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Posts posted by Treshure
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34 minutes ago, Unwillingly said:
That was a point the Techs immediately raised after the proposal. We pulled out a map and traced out the lines between the hubs & cities. I believe the compass will adjust to help keep the newcomer on the road/on land. Shouldn't be too much of an issue, though. The lines are surprisingly straighter than I thought.
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Immediately after the Player Retention Report was made, we got to work. Each and every reply on that thread was taken into account and considered. Much of the task was distilling actionable player feedback from the broad (but still valid) criticisms of our server experience. I want to use this thread to unveil what we have been working on and listen to your feedback once again. There's a lot to improve & perfect on LotC, but I believe that this is just one move of many in the right direction. The first steps are usually the hardest.
The reason why this solution to the Community Team's Retention Report has taken so long largely plays into long term efficiency. The easy move would have been to immediately set up a player-ran system to address the new player experience. I think that this is just a gesture. It's very hard to motivate entire teams to dedicate even more unpaid, volunteer hours into just one issue that needs addressing. A player-ran solution also wouldn't solve our primary problem: consistency. New players typically either receive a fantastic experience or one that drives them to quit. We have too many players joining every day with too few CT members to match.
I believed that only a well-designed plugin could provide the quality and long term consistency that we were looking to achieve with player retention. Moreover, data can be easily retrieved from the project and tweaks can improve it even further. Project Genesis was drafted a week after the Retention Report. It received unanimous Admin approval a few days after that. I asked my good friend @Llir to add the proposed plugin to his enormous work queue. Without him, none of this would have been possible.
It's been a long time coming, folks. The plugin is now nearing the testing phase. With "Project Genesis" on the horizon, I'm excited to finally reveal the contents of the plugin. This is the Google Doc proposal exactly as it was originally proposed. Please give your feedback in the comments below. This will influence how we adjust the plugin for release.
Project Genesis
This proposition comes in light of the Player Retention Report, which covered some very worrying numbers surrounding the new player experience. For instance, 60% of new players will quit in their first week of the server. One consistent highlight from player feedback was that the server’s increasing bureaucracy and restriction has suppressed the spontaneous roleplay that initially attracted them to the server. Of course, this does not cover the breadth of what the players have voiced in the thread.
This proposal is an effort to address the primary issues surrounding the New Player Experience™ whilst staying true to the playerbase’s expressed desire to see more dynamic, fun roleplay when joining the server. While this proposal is not to fix every issue we’d like with activity and player retention, I view it as a measurable first step to hopefully build on.
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The time between which a player joins the server for the first time and the aforementioned player is “integrated” into a community is critical. A new player will quickly quit if they cannot engage with a group of players and join their circle. Simply guiding a new player to a settlement is also tricky, because the settlement must first be A) active and B) ready and willing to receive them.
Discovering a city of sprint jumping, closed off circles of roleplay will be as effective as having not led them at all. Neither are shallow acts of integration, such as recruiting said new player into the city guard, linking a Discord chat & skin, and logging off. Players come to join epic adventures. If this is all the attention they’ve been given, they’ll give us none of theirs.
I think the logical solution to this is in providing a clean, automated way for new players to easily find populated cities whilst embarking on an immediate “adventure”. Here’s how.
The Quest
When a new player exits Tutorial Island, they are usually placed at Cloud Temple. Instead, I propose that they be placed in front of a venue of portals. Each portal lists a major settlement and, if applicable, the race it belongs to. The current amount of players in that specific settlement’s region are also listed. The player will then have the choice of which capital they’d like to embark to. The likely event is that the player will either choose an active settlement or one that matches up with their race, such as Elf → Elvenesse. While this may become a compounding benefit to already active settlements, it is far better than losing the player entirely.
After the player selects the settlement, they are teleported to the travel hub that is closest to their destination. For demonstrative purposes, the player has chosen Haense as their destination. The player is spawned with several items,
Compass - A compass named after the target settlement, such as ‘Haense Compass’. It will point in the direction of Haense, and display a counter above the health bar in meters (blocks) detailing how far the player is from Haense, such as: ‘Distance to Haense: 308m’. The compass will disappear from the player’s inventory as soon as they enter the city’s region.
