It's been said copious times that Toribash's lack of success doesn't stem from people not trying out Toribash, but rather the steep curve making the retention rate of new players abysmal.
First off i want to say my native language is german and even in german i write long complicated sentences that sometimes are hard to read. I hope that doesnt stop me , a literal noone in here, from stepping in and participating in this discussion.
I dont think that the matters discussed in here are the core problems repelling newer players. Actually i think the steap learning curve is one of the smallest problems newbies have to face when getting started in toribash. Playing against even opponents on whitebelt servers for me at least was a big pleasure and exciting thing, especially when hooking up with friends to see who could keep at the top the longest, while seeing the replays implemented in the client and several montages seen on youtube sparked the urge to once overcome these players... (ohh the childish ambitions)
The way in which this games community is structured ,and how to actually partake in anything you have to have a general idea of what the forums are and how to participate in them, is where i see the main problem in this subject.
If anything scares new players away IMO, its the immensely complicated absurdity of the terrible infrastructure toribash provides them.
The few people i know playing this game who progressed above black belt just dropped it afterwards because they never had the chance to find a solid place in the community. Theyre not mentally handicapped or sociopaths but either found the huge forums confusing to use or found it to be too complicated/straining to actually get any meaningful game related bond between newer players and older ones/also new players.
Every social interaction in the game is dependend on the forums. Heck we dont even have a friend system ingame. As someone who frequently uses the forums its hella easy to check in which server the guy you just met in a wushu server is right now, but maybe 70% of players who join this game never get to the idea of using the forums.
Of course the learning curve is hard, but to have the only system that gives new players the possibility to interact with eachother and find their place in this game,
running paralelly to the actual game and not have it integrated is the thing that really keeps new players from improving. (and with paralelly i mean floating in orbit 1000km over sea level)
(That being said: The forums themselves are maybe the most beginner unfriendly place one could imagine)
And then to have the power to create clans, host tourneys and basically do everything desireable in the social toriverse, so unevenly distributed is even more pointless than that. (10tc per win do not feel fullfilling or like a desireable way to get money in this game)
Toribash community uses a free market exchange system which is fine(from the perspective of nabi studios), but social statuses and possiblities also come with the currency used in said system, which IMO(when talking about integrating new players into the game) is not fine.
The fact that
playing to make TC feels like a 1€/hr job might frustrate players who would want to generally keep away from the forums. The fact that trading can be done in the forums alone and not in the client(talking about trading between people/mb market) might also feel a little bit frustrating. The way that it is now the only way to get something rolling atm is either having a really well organized clan or having shittons of money. Not giving newer players the slightest reward for their improvement besides their improvement is what made me quit this game over and over. The only current reward you get for playing this game is TC and Items. These are painful to obtain or just a upwards struggle if everything you do is just hop ingame and play a game or two.
People want to get feedback on their improvement. They want to see how they match up gainst other players. They want to get a feel of participation.
They want to be able to hold pride of their achieved skills and want to test themselves against others matching up with them. The thing that does that for everyone evenly understandable and accessable is a ranking system:
The ladder/elo system is horribly designed because you can only access it through the shoppage and it doesnt hold a key position ingame where you can see your elo at the beginning of each round in pale grey written in fontsize 8, for 4 seconds.
The only thing keeping players driving in a game designed to be a competitive 1v1 faceoff is the imo terribly designed marketsystem around it, while the only thing that should be is seeing themselves progressing on a scale that reflects their place in a community they can relate to.
When ive been playing this game for 2 years on and off ,and then stumbled into the forums (on this account my 2nd one)as a young prepubelescent ,therefore socially retarded person ,not being able to write a single meaningful word in english made me feel disconnected from the game. Bohoo thats sad indeed and it would be meaningless for the greater picture of the community if prepubelescent kids who never touched a videogame before and who speak rusty english actually didnt make 50%(rough cynical estimation) of the new players this game used to get.
You have to give these people a sense of connection with the game in a way that doesnt require them to spend 4hrs a day in a jungle of forumposts kept by sometimes understandingly exhausted and annoyed , often even rude or maybe elitist moderators that you are so afraid of. (i know you guys are actually nice i just want to describe how intimidating it used to be) Where you have to ,through struggle, find a group of people willing to accept you and help you out.
If we just had the possibility to give the players a sense of connection to the game...
If we had a market system accessable through the client;
(If we just had something like maybe a (generic level system input here) that gives players rewards but also clearly seperates low level players from mid/high level players:
E.g: Lets say you start getting elo/rank off from the point of reaching Brown belt: But this elo is globally ranked with a complete laddersystem around it publicly displayed and accessable for everyone. New players would feel the urge to become brownbelt and everyone above the urge to become better players to farm rank.
And then, lets say you get item rewards you can only get by playing the game and not through trade/tc.(dont tell me QI i mean items that are NOT purchasable [and also not terrible pls]) Items that make you achieve things through playing and forge a bond between you and your game.)[sorry its about 40C° in here my brain is slowly fading out]
If elo would be a relevant drive to keep players obsessed with getting better and getting rank was also implemented in the client as a core feature;
If Toribash was connected to ones steam account so you actually get the feeling of being related to your account which holds its spot in a running system thats also a closed circle;(also you prevent as previously said alt accounts joining beginnertournaments and what do i know)
If events, alltho still being posted and made public in the forums, were actually also given their place in the client for everyone accessable in public display.
If you could just access information about clans and friends and other players in the client (maybe even through the steam friendslist who knows...)
If just the forums wouldnt feel like 80% of the game with all the features that actually make the game not suck over time and
if they just wouldnt slowly suck away any relation to the game the player has.
If we had all these things(which are only the little things my weak brain in this actually overwhelming community can think off) that spark excitement in new players we wouldnt have a GM/Uni squad that feels so oddly disconnected from its community. Because how will the GMs fix anything if the foundation they have to work on is the thing thats also the most broken of all.
Server sitting would just be frustrating and boring overtime and is defenitely not going to fix the root problem. AND DEFENITELY its not going to pull new players in en mass.
I think that this game actually is a huge commercial success if you think about it: because so far it seems like every efford has been made to make the game as unappealing as possible, and yet we are all here and somewhat in love with it.
If you think about any game thats currently big what does make these games big?
The community can feel connected with the game and with eachother and this connection strives the urge to be better and stay in the competition.(and possibly find a place in the community through that)
As you advance through the game you get rewards and you feel like you are achieving things.
I dont think that toribash as a game is the problem, the distribution of social possibilities is.
I see GMs and their respective predeccessors in the crossfire or participation of this discussion frequently for 4 years now, and still noone seemed to have figured out that the torisystem itself is twisted and needs to undergo strict reformation.
For the four years ive been here everyone keeps asking themselves why this game doesnt pull in more players. Why while being so fresh and fun to play, ,while having skill being such a rewarding thing in this game so many people lose connection to the game.
I see these questions so often and in 4 years time we managed to change practically nothing about the situation. Now that this game has Steam access i think its a big chance to change this. We just have to pick the right approach.
Regards and kisses L. ( i hope it was somewhat readable since i have hard time writing in english...)
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(on a side not: By the time Tori-agent Tonakai brought me into the forums. Back then he used to sit in the brown belt wushu server and do chitchat with lower players. Of course server sitting would help but for various reasons it has often shown to be only of limited success. I think you guys will have to change the scale of your effords).)
Last edited by pinheads; Jun 14, 2014 at 11:30 PM.