Things the Community Should do to Help Revive the Game

MEEPYZ

Owner
There are obviously a lot of things wrong with the game that are in the hands for the developers to fix in order to help revive the game, but I think there is also some things the community can do to help increase player count. The main thing that we should focus on is helping new players stay playing the game. New players are the future of the game, as more and more older players who lead the community quit, we need new players to fill in those roles to help keep the community active. The best way to help new players stay is by showing them, and interacting with them in ways that made the game so appealing to us when we were new. However there are also some issues that I noticed affect new players that didn't affect new players in the past, and that must also be addressed.
**Some Ideas**
1. Start hanging out in public spaces again rip lobby
When people hang out in public realms like New Eden, where newbies can easily come and join in on conversations, or ask questions, it opens up the opportunity for newbies to get affiliated with the greater cc community, and it makes the game look more alive

2. Host games
There are a lot of people that host games, which is great, I think more people should do it since games are what keep people engaged if they have no friends on, and don't feel like grinding in mining or trading. Game realms/rooms should be organized and have enough space for spectators to socialize and also get a good view of the game. Also host more bomb games

3. Go to newbie shops and buy their stuff for *NORMAL* price
I remember seeing a newbie in Pen's complaining that nobody would buy his stuff, he had 20c - 100c items, of course though everyone now has a ton of commons from years of giveaways, but now it's super hard for newbies to get enough cubits to buy a decent 1k - 2k item because nobody is buying their collection of common items. We should buy their common stuff so they feel a real sense of accomplishment for doing some business. It is important that we don't feel bad and buy their stuff for super overpriced because then there is no sense of hard work, it's just a handout so there is no sense of accomplishment for being good at trading. I also think we shouldn't be giving them huge donations either since that also takes away the sense of accomplishment for getting cubits through hard work.

4. Befriend a few newbies
If newbies had an experienced friend they can go to to ask advice about the game, they would have a much easier time figuring out the game mechanics, and would probably have an easier time avoiding scams (which probably leads a lot of them to quitting). You should think about how when you were new what you thought about pros (especially when you had a juvenile mind) and imagine how a newbie today feels about pros, I think if a newbie has the opportunity to hang out with them it helps make them feel important in the game and stay playing.

If you have any other ideas, or disagree, leave a reply
 
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True, and while we do appreciate the work mods do, maybe even if they just talked and and were like, alright who plays during this time, nothing forced, but so its more, in order? but yeah mods do have lives outside of video games :o
so maybe we do need like 1-2 more mods?
You have to remember that all of the mods are adults (which is necessary) with university, jobs, family, responsibilities, etc that make it difficult to have any kind of scheduled game playing time. There are no mod meetings where we discuss what's happing around CC or when we might be online. It just doesn't work that way and really can't. You could have 10 active mods and still have the same issues we have now. We are very limited as to what we can do, if we don't see it, then we can't do much. Most issues happen in the moment and are done before anyone can even holla for a mod, that's why we tell people to contact support more than anything else. It's about all we can do now thanks to fake reports, AI image abilities and lack of access to game logs.
 
You have to remember that all of the mods are adults (which is necessary) with university, jobs, family, responsibilities, etc that make it difficult to have any kind of scheduled game playing time. There are no mod meetings where we discuss what's happing around CC or when we might be online. It just doesn't work that way and really can't. You could have 10 active mods and still have the same issues we have now. We are very limited as to what we can do, if we don't see it, then we can't do much. Most issues happen in the moment and are done before anyone can even holla for a mod, that's why we tell people to contact support more than anything else. It's about all we can do now thanks to fake reports, AI image abilities and lack of access to game logs.
I understand, but this is a kewberth decision, lower the age requirement, to maybe, 15-16? maybe even 14 depending on the maturity, and seeing what they do, you know the reputation, this age would probably be for helpers if that was brought back.
 
I understand, but this is a kewberth decision, lower the age requirement, to maybe, 15-16? maybe even 14 depending on the maturity, and seeing what they do, you know the reputation, this age would probably be for helpers if that was brought back.
Have kewberth or the soon to be new head dev betamax to run trials to see what they would do if they had those powers... once in awhile open up something for some people to sign up for the trials
 
I understand, but this is a kewberth decision, lower the age requirement, to maybe, 15-16? maybe even 14 depending on the maturity, and seeing what they do, you know the reputation, this age would probably be for helpers if that was brought back.
I don't think there is a single person who has had a mod tag that would agree that someone younger could handle the mod role in CC as it is today. It's a lot of stress and attention that people think they can handle until they get it. I hope they never lower the age, I think it should be higher tbh.
 
I don't think there is a single person who has had a mod tag that would agree that someone younger could handle the mod role in CC as it is today. It's a lot of stress and attention that people think they can handle until they get it. I hope they never lower the age, I think it should be higher tbh.
i understand where you are coming from, obviously being a mod requires a lot more then just (bad things = ban, good things = no ban) because there is just so many ways people can break the rules. Another thing is that you can become very prone to taking advantage of it, which is probably why its restricted to 18+. the helper tag for people 15-16 is a much better idea because maybe instead of outright banning, you can do tiny mutes and you have more priority when reporting. that way people can get a taste of how being a mod feels and when they grow up they can decide to become one.
 
I don't think there is a single person who has had a mod tag that would agree that someone younger could handle the mod role in CC as it is today. It's a lot of stress and attention that people think they can handle until they get it. I hope they never lower the age, I think it should be higher tbh.
XD i do see mods getting random flak, the craziest thing that a mod has done to me is just flat out ignore me, which maybe gala had a reason, but all i said was hello :(
XD its alright though. but yeah i do think some mods should get more respect? as long as they deserve it and arent wacko
 
Have kewberth or the soon to be new head dev betamax to run trials to see what they would do if they had those powers... once in awhile open up something for some people to sign up for the trials
yeah,, but there is a rule, if you ask to be a mod, thats it, you cant be a mod, so idk if they would do that or not
 
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