dont have to redesign the whole game to fit your playstyle you just need to go on a private server to solve your personal issues.
Necrozis Apr 19, 2024 @ 4:18am 
if you look at this site you will see that the projection is for growth due to the trends at a fairly good rate too even though the current month is down 7% that does not mean that the trend is still growth. Can it be better? yes obviously
https://steambase.io/games/myth-of-empires/player-count
Slamz Apr 19, 2024 @ 6:59am 
Originally posted by Tizon:
Why can't you see each realm/ or server as an island? You are free to teleport into any servers (wtih cool down restrictions) any time. Go start at a new server with no deadly enemies already occupying the server and then when you grow big try to take over other islands.
You're talking end game ideas for maxed out characters. I think that part of the game is mostly fine, and cross server raiding is well done.

My question is how we get more people and more guilds to that point, when the 0-900 grind is so boring and so lopsided if you actually have to fight anyone. I dunno how many people will play a survival game where you will get dunked on for a solid month before it really gets fun.

WOW put in hard limits for who can attack who. (It's also a no-loss pvp setting so dying never mattered much). I don't think that's the right solution here but does support my point that long term successful games recognized the issue and took measures to address it.
BeautifulRnr Apr 19, 2024 @ 9:49am 
i think this post exemplifies the real problem how long it takes to get to max level with max proficiencies and fight other guilds. this is pretty much fiixed on private servers where the xp rate is at around 10x. on a 10x server u can get max in about a week with 10x proficiencies so the grind isnt so bad . i mean this is really the problem with the overall game. its a quality game that could be great BUT and the but is massive , u need to discount the game so there is a very solid player base then u would also need to make it so u can level everything within a weekstime. then u have a playable game. but then still u have the problem of the servers being too small for massive guild fights . idk maybe with an amazing dev team it could be done. but they need to constantly try to optimize the servers , theres alot of problems because of the depth but if they could be fixed it would be a top 10 game for sure.
Slamz Apr 19, 2024 @ 10:58am 
I think they could fix it on official easily by changing the xp progression per tier of proficiency. Keep the total cost the same, but shift all the xp to the end. 850-900 will be a huge slog. The people who like progression can still enjoy that slog for the relatively small advantages it gives. But 0-600 would be like 2 dedicated hours and 600-850 in a few days of causal play.

Now you're competitive and the slog for the last points doesn't leave you helpless in pvp.
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Date Posted: Apr 8, 2024 @ 7:28am
Posts: 38