Bread - A stack of 64 bread.
Quest Tome - Soulbound. A book that lays out the new player’s very first quest: navigate the roads, pay caution to the signs, and arrive to Haense. Once the new player arrives in the region, that quest line is “finished” with a line through the quest name and its brief summary.
Sample quest prompt: “It is the 13th of the Sun’s Smile, Year 9 of the Second Age. You have arrived through Cloud Temple, and now seek the fabled northern sprawl of Haense. Follow your path and compass carefully, and read the signs along the roadway. You may meet friends and foes on your journey. Be wary, these roads are dangerous.”
Instruction Manual - Soulbound. A book that links to our forum’s Guide section. Alternatively, it can contain simple text of our more useful tips & tricks for a new player. Disappears from inventory after the “New Player” tag has expired.
The Compass, Instruction Manual, & Bread are all in the spirit of facilitating confidence in the new player. They will have a set destination to arrive toward with plenty of food to sustain them. Additionally, the Instruction Manual can provide the new player with a further depth of knowledge as they start their journeys on LotC.
The Quest Tome is intended to give the player a sense of an “objective” once they join LotC for the first time. It can also be used for several other purposes (unrelated to this specific proposal), such as assigning gathering quests to help players better understand Vortex, or event-tracking for ST eventlines.
As soon as the player enters the outermost region of their target settlement, a broadcast is made to every player in their selected region, Haense. The broadcast indicates that the new player (username) has joined the world and is currently attempting to navigate towards Haense. It also encourages the players in the region to set out on the road and meet them. This is intended to provide the benefits of announcing a new player’s arrival without the negative attachments (aggressive recruiting from separate factions).
Alongside Haense’s regional broadcast, Story Team Actors can also opt in to receive broadcasts about new players joining server-wide. Once receiving the broadcast, ST Actors can follow the new player and set up an encounter across the road. It may be things such as a creature encounter, or exploring a shimmering light in the forest. The events need not have depth; whilst a wolf hunt may be a tired cliche of veteran players, it’s the most exciting thing that can happen to a new player that has freshly joined the server. It's also a great way for new ST Actors to hone their craft. This feature will first be test-ran to make sure it is an effective use of ST resources.
The Result
In the worst case scenario, no players come from the city to greet the new player on their journey, and no ST Actors provide the new player with a short & spontaneous event. Despite all this, the new player still will have a deliberate path towards their city, the sense of a quest, and an additional manual that will answer further questions.
In the best case scenario, the new player will begin their journey to shortly be greeted by strange, new, and friendly faces. As they begin to acquaint each other and head towards the city, they are beset by a curious and spontaneous event. The new player has undergone a quest, players eagerly seeking them out, and an event all within an hour of joining.
The greatest benefit of this system will be removing the possibility of chance. Currently, new players lie in the good graces of a CT member to be available to guide them. CT members are still welcome to help guide new players along their journey, but it would now be styled to provide more to the new player in a more consistent manner.In addition, a Player Retention Report will be made for the month prior to the implementation date of Project Genesis. Another report will be made afterwards (in a second post following the project’s announcement) to see if retention data has improved, and if this system is due to stay (according to player feedback).
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oh yeah baby spend that budget
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A young man sets out to find his lost grandfather.
Was a little too impatient to wait to post this little labor of love on the weekend. Enjoy!
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Absolute gold, you need to post more of these.
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No one should ever have to feel that way. Communities on our server all too often associate IRP goals with personal goals. I've seen roleplay conflicts tear apart friend groups. It's not fun. I hope that when you come back, you're able to surround yourself with people who see you for you, and roleplay for roleplay. My Discord DMs are always open, Proddy.
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6 hours ago, Laeonathan said:
why, just why do you need to use these texture packs?
otherwise great video!
Mostly because if I render at 4K, I might as well give you more to look at.
Believe me, I'm not usually a fan of texture packs. But Patrix is one of the only high resolution packs that I feel stays true to Minecraft's default, and only adds the detail that one might assume would be in a pack with 8x the resolution size. For instance,
When resolution doesn't matter and we're comparing two builds from afar, Patrix and default textures look virtually identical.
