After a week of forcing myself slowly, piece by piece through this code, I finally managed to boot in player customization on character create. I don't know if it's just me being in a coding funk for a week or not, but it seemed abnormally hard to get this done and installed.
The upshot is that we now have basic character customization for new players. They get to pick a handful of obvious traits, from which a generic long description is created. This will hopefully solve two problems:
1) The long description problem, which is that most players seem utterly incapable of generating proper long descriptions. Those who are capable don't want to take the time. Everyone now has a sane long by default.
2) Far more important is the issue of player investment. Specifically, new players are insufficiently invested in their character to return after their initial playing session. The hope is that customization will pay off in the long run, as the people who do take the time to customize will be more likely to return. I should be able to verify this over the next few months by tracking stats.
There's still a lot of work that needs to be done here, including ways (other than long descs) to see your features, and ways to change them. Changing them is actually going to be more interesting than I expected - as was pointed out to me, age is technically quested for via the fountain of youth, why not quest for most of the other attributes as well?
Things like changing hair length or style are clearly easy to do (got some scissors?), but other things might be interesting for players. Changing skin color for example, could be a pretty involved process.
Now that this is done, there's a whole raft of low level changes on my todo list. Lack of player investment is only one part of the problem; the remainder is that the game just isn't as fun as it should be for low levels. I have several more quests to add, as well as a couple more shopkeepers and more utility items. There are also some structural additions to be made, but those can wait for a while.
Showing posts with label logins. Show all posts
Showing posts with label logins. Show all posts
Sunday, June 7, 2009
Monday, May 25, 2009
Newbie Statistics
I had a brainstorm the other day for how to pull a certain class of statistics from the various logfiles and other data we track in the game. The idea is that we grab all the new characters created in a one month time period, then see how many of them continued to log in for successive months. I decided to try this on four month time periods to filter out storage characters and other infrequently used but legitimate pfiles.
Here's a chunk of sample data, looking at how many of the players we got in January continued to log in for February, March, and April:
Total created in 2009-01: 230
Total last saved in 2009-04 or earlier: 198
Total last saved in 2009-01: 146 Average Total Levels: 8
Total last saved in 2009-02: 21 Average Total Levels: 22
Total last saved in 2009-03: 16 Average Total Levels: 28
Total last saved in 2009-04: 15 Average Total Levels: 30
Some quick observations to distill it down:
- Of the 230 characters created in January, 198 have not yet logged in for May. Only 32 of 230 (14%) have been active this month.
- Nearly all of the dropouts are in the first month, with 146/230 logins (63%) never bothering to log in again.
- Once you get past that critical first month drop out period, we lose people at a relatively steady rate.
- The first month players actually get more than one level. They get 8 on average. Even having leveled multiple times, they still don't return.
When I looked more closely at the data, I found some obvious patterns for nearly all of the people that drop out in the first month. In particular, they play the game for a reasonable period of time (15 minutes to two hours), get a handful of levels, learn a few things, then log off. About half of these never sign in again. The remainder sign in a small number of times, generally for only a couple of minutes, then sign back out.
There's a really obvious reason: The game isn't fun enough to hook newbies at low levels. They're bored, and don't know what to do when they return.
Ways to improve this:
- Add more really low level quests in the encampment. (I already have a couple ideas for this.)
- Add more quest guides for the Vemarken and other Sloe quests.
- DClient changes to make quests and other things more obvious and interesting (in progress.)
- Build the low level generic skills (cooking, skinning, etc) and make them useful. This may involve some form of low level crafting.
- Possibly give return bonuses. I believe I saw a game at one point that gave increased experience if you returned after a long absence.
This is more than enough stuff in the short term to keep me and probably several other people busy. Unfortunately, the only things I can offload onto others are the first two, and I'll probably still end up being involved at least incidentally to do cleanup and monitoring. I generally have a better idea of where the dropout points are for really low level players, because I spend more time watching them.
