[size=150][b]Introduction:[/b] [/size][size=120]So as of right now I've been noticing multiple things about the server in which are affecting the server's population, and an analysis of why the server isn't necessarily dead yet. So let me spout some words so that you can understand my mindset into what these problems are, and how to fix them.[/size]
[b][size=150]Population: [/size][/b][size=120]From what I've seen about the general returning player-count of the server in comparison to others, is that there's a definitive gap in involvement for players taking part in anything on the server. I find this gap to be a result of many things that have stacked upon what the server's identity is currently and have narrowed it down to 'immersive involvement'. What I mean by this, is that the way in which the server operates currently is lacking in the said immersive involvement of the player.[/size]
[size=150][b]Potential Solutions: [/b][/size][size=120]Events aside, t[/size][size=120]he server's supply/intelligence system is the only feature that I've seen implemented which promote an involvement from the player. The thing is, every Halo RP server doesn't have this feature but ourselves; So what is the problem, and how do we fix it? Well, the other RP servers solve this immersive involvement arguably in a more traditional way for Gmod RP servers. Examples: Reinforcing serious RP, having a base map which is engaging, and having a combination of NCOs and COs which reinforce organization. On our server I feel that we could see a net positive in returning players if we improve on these fundamentals listed previously.[/size]
[b][size=150]Suggestions: [/size][/b][size=120]Focusing on player interaction whilst reinforcing global involvement (Lore, story, supply, etc.) is by far the best way (In my opinion) to increase server population; Harboring the investment of a perfect balance in time spent on the server divided by individual enjoyment is the key equation in this problem. Feel free to discuss any solutions, problems, proposals, or criticism down below. I'll try to be as active as I can in responding to any of the ladder and am up to debate anything.[/size]
[b][size=150]Final Notes: [/size][/b][size=120]I'm actively brainstorming ways to decrease the amount of passive RP/downtime on the server through blending it into the server's immersion in a means of creative RP. So if you have any suggestions about this subject too (Which ultimately revolves into the problem of player interaction), I'm very interested in hearing a response. As this problem exists on most, if not all servers.[/size]
Introduction: So as of right now I've been noticing multiple things about the server in which are affecting the server's population, and an analysis of why the server isn't necessarily dead yet. So let me spout some words so that you can understand my mindset into what these problems are, and how to fix them.
Population: From what I've seen about the general returning player-count of the server in comparison to others, is that there's a definitive gap in involvement for players taking part in anything on the server. I find this gap to be a result of many things that have stacked upon what the server's identity is currently and have narrowed it down to 'immersive involvement'. What I mean by this, is that the way in which the server operates currently is lacking in the said immersive involvement of the player.
Potential Solutions: Events aside, the server's supply/intelligence system is the only feature that I've seen implemented which promote an involvement from the player. The thing is, every Halo RP server doesn't have this feature but ourselves; So what is the problem, and how do we fix it? Well, the other RP servers solve this immersive involvement arguably in a more traditional way for Gmod RP servers. Examples: Reinforcing serious RP, having a base map which is engaging, and having a combination of NCOs and COs which reinforce organization. On our server I feel that we could see a net positive in returning players if we improve on these fundamentals listed previously.
Suggestions: Focusing on player interaction whilst reinforcing global involvement (Lore, story, supply, etc.) is by far the best way (In my opinion) to increase server population; Harboring the investment of a perfect balance in time spent on the server divided by individual enjoyment is the key equation in this problem. Feel free to discuss any solutions, problems, proposals, or criticism down below. I'll try to be as active as I can in responding to any of the ladder and am up to debate anything.
Final Notes: I'm actively brainstorming ways to decrease the amount of passive RP/downtime on the server through blending it into the server's immersion in a means of creative RP. So if you have any suggestions about this subject too (Which ultimately revolves into the problem of player interaction), I'm very interested in hearing a response. As this problem exists on most, if not all servers.