But if we go onto the ground and observe the details of the build, you can instantly tell which is from which.
Check out the way the sun hits those 3D grass textures, or how the rose bushes are more full and defined. Moreover, notice how stylistically, it doesn't detract from default textures at all. It looks the same. It just adds a level of depth that otherwise wouldn't have been there. Few other texture packs do this, if at all.
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16 minutes ago, sergisala said:
Most of my YouTube videos are designed to use common language to draw in new RPG/Fantasy fans. It's why I opted for "Imperial Rebellion" in the title, rather than Sedan or anything specific. Vassal is an accessible and expedient term. I'll be more punctual next time, though.
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I was in the process of editing a future video when I caught wind that there was a fight about to unfold. I cobbled this video together over the next day. I hope you enjoy! Let me know if you'd like to see more videos in this sort of style.
P.S. Recognition to @grnappafor firing the first shot of the war.
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[[RP]]
First Name: Xavier
Surname: Avalon
Age: 20
Reason for Interest: A renewed interest in the history of our ancestors, and the unending commitment to God's design.
[[OOC]]
Username: Treshure
Discord: Treshure#1736
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17 hours ago, Laeonathan said:
Vanilla please... <img src=">
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The folks over at Haelun'or were kind enough to let me take a look at their upcoming build. This is a mix of a Haelun'or teaser and me messing around with the next stage of shaders I intend to use for videos. This build was an excellent playground for it. Enjoy!
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First off, I want to thank the community for the crazy amount of engagement our latest video got. Llir checked the forums and confirmed that the post has entered the top 10 rep'd threads of all time - and it wasn't even a feedback thread! Getting your foot in the door with YouTube is notoriously difficult, so the massive boost these videos get from y'all don't go unnoticed. Every comment and every share helps promote LotC content to new audiences and gives me the extra motivation to make more videos. So seriously, thank you.
On to the topic at hand. I want the exploration of our world (ICly & OOCly) to be the main focus of the videos that I produce. There is a stupefying amount of content that has been generated here in the last ten years. If you give it any prolonged thought, you'll soon realize that there are a million angles you can take on LotC and roleplay at large. Retelling of roleplay history, artist spotlights, build showcases & timelapses, roleplay mechanics & theory, skits, highlighting staff team work, and the categories go on.
I and any content creator will only represent a small fraction of what Lord of the Craft is. We've only seen so much, and of that, only have been thoroughly involved in a tiny part of LotC's story. I can still make plenty of content based off of my experience, but it will be inherently biased to a limited human and elven experience. We can't possibly hope to know every single awesome creative that pours their energy into this server. That's why I'm reaching out here.
If you're an artist who wants their creative process to be featured, contact me.
If you're a builder who wants more eyes on their work, contact me.
If you're a storyteller who wants to see their tales come to life, contact me.
If you have any stake whatsoever in the story of LotC, contact me.
It doesn't matter if you've just joined yesterday, or are a veteran who has chronicled sagas on this server. Every story is important.
Contact me on Discord: Treshure#1736
I can't guarantee that what you share will be featured. My last video took over 80 hours of editing alone. Albeit I am new to the process and getting more efficient, there will always be more ideas than there is time to make them come true. But at least with this way, the content creation process will be inclusive to the grand story of Lord of the Craft.
Furthermore, I can use this thread to answer any questions you might have about the videos I plan to make, so don't hesitate!
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I went down a very similar path as yours, Skylez. It's easy to look back at Mineman and say, "God, what an escapist hell". And for some people, it's a genuinely good thing to stay away. But remember to stay true to yourself. In recent years, I had gotten so caught up in doing what I thought was the most socially acceptable thing that I forgot what I personally enjoyed. My advice is to live your best life, but make it yours. I found this server during a difficult part of my life, and it without a doubt was escapism. But I found a community and a group of friends for life. I would have never discovered my passion for storytelling without it. Bad circumstances can lead to good things. And sometimes, it might not always be black and white.
Take that with you wherever you go. Take care, man.
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An elder Ithelanen stirs in ancient forests, his spirit roused at the promise of warfare again.