If I get all of this done before the end of May, I will be very surprised. It's a good short term goal though. (The return bonuses are excluded for now, as I don't know if we want to go that route. I'll have to think about that one a bit more.)
Here's a chunk of sample data, looking at how many of the players we got in January continued to log in for February, March, and April:
Total created in 2009-01: 230
Total last saved in 2009-04 or earlier: 198
Total last saved in 2009-01: 146 Average Total Levels: 8
Total last saved in 2009-02: 21 Average Total Levels: 22
Total last saved in 2009-03: 16 Average Total Levels: 28
Total last saved in 2009-04: 15 Average Total Levels: 30
Some quick observations to distill it down:
- Of the 230 characters created in January, 198 have not yet logged in for May. Only 32 of 230 (14%) have been active this month.
- Nearly all of the dropouts are in the first month, with 146/230 logins (63%) never bothering to log in again.
- Once you get past that critical first month drop out period, we lose people at a relatively steady rate.
- The first month players actually get more than one level. They get 8 on average. Even having leveled multiple times, they still don't return.
When I looked more closely at the data, I found some obvious patterns for nearly all of the people that drop out in the first month. In particular, they play the game for a reasonable period of time (15 minutes to two hours), get a handful of levels, learn a few things, then log off. About half of these never sign in again. The remainder sign in a small number of times, generally for only a couple of minutes, then sign back out.
There's a really obvious reason: The game isn't fun enough to hook newbies at low levels. They're bored, and don't know what to do when they return.
Ways to improve this:
- Add more really low level quests in the encampment. (I already have a couple ideas for this.)
- Add more quest guides for the Vemarken and other Sloe quests.
- DClient changes to make quests and other things more obvious and interesting (in progress.)
- Build the low level generic skills (cooking, skinning, etc) and make them useful. This may involve some form of low level crafting.
- Possibly give return bonuses. I believe I saw a game at one point that gave increased experience if you returned after a long absence.
This is more than enough stuff in the short term to keep me and probably several other people busy. Unfortunately, the only things I can offload onto others are the first two, and I'll probably still end up being involved at least incidentally to do cleanup and monitoring. I generally have a better idea of where the dropout points are for really low level players, because I spend more time watching them.
If I get all of this done before the end of May, I will be very surprised. It's a good short term goal though. (The return bonuses are excluded for now, as I don't know if we want to go that route. I'll have to think about that one a bit more.)
Labels:
logins,
new players,
statistics
Wednesday, April 8, 2009
Setting Priorities in a Business
Something I need to constantly remind myself about is prioritization. There's only one of me, and there's way more things that need to be done than I have time for. One has to prioritize. You're not choosing between things that are right and things that are wrong; you're optimizing to get the most out of your time.
Here's what I'd consider a rough priority list, not necessarily in any order:
- Improve the Mud Connector banner ad to drive more traffic
- Improve the main AA pages - add a couple of images, some player quotes
- Release another client version with true non-mudder additions
- Improve level 5-29 experience, especially in groups
Some of these are easier than others, but of all four of these, I note that none of them are on my board. Not that the things on my board aren't important, but somehow, these irritating bottlenecks have managed to avoid being written there.
How exactly do the four most important bottlenecks not get placed on the todo list? There are multiple reasons; first and foremost, these bottlenecks are continuous, persistent things. They almost always require improvement, and focusing on them exclusively would mean nothing else gets done.
It could also be that they are too obvious - of course that needs to be done! Or it could simply be that I lack the incentive to work on them. I find incentive to be in short supply these days.
With the influx of newbies from the Mud Connector and other sites, things appear to be going reasonably well. But as I've told others, the Mud Connector is a limited market that will saturate in just a few short years, if not sooner. We have to work on other things as well.
