Thats a good thing. The less people the less trolls. Also a smaller community is way better connected. So I see no problem with a rather small community.
-community not being too open to new players: I only joined cause I had a friend who showed me the game and when I joined there was no such thing as level and people took you at face value.
-graphical interface: when trying to get people to join, they always say they don't like the numbers and colours and would rather play a strategic game that has a better graphical side(ie dota, total war)
with regards to community not being open, this is a difficult thing. when creating an open game you obviously want to filter out noobs so when a new player joins he doesn't see any open games and if they don't have friends who introduced them to warlight they might just get bored and leave. I personally tried to help noobs out; try to get them interested in the game but it rarely works out.
how can warlight improve? I don't know. On the graphical side I don't think it can without drastically changing the game but I think Frizzer should listen more intently to the community, see what new players would like and capitalise on that. but with Warlight though, you either love it immediately or hate it.
I prefer a smaller community, it means you can regularly play with people from previous games, without necessarily inviting them. Also, there are more mid-high level players than low (below lvl 10?) players, which allows for faster and more evenly matched games. If Warlight grew to be huge, it would lose its community feel, and games would undoubtedly become less enjoyable.
I think it is because the official competitive scene is lacking. People play a certain amount and then play less or quit.
1v1 ladder can be dull. 2v2 ladder is what it is: better map, somewhat inappropriate settings. RT ladder was expected to be continuously updated but is instead stale. Seasonal ladder is for diehards with more free time. So at any one time, 50% to 75% of the ladders are lacking in excitement.
How about the four biggest updates in the last three years? Ads: doesn't attract/interest players. Levels: a meaningless accounting game. Coins: for a small minority of players. WarZone: unwanted. WL has been treading water for three years.
- Developing is slow (Main problem of Indie Games) - CLOTs are not recognized enough - RT Ladder is not community based, it is ultimately Fizzer's decision what happens there.
Here is what Ladders we should have (Archiving Games takes up more space then any of these)
It would take Fizzer about 30 seconds to change the 2v2 ladder template btw, it would take me, someone who has the clot framework downloaded and knows that there is a function with an input "TemplateID" 5 minutes to find it :)
it's curious because i remember when i joined there was an average of 6 open games during nights and a couple of posts on the forum every day, and nowdays it's like 20 open games (most of them diplos with shitloads of people), and new threads on forum get buried into 2nd page in 1 day.
but if you say the community size is going down i'm sure you have actual numbers to back up your claim.
it is simple. First people go into diplos which have no prerequisites and learn how the community/gameplay works and then once they get a up a few levels they can join semi strategic games like historical team games. Then once they get a hold of their boot rate they can join a ror game and play ror for the rest of their lives until they just can't handle the same map over and over again everyday for years and they are forced into the ladder where they actually start learning how to be strategic.
Then they get bored of playing the same map again and again and they move on with their lives.
PS, when you joined, sometimes I used to create absolutely shitty FFA games for 10-24 players. I called this hobby of mine "feeding breadcrumbs to the minnows." Why? Because no matter how shitty the settings and map, the bad players would instantly fill up the game, like minnows swarming breadcrumbs tossed into a lake . I could make three games in a row, and they would fill up.
The minows have always been lurking in the weeds. They want big maps with 20+ players per game. When so-called diplo games caught on and rules further developed minnow behavior, the minnows started to ask for a built-in (clickable) diplomacy framework: alliances, ceasefires, etc. That was three years ago. Just as the competitive ladders have been ignored, the minnows' desires have been ignored.
Some of the ignored just stop.playing. The common theme: the game has not become much better. The focus has been on administrative matters.
Yet in the distance, a voice can be heard: "What about the bomb card!"
- Developing is slow (Main problem of Indie Games) - CLOTs are not recognized enough - RT Ladder is not community based, it is ultimately Fizzer's decision what happens there.
If folk notice this, they have been here for a while.
I feel like team coin games would be nice, but what I'd really like to see is us being able to create a coin game with our own entry fee, instead of a predetermined one (using one of the available maps ofc).
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