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23 minutes ago, NotEvilAtAll said:
Why tf do you sound so much like CGP grey @Treshure I demand an explanation.
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26 minutes ago, argonian said:
incredibly well done video but really representative of what the server's like anymore
log on and those big beautiful vistas and towers are hidden by a big grey render distance abyss 5 blocks in front of you, and that whole player-made story thing is marred by the fact that well... nothing ever happens now. closest thing to a story you'll get is the occasional orphaned ST-run eventline
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A month and lots of editing later, I'm proud to release the first of a new series of premium MineMan videos. I felt a need to explain the underpinnings that make Minecraft RP truly unique, something I've always wanted to expand on since some of my earlier videos. From myself and all the really talented people who've helped me with this (Thumbnail creds to Basket!), I hope you enjoy!
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31 minutes ago, argonian said:
One of us has a virus because that happen turned into the weirdest link.
Lmfao, my bad. I’m trying to reference “SMART Goals”. You can search it up to see what I mean.
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10 minutes ago, argonian said:
Reading the posts on this thread have definitely opened my eyes to a much larger problem looming behind retention. The issue now is crunching down a seemingly impossible problem ("completely revamp LotC!") into actionable goals that can actually happen. I don't have the hubris to come out with an immediate action plan. But the cogs have started turning -- as a collective player base even, from the looks of this thread.
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15 minutes ago, Burnsider said:
Truer words never before spoken.
Hitting us with data that shows a problem and then saying "but it's no one's fault" is just really defeatist talk that shows this is not something that will be changed.
Every action made by any player, staff or otherwise, was done with the intent that it would truly benefit the server. It wouldn’t have been done otherwise. I’m gaining some very useful information from the feedback on this post. I think it’s more prudent to learn from you guys and problem solve this rather than jump into pointing fingers.This will not be the only post or action to address retention.
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28 minutes ago, monkeypoacher said:
It's getting real late where I'm at, so I'm going to have to suffice for a shorter response than I'd prefer.
I like where your head is at. In many ways, you're dead right. The crazy, wild, unexpected adventures you get thrown into are often the ones that'll keep you there the most. The issue is the execution.
In a perfect world, we could test radical solutions to see their immediate effect. But the die is cast. We can't immediately restructure the way the roads or the nations are laid out right at the launch of a new map. Much harder would be to fix the behavior of players (how can we facilitate good ol' interesting RP?).
My goal for player retention is to measure each step along the way carefully with the actions that we have control over. Like you said, it's a lot better to put hard numbers on the table rather than blind speculation. If we implement a major change (such as portals leading directly to hubs) and it negatively impacts player retention, then we would know within thirty to sixty days, and we're back to the drawing board. We try the smaller fixes and build on that. The tough pill that we have to swallow is that it isn't a straight-away radical solution. The alternative isn't deleting the server. The changes that we make have to be measurable, and they're going to take time. But I think we'll get there.
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†† Big thanks to DelfShadowLeader, Devvy, HeeroZero, & Llir for helping on this little project.
Player retention has always been a concern of mine. Hundreds of players apply to our server every month, and well over a hundred are accepted out of that bunch. Anyone who pays half a mind to the frequency of applications that we receive will sooner or later ask the critical question, “Where are all these players going?”.
“Player retention” has been on the minds of many players over the years, but we’ve had no idea on where to start. You don’t know what you don’t know. That’s what this post is for. I don’t believe a player retention rate has ever been recorded, so this is as good of a starting point that we can muster.
How did you collect this data?
I feel weird about collecting user data, so I want to be as transparent as possible throughout this process. The data was gathered through using /seen on a month’s worth of applicants in the months of December 2020 & January 2020. Most of the information gathered on this report is already publicly available. You can navigate to our Apply section on the website and scroll down to the Accepted category. This spans back a few years.
I also used a recently implemented tool provided by the Tech Team that’ll drastically improve activity tracking in the next few months. It tracks things like server peaks and the ratio of active to inactive players on the server. The only additional thing it did for the report was discerning weird cases of activity, such as a player playing only a few hours in a month, but having recently logged in for the past few days (would you call them inactive?).