Here's what I'd consider a rough priority list, not necessarily in any order:
- Improve the Mud Connector banner ad to drive more traffic
- Improve the main AA pages - add a couple of images, some player quotes
- Release another client version with true non-mudder additions
- Improve level 5-29 experience, especially in groups
Some of these are easier than others, but of all four of these, I note that none of them are on my board. Not that the things on my board aren't important, but somehow, these irritating bottlenecks have managed to avoid being written there.
How exactly do the four most important bottlenecks not get placed on the todo list? There are multiple reasons; first and foremost, these bottlenecks are continuous, persistent things. They almost always require improvement, and focusing on them exclusively would mean nothing else gets done.
It could also be that they are too obvious - of course that needs to be done! Or it could simply be that I lack the incentive to work on them. I find incentive to be in short supply these days.
With the influx of newbies from the Mud Connector and other sites, things appear to be going reasonably well. But as I've told others, the Mud Connector is a limited market that will saturate in just a few short years, if not sooner. We have to work on other things as well.
Labels:
future directions,
logins,
new players,
pr
Sunday, April 5, 2009
Improving Google PageRank
In a totally unexpected twist of fate, the main Alter Aeon web pages breached PR:4 over the weekend. I was actually not expecting this at all; it's only been 3 months since we went from 2 to 3, and I figured we were well below the required popularity for this jump. If this increase is anything like the last one, our traffic and the quality of our web hits should increase substantially. In fact I only noticed it because the web hits were abnormally high today.
This leaves the very open question of how to get to PR:5 though. I haven't submitted links or done link propaganda in a while, mostly because I was running low on quality sites to hook up to. I'm pretty sure getting PR:5 is going to be a lot harder than 4.
Also related to this, I've been setting up ad campaigns at a few other sites. These should be coming on-line in the next few days.
All this advertising is actually paying off (though in a limited, short term kind of way. More on that later.) The rate of verified, saved unique newbies has doubled since November; the actual number of logins has tripled. Pretty much all of the stats agree on the relative increases, so I know that I'm seeing something legitimate. How long it will take for that to push up the average userload is an open question however.
One unfortunate aspect is that these logins are fairly expensive. I'm not tremendously over budget with ads, but I'm not breaking even either. I need the userload (and associated purchases) to increase between 50 and 100% in the next few months for things to work out.
Now, the short term aspect of things: nearly all of the new advertising is on mud lists and other mudding related sites. This is a problem, as the total pool of mudders is small, and the pool size is shrinking. I saw a statistic somewhere that the total number of mudders is only on the order of a hundred thousand; if things go well this advertising market will saturate quickly.
The only real answer to this that I've been able to come up with is to focus more on the custom AA client. To get a million accounts, I'll need to pull from the global pool of ordinary, non-mudding gamers. In order to do that, I need to get away from text-only interfaces and complex clients.
There's enough web work to keep me busy for a while, and I have to get the game's taxes done this week, so I won't be improving the client for a while. But it's becoming clear that the client is very, very high priority.
This leaves the very open question of how to get to PR:5 though. I haven't submitted links or done link propaganda in a while, mostly because I was running low on quality sites to hook up to. I'm pretty sure getting PR:5 is going to be a lot harder than 4.
Also related to this, I've been setting up ad campaigns at a few other sites. These should be coming on-line in the next few days.
All this advertising is actually paying off (though in a limited, short term kind of way. More on that later.) The rate of verified, saved unique newbies has doubled since November; the actual number of logins has tripled. Pretty much all of the stats agree on the relative increases, so I know that I'm seeing something legitimate. How long it will take for that to push up the average userload is an open question however.
One unfortunate aspect is that these logins are fairly expensive. I'm not tremendously over budget with ads, but I'm not breaking even either. I need the userload (and associated purchases) to increase between 50 and 100% in the next few months for things to work out.
Now, the short term aspect of things: nearly all of the new advertising is on mud lists and other mudding related sites. This is a problem, as the total pool of mudders is small, and the pool size is shrinking. I saw a statistic somewhere that the total number of mudders is only on the order of a hundred thousand; if things go well this advertising market will saturate quickly.
