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Showing results for tags 'junkie'.
Do we promote too fast...? Grab a glass of red, you need it... Backdrop... Last week saw some very interesting threads posted. This is one below... https://forum.game-labs.net/topic/28422-what-happened-to-the-2500-players/ In all fairness to the community it is worth reading through all the views. Unlike most this doesn’t deteriorate into the usual “This is my view...” blinkered repeats back n forth. It gives many different and clear insights into their view of this game. Even @admin makes a very good point also worth the read. The Content Argument T
Idea: Start Missions and Storyline... Inspired by @Wind http://forum.game-labs.net/topic/26065-naval-action-needs-a-good-story/ This is an expanded idea from Norfolk nNoob goes Gank-ing...! http://forum.game-labs.net/topic/25951-idea-norfolk-nnoob-goes-gank-ing/?tab=comments#comment-553556 Give this a quick read first. Containment of storyline... The idea of a storyline is to contain the alternatives and “what if’s” as much as possible while still having the effect of an Open World environment. For the Brand-ne
Short Version go straight to the bottom of the post... Problem: How do we turn the new player into a Junkie? What we don’t do is overload him with a massive shot straight in the arm forcing an immediate negative reaction. Whether he thinks he wants a large hit is immaterial but giving small doses at first allows for easy adoption. Just ask your Dealer. The ONE major complaint from BAD reviews on STEAM with the player having less than 250 hours Game Play is what he calls “Ganking”. In fact, what he actually is complaining about is “Seal Clubbing” which is different