Finally, I used Devvy’s help as a Moderator to validate the last logged in dates for players that haven’t logged in for over a month. This does what /seen cannot.
If you want to double check our data, I’ve created player-copies of the December and January Google spreadsheets here and here, respectively. I removed the usernames for the sake of not blowing up peoples’ playtimes.
Results
Let’s break this down. We recorded 165 new players that applied from Dec 5, 2020 - Jan 5, 2020. Our criteria for “Active” stood at 3 hours of playtime per week, or 12 hours per month. “Weak Activity” stood for fringe cases of new players logging infrequently yet recently at around 4 hours a month, or 1 hour per week. The rest of the applicants were utterly inactive. Thus, our true retention rate stands at 20%. It’s pleasantly surprising that many of the “Active” players are very active. There doesn’t seem to be a strong middle ground between these two polar opposites.
Meanwhile, 80% of new players have been practically lost. Mind you, these are players that have already undergone the process of applying to the server, reading lore, finding skins, creating characters, and even rewriting their application. 80% of new players have already taken the effort to join our community, and yet slipped through our fingers. This is not good. Let’s take a further look into the last login times for the 69.7% "Inactive" portion of the report.
A staggering 35% of new players quit on their first day. A new player’s chance of quitting the first week is a combined 60%. While these numbers are grim, there is a reason for hope that I will explain later.
After compiling this data, we wanted to take a look back in January of 2020 to see how our applicants fared over a longer period of time - the retention rate of a month compared to a year.
Big thanks to DelfShadowLeader for collecting January’s data. The January 2020 report worsens the implications of December. Only 4 players are still active from January’s accepted pool which consisted of 148 players. While the “Inactive” group last logged in (on average) 2-3 weeks ago, 94% of these players have not logged in for the entire month of January 2021. This is really, really bad.
If we extrapolate this data across the entire year of 2020, it might be reasonable to assume that we would have gained a very rough ballpark of 48 permanent, active players. The rest of our daily player count would be a mix of veterans, regulars, and a forever impermanent swarm of new players destined to quit.
This is a vicious, unsustainable cycle. But it’s also our greatest key to building the playerbase.
Implications
I don’t want to pollute this thread with my own theories about how to fix this. We want to bring the numbers so that this conversation can be opened up to you. That being said, there are a few immediately obvious things that you can infer from these retention rates.
First, this is indicative of both the Staff (specifically the CT) and player leaders. 35% of new players quitting on the first day falls directly on the staff that are designated to guide new players. 54.8% of these players quitting afterwards in the next few weeks are a sign that they weren’t integrated into a community quickly or well enough by the playerbase. But most importantly,
Second, this is none of our fault. Look at that data again. 165 new players were accepted in a month. That’s almost six new players a day - players that aren’t announced that they’ve joined the server (thus the playerbase doesn’t know), and are entirely dependent on CT to be around; they won’t always be around, because this is a game that’s supposed to be fun instead of a chore. Take it from a former noob wrangler: settling in a new player is ridiculously difficult. You don’t drop them off at an inactive city and say, “Kumbaya!”. That’s a surefire way to have them quit.
They need to be guided, taught, and placed in an engaging atmosphere as quickly as possible. And maybe, just maybe, our current way of making this happen is not working. No army of CT guides will have the availability nor time to properly incorporate every new player of every day. Neither do player leaders have the proper tools to get new players into their circles as quickly as possible with the least amount of effort.
I'm a big fan of solutions aimed towards automation, such as expediting new players automatically to the settlements with the highest current player count. Once you look at the numbers, it's hard to argue against these kinds of solutions. That is for another thread, though.
Conclusion
There is absolutely no reason that we can’t dramatically improve our player count through addressing the challenges here. In fact, I’d bargain that this is our most pressing issue on the Road to 500. We can’t go anywhere when we are continuously losing 80% of our future nation leaders, storytellers, artists, and coders.
It’s also one of the most addressable. Systemic changes made to the new player experience have immediate effects on our Retention Rate -- one that is now objectively measurable. This is a conversation that I am going to bring to the Community Team. In the meanwhile, I want to hear your thoughts about this.
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A public letter is posted to Theris Elibar'acal.