The only real answer to this that I've been able to come up with is to focus more on the custom AA client. To get a million accounts, I'll need to pull from the global pool of ordinary, non-mudding gamers. In order to do that, I need to get away from text-only interfaces and complex clients.
There's enough web work to keep me busy for a while, and I have to get the game's taxes done this week, so I won't be improving the client for a while. But it's becoming clear that the client is very, very high priority.
Labels:
client,
future directions,
google analytics,
logins,
new players,
pr,
seo
Sunday, March 29, 2009
Clients and Newbies
I recently released a new client update for Alter Aeon, one that includes (but is not limited to) the following cool changes:
- vastly upgraded automap
- vote menu
- 'last command select'
- various settings now save
- function key alias mapping
This really is a big step forward in the evolution of the client, and I've received a lot of compliments on it. Unfortunately, there is a problem with this client release, and it all goes back to the problem of newbie retention. But before we go into that, here's some background on the current state of newbies on the game.
-----
There appears to be three primary types of new player right now:
1) Sighted players from mudlists, who generally already have a client. These players usually don't download the custom client, and if they did they probably would go back to their own client anyway.
2) Blind players who use blind clients. They generally don't use the AA client, as it has crap for blind player support.
3) True new players who probably have never mudded before. These people are the long-term future, as the number of mudlist players is shrinking and blind players will eventually get their eyes fixed. This is also by far the largest market to tap. You don't compete with World of Warcraft unless you're hitting up ordinary sighted people.
The mudlist players will pretty much do their own thing. There's a limit to how much you can do with them, as they have their own opinions already. Many are unrecoverable, as they have been damaged by some other mud.
Blind players we seem to be doing reasonably well with. I have no complaints here, other than making the AA client work really well with readers would probably help a good amount.
The third category, by far the biggest market, is the problem. Since they have no prior mudding experience, odds are very good they downloaded the client, which shows up easily in my stats. I can also track logins based on web page hits. If this class of player is sticking around, I'll see it by looking for newbie players using the client.
This is exactly what I don't see. I see the expected players log in with the client, just as they should. There's a large initial dropout rate, but a good percentage of them level and play for a while. After that they all disappear. We're not keeping people entertained.
I suspect what's going on is they play for a while, run out of stuff to do or don't see the point, and bail. That pretty much describes my first mudding experiences; I got a low level character and basically just wandered around looking at stuff. None of the text meant anything in particular to me, and I would wander ridiculous places because I didn't know where to go or what to do. I didn't even know what the point of the game was.
I clearly need to add a lot more statistics tracking and try to see where the dropoffs are occuring - what level ranges, number of logins, etc. With this information in hand we can improve the introductory areas; but so far, my initial numbers indicate that the dropoffs happen for the newbie areas that are well tested and considered in good shape. So what is really going on?
-----
The final piece of the puzzle revolves around the massively improved automap function in the new client. I tried really hard to play with the mouse for a while, and it worked as well as could be expected. Unfortunately, when using and concentrating on exploring using the map, the entire text window (which contains everything that's important) disappears. Not from the client, but from your mind. It simply isn't as important as the automap. Looking back at it takes effort.
So say you're exploring with the map. You see unexplored spots on the map, you know you can go that way, and you click the button to go there. Nothing happens. You click the button again - you just want to go explore that part of the map - and nothing happens again. How irritating.
Nothing happens because you're fighting. But unless you take your eyes off the map and look back to the main window, you don't notice it. You just get irritated that you didn't move when you clicked the button. And all the scrolling crap in the main window, highlighted and all, really doesn't mean anything to you.
I've got a few things in the works to combat this, including audio sounds for fighting, changing the buttons in combat, and changing the area description to list various positions such as "Combat!", sleeping, resting, etc. That will have to wait until next week though, as I've got a lot of web work to get caught up on as well.
It's definitely a good problem to chew on.
