Crumbs made a nice exp-tracking script and it became completely obvious to me that exp per mob/area is diminished, if it takes a while to walk between mobs. In fact, it's so obvious I mentioned runs in a post about making better areas before Crumbs even showed me the results of the script:
So, as you can see, I like areas that have:
- ...
- short runs between mobs
- safe runs between mobs
Fastruns will allow you to increase engagement and retention at all levels.
1. Increase new player retention by increasing engagement and progress
So while thinking about what would keep new players on the mud, I thought that perhaps adding speedruns to newbie areas would be helpful to increase engagement, progress and enjoyment, as well as adding some comfort level to playing the mud. This completely eliminates the need to think that there might be a website or a map shop to get directions from, then the need to follow those directions manually, etc. For newbies, it'll make exceptional difference.
fastrun blaster
You start running to the Blaster's Temple:
The Intersection of Main and Fargo Streets
Main Street
The Intersection of Main and Granite Streets
Main Street
Main Street
Main and Fathnir Street
North Gate of Newbatia
The North Road of Newbatia
The North Road of Newbatia
The North Road of Newbatia
Edge of an Enchanted Forest
Exits: North East
A mystical bugbear wanders about the sacred land.
A mystical bugbear wanders about the sacred land.
A mystical bugbear wanders about the sacred land.
<373hp 173ma 137mv>
Since it's easier to keep a new player, than an old player, making an improvement at lower levels should make a more noticeable effect, which you can measure.
2. Make running easier for all players to slightly increase exp and retention
An added bonus to adding fastruns is increased conveniency and enjoyment of old players, who can run easier, get more exp and stay more engaged/satisified by the MUD, which goes well with this goal and improvement:
viewtopic.php?f=26&t=3822
3. Keep the dangereous runs
I have to mention that I understand why some runs have to be long and dangerous (DWeb, Moors, Dmount, Volcano), but for grouping, long and breakable running in Moria kills area exp. You can keep the mob aggro, while on the run, but just make running faster - potentially, with unlocking doors, if the key is in the inv/keychain.
I talked to Crumbs and he said he had already suggested the idea of fastruns to be unlocked by the level.
I also suggest measuring before and after the change on how it affects the gameplay:
- measure mobdeath per area per week
- measure number of visits to an area per week
- measure visited rooms per area per week.
- mobs killed per player per day/week
Thanks.