"Theris,
I have long been reluctant to play in these political games. It is a field of snakes, where good intention is smothered with propaganda and deceit. I have always withdrawn -- but your stupid bravery has forced my hand.
Your plight for power ends on this day. Do not forget that I was there this last Elven eve, where you appeared to the shock of our citizenry, only to usher away in hushed secrecy with the Sohaer. I now know what was plotted. In one fell swoop, you have been risen to a position of antiquity, and have used it to assume that you are the leader of my sacred family, Elibar’acal.
You are neither of these things. You have not been seen within the cihi, nor have your likes been seen amongst any of the Elibar’acal Talonnii, for which there are few. We have yet to vote for our leadership -- you would know this if you were present with your own blood.
Do not presume to use the title of Medi’ir to seize my family by storm and use it to advance your political gambits. True progress happens in actions -- not empty words, such as “purging impurity” and “restoring culture”. You mean nothing. If this is the will of the Sohaer, then they mean little as well. All I see is the language of despots who use our culture to grip the population and purge dissent.
I will convene with the Elibar’acal Talonnii and cast the intention of becoming Laurir. You will submit to my authority, and this ordeal will end. If you refuse, I will strip you of your Elibar’acal title and erase your name from the annals of our history.
I have intervened, Theris Elibar’acal. Pray I do not involve myself in your vapid affairs much more.
Irulan Elibar'acal"
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The Player Retention Plugin
in Announcements
Posted
1. That's just the issue. "Server bureaucracy" is just too large and vague of a term to tackle. Don't get me wrong, it's still very much a real thing. It's reflective of our player-ran community. I firmly believe that the best experience a player can have is one they are not conscious of. When I think of bureaucracy, I think of having to constantly reimagine systems for the economy, war, and nation charters. I think of rules on top of rules that have to go through multiple channels of people. I think of bias, and a biased perspective on how successful one system was or was not in times prior. All of that is very conscious. All of that rips you out of your immersive experience and lays bare the crude mechanics behind our fictional world.
If this system were not a plugin, it would involve constant work of dozens of team members. That's bureaucracy. Complex systems behind roleplay, like War or our mina economy system, aren't bad. But they can be tiring to interact with. I personally think that plugins are the way out of dancing through litanies of rules and hoops. We ought to automate what we can to free ourselves up for more important things.
And, after coming onto three paragraphs of typing this response, I haven't scratched the surface to a solution on any of these aforementioned issues. This takes time. We need to take one step after the other, measure our success, make improvements, and keep on marching. Only that this time, we won't have to retrace our steps years down the line. It's a process, but it's all we can do.
2. I wanted to make sure that we were inclusive of non-racial settlements that had worked their way to stellar activity. We're still going to review our design and make sure the sheer selection of portals isn't overwhelming, but I will want to include every racial capital (Halflings included). But if it's activity you're worried about, I'm sure we can have the Halfling portal route to Elvenesse instead.
The broadcast about a new player is actually not an original idea. The broadcast used to be made server-wide every time a new player joined. This was in practice for all of LotC history up until a few years ago. It was great for having new players greeted and veterans reaching out to give them a helping hand. It was however removed because warring factions would camp Cloud Temple as a recruiting spot, irrespective of the new player's racial origin.
I think that regional players can handle having some broadcasts made to them a few times a week. Besides, it's a relevant announcement that a newbie is trying to find them. Who could really hate that?
As to your second point, I feel that the depth that Vortex aims to achieve needs to be distilled into a consumable format. It's what the Quest Tome might be best at: gradually exposing the player to the complexity of Vortex by having them discover its elements through quests. I like where your head is at, but it's my personal opinion that the survey questions are 1) too obtrusive and 2) forcing choice. I'm a big fan of letting the world of LotC influence your character. Predetermination is a precursor for static roleplay and dissatisfaction with your character.
if we're trying to use these questions to tailor parts of our server (or Vortex) to new players, we should make it easily consumable and leave the rest to the player. Video content is very easy to watch and requires little engagement on the part of the new player. Compacting our different experiences into easily digestible nuggets might be the way to go. Definitely something I plan to create in the future.