- vastly upgraded automap
- vote menu
- 'last command select'
- various settings now save
- function key alias mapping
This really is a big step forward in the evolution of the client, and I've received a lot of compliments on it. Unfortunately, there is a problem with this client release, and it all goes back to the problem of newbie retention. But before we go into that, here's some background on the current state of newbies on the game.
-----
There appears to be three primary types of new player right now:
1) Sighted players from mudlists, who generally already have a client. These players usually don't download the custom client, and if they did they probably would go back to their own client anyway.
2) Blind players who use blind clients. They generally don't use the AA client, as it has crap for blind player support.
3) True new players who probably have never mudded before. These people are the long-term future, as the number of mudlist players is shrinking and blind players will eventually get their eyes fixed. This is also by far the largest market to tap. You don't compete with World of Warcraft unless you're hitting up ordinary sighted people.
The mudlist players will pretty much do their own thing. There's a limit to how much you can do with them, as they have their own opinions already. Many are unrecoverable, as they have been damaged by some other mud.
Blind players we seem to be doing reasonably well with. I have no complaints here, other than making the AA client work really well with readers would probably help a good amount.
The third category, by far the biggest market, is the problem. Since they have no prior mudding experience, odds are very good they downloaded the client, which shows up easily in my stats. I can also track logins based on web page hits. If this class of player is sticking around, I'll see it by looking for newbie players using the client.
This is exactly what I don't see. I see the expected players log in with the client, just as they should. There's a large initial dropout rate, but a good percentage of them level and play for a while. After that they all disappear. We're not keeping people entertained.
I suspect what's going on is they play for a while, run out of stuff to do or don't see the point, and bail. That pretty much describes my first mudding experiences; I got a low level character and basically just wandered around looking at stuff. None of the text meant anything in particular to me, and I would wander ridiculous places because I didn't know where to go or what to do. I didn't even know what the point of the game was.
I clearly need to add a lot more statistics tracking and try to see where the dropoffs are occuring - what level ranges, number of logins, etc. With this information in hand we can improve the introductory areas; but so far, my initial numbers indicate that the dropoffs happen for the newbie areas that are well tested and considered in good shape. So what is really going on?
-----
The final piece of the puzzle revolves around the massively improved automap function in the new client. I tried really hard to play with the mouse for a while, and it worked as well as could be expected. Unfortunately, when using and concentrating on exploring using the map, the entire text window (which contains everything that's important) disappears. Not from the client, but from your mind. It simply isn't as important as the automap. Looking back at it takes effort.
So say you're exploring with the map. You see unexplored spots on the map, you know you can go that way, and you click the button to go there. Nothing happens. You click the button again - you just want to go explore that part of the map - and nothing happens again. How irritating.
Nothing happens because you're fighting. But unless you take your eyes off the map and look back to the main window, you don't notice it. You just get irritated that you didn't move when you clicked the button. And all the scrolling crap in the main window, highlighted and all, really doesn't mean anything to you.
I've got a few things in the works to combat this, including audio sounds for fighting, changing the buttons in combat, and changing the area description to list various positions such as "Combat!", sleeping, resting, etc. That will have to wait until next week though, as I've got a lot of web work to get caught up on as well.
It's definitely a good problem to chew on.
Saturday, January 24, 2009
Where do we go from here?
There's been a lot of development and other Alter Aeon activity over the last couple of weeks, but the bigger question is, to what end? While making ad-hoc changes can improve things, it's not necessarily the best way to get to a particular destination.
There is a method to the madness here, and a specific end goal. In February, I'll be approximately tripling the advertising budget, and if I'm going to be spending that kind of money we damn well better be ready for it. I have no intention of getting traffic to the site only to fail the new arrivals in other ways.
This still leaves a lot of things to be done:
- Getting proper ad and propaganda materials ready.
- Level 33 should be in and available. Happy high level players advancing to a new goal will help new players feel like there's something interesting going on.
