Name: G.I. Jonesy
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Posts: 2441
Location:
Posts: 2441
Being that QL has no single-player portion (unless you count bots), the method of playing through a single-player campaign is not an option. What other options are there? What can we do to motivate new players to get through those early difficulties? Small prize-purses would probably work. If they can win prizes, they would likely be willing to suffer through those early game frustrations. It's possible, that is the only thing that would work. If you had a ladder, but there were no new players, any new players would still have to play against experienced players. I suppose you could impose some kind of handicap, but would experienced players be willing to play like that?
There's nothing wrong with older games. There's something wrong with games that are too difficult for new players. The skill-matching system has proven itself inadequate. Until we figure out a way to get people past those extremely difficult early games, QL will continue languishing with a small playerbase, and probably a declining playerbase. The playerbase gets small enough, and the game is dead. The only thing currently keeping QL alive is the quality of players. While quality is preferable to quantity, having both is even more preferable.
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Don't take this the wrong way but nearly all of your comments on ESR involve paranoid, non-sequitorial, rambling hyperbole with gross simplifications and reductionism. Thought you were some kind of textual performance "artist" really.
Then you post this column in which you paraphrase, in the most vanilla generic fashion, a few suggestions/opinions(in the weakest sense) already floated in several previous threads.
So is this a new strain of troll? schizo-troll?