- A proper new version of the dClient should be available, hopefully with a prettier automap and better blind support.
On the plus side, the statistics collection on new players is rapidly improving, and we have a much better idea of where people drop out and where problem spots are. The 'saved character' rate is actually quite high now that false negatives have been properly weeded out; of the new connections that begin the character creation process, approximately half of them get to level 1 and save. This is excluding multis - it's a pretty close measure of brand new people who have never seen the game before.
The 50% 'player save' value is also consistent against the dClient numbers, which I had not expected. I would have thought that the dClient numbers would be higher, and they are after a fashion - but not nearly as high as they should be. The dClient clearly needs more work and polish.
In addition to this, I'm in the process of collecting statistics for the islands to see where new players drop out. This is a longer term collection, which will hopefully tell us how to streamline and improve areas on the islands.
There is a method to the madness here, and a specific end goal. In February, I'll be approximately tripling the advertising budget, and if I'm going to be spending that kind of money we damn well better be ready for it. I have no intention of getting traffic to the site only to fail the new arrivals in other ways.
This still leaves a lot of things to be done:
- Getting proper ad and propaganda materials ready.
- Level 33 should be in and available. Happy high level players advancing to a new goal will help new players feel like there's something interesting going on.
- A proper new version of the dClient should be available, hopefully with a prettier automap and better blind support.
On the plus side, the statistics collection on new players is rapidly improving, and we have a much better idea of where people drop out and where problem spots are. The 'saved character' rate is actually quite high now that false negatives have been properly weeded out; of the new connections that begin the character creation process, approximately half of them get to level 1 and save. This is excluding multis - it's a pretty close measure of brand new people who have never seen the game before.
The 50% 'player save' value is also consistent against the dClient numbers, which I had not expected. I would have thought that the dClient numbers would be higher, and they are after a fashion - but not nearly as high as they should be. The dClient clearly needs more work and polish.
In addition to this, I'm in the process of collecting statistics for the islands to see where new players drop out. This is a longer term collection, which will hopefully tell us how to streamline and improve areas on the islands.
Labels:
client,
future directions,
logins,
propaganda
Tuesday, November 11, 2008
Newbies and login screens
Today, I was overcome by the urge to do newbie cleanup. Perhaps I've been spending too much time looking at the dropout statistics from the character creation process. Maybe it was my gods bugging me to get to things that I should have done last week. Maybe it was the coffee I got in the afternoon; that always seems to give me incentive, though it's bad for sleeping.
I ran up a newbie thief character, and got no farther than the cave system before I had my first major thing to fix: movement regen. Movement regen sucks, in that you run out and you have to wait an arbitrary amount of time to be able to go anywhere, even if you only want to walk one room to a safe area so you can sleep. Some brainstorming with myself and an hour later, we now have continuous movement regen. I'm going to boot the code in tomorrow morning.
I originally planned to halt movement regen completely if the character was lagged or melee fighting, but after fighting a bit and running out of movement, it occurred to me that I would -never- get back any movement and might not even be able to flee. Now movement regen is just cut in half while fighting. Regen from equipment or spells isn't affected by this though, in that you always get full regen from effects-based regen.
The other set of changes I made was some relatively minor reorganization of the intro screens. I created an 'Obsolete Options' menu under the 'Advanced' menu, and moved the old login points as well as different ltype selection there.
I plan to make some real changes tomorrow, in that I'm going to move the name selection process to much later on, put email address and some other things in the main menu, and start character creation immediately on connect. The final process will probably be along the lines of:
Create a new character?
Are you blind?
Pick your class
Pick your sex
Existing player/how did you find us
Name selection
Password
Login menu
This should remove at least one screen from the process (the email screen), and hopefully will get people involved in creating the character before they get to the high-dropout phase: name selection. I suspect this will raise the retention rate for new players by probably around a factor of two. Hopefully the stats will bear me out on this.
One other thing I may do is put more character creation options on the main menu, or even prior to name selection. I should probably have Locane come up with an automatic description system as well, so people can pick eye color and the like to get an autogenerated long description.
I ran up a newbie thief character, and got no farther than the cave system before I had my first major thing to fix: movement regen. Movement regen sucks, in that you run out and you have to wait an arbitrary amount of time to be able to go anywhere, even if you only want to walk one room to a safe area so you can sleep. Some brainstorming with myself and an hour later, we now have continuous movement regen. I'm going to boot the code in tomorrow morning.
I originally planned to halt movement regen completely if the character was lagged or melee fighting, but after fighting a bit and running out of movement, it occurred to me that I would -never- get back any movement and might not even be able to flee. Now movement regen is just cut in half while fighting. Regen from equipment or spells isn't affected by this though, in that you always get full regen from effects-based regen.
The other set of changes I made was some relatively minor reorganization of the intro screens. I created an 'Obsolete Options' menu under the 'Advanced' menu, and moved the old login points as well as different ltype selection there.
I plan to make some real changes tomorrow, in that I'm going to move the name selection process to much later on, put email address and some other things in the main menu, and start character creation immediately on connect. The final process will probably be along the lines of:
Create a new character?
Are you blind?
Pick your class
Pick your sex
Existing player/how did you find us
Name selection
Password
Login menu
This should remove at least one screen from the process (the email screen), and hopefully will get people involved in creating the character before they get to the high-dropout phase: name selection. I suspect this will raise the retention rate for new players by probably around a factor of two. Hopefully the stats will bear me out on this.
One other thing I may do is put more character creation options on the main menu, or even prior to name selection. I should probably have Locane come up with an automatic description system as well, so people can pick eye color and the like to get an autogenerated long description.
Labels:
logins,
new players
Monday, October 27, 2008
Logins and players and statistics, oh my!
I just pulled some stats for the last few days and did some crunching on them. I need to do this more often so I keep in mind where the easy gains are to be had, and how to be more productive with my limited time.
These numbers are with a pretty pessimistic stripping to eliminate existing players, and to try to only take into account totally new players.
182 + 19 = 201 total newbies
19 (9.5%) of incoming connections resulted in a saved newbie. Of the unsaved players:
182 unsaved players
29 (16%) made it to entering a name
24 (13%) made it to login
-------------------------------------------------------------
People using the dclient did a bit better:
36 + 12 = 48 newbies using the dclient
12 (25%) of incoming dclient connections resulted in a saved newbie, instead of 9.5% from other clients. Of the unsaved players:
36 unsaved players using the dclient
13 (36%) made it to entering a name
13 (36%) made it to login
It doesn't take a rocket scientist to gather from the above that improving the login screens and mechanisms could easily double the number of new players in the game. I've been meaning to rip up the intro screens anyway and reorganize things, and now I have a bit more incentive.
Samon's idea of getting the client improved and more widely distributed is also a good one.
These numbers are with a pretty pessimistic stripping to eliminate existing players, and to try to only take into account totally new players.
182 + 19 = 201 total newbies
19 (9.5%) of incoming connections resulted in a saved newbie. Of the unsaved players:
182 unsaved players
29 (16%) made it to entering a name
24 (13%) made it to login
-------------------------------------------------------------
People using the dclient did a bit better:
36 + 12 = 48 newbies using the dclient
12 (25%) of incoming dclient connections resulted in a saved newbie, instead of 9.5% from other clients. Of the unsaved players:
36 unsaved players using the dclient
13 (36%) made it to entering a name
13 (36%) made it to login
It doesn't take a rocket scientist to gather from the above that improving the login screens and mechanisms could easily double the number of new players in the game. I've been meaning to rip up the intro screens anyway and reorganize things, and now I have a bit more incentive.
Samon's idea of getting the client improved and more widely distributed is also a good one.
Labels:
logins,
new players,
statistics,
stats
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