The First Descendant

The First Descendant

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A mentor system (advisor system) is necessary.
As you know, the number of players in this game has been on a downtrend since its release.
There are various reasons, but one of the main reasons is a decrease in motivation due to a lack of content. This is a major cause of existing players leaving. Additionally, the number of new players and returning players has stagnated.
This applies to all businesses: New customers + existing customers × customer unit price = sales revenue. When sales revenue decreases, it inevitably leads to the termination of the game's service.
In other words, for the game to make a comeback, we need to approach both (new players and returning players) and (existing players).
The advisor system helps maintain the motivation of existing players, and it aids beginners and returning players in understanding the game and progressing, which leads to the retention of new players in the game.
There are various advantages, such as where to efficiently secure materials and what kind of builds to create.
Advisors should be able to receive some kind of reward after acting with new players for a certain period. Additionally, if the RNG for new players is set to increase to 1.5 times with some time limitation, the number of players will stabilize, and ultimately, game companies will see an increase in sales, resulting in a win-win situation.
The community may be invigorated, and there is also a possibility of increased activities on social media platforms outside the game. This also has the effect of raising awareness among potential customers who are not yet aware of the game.
This has almost no disadvantages and the benefits are very significant, so it should be implemented as soon as possible.
Last edited by kusogame; 30 Jul @ 6:57am
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Showing 1-11 of 11 comments
you should give that advice to Nexon
I doubt they check Steam discussion forums
3253585 (Banned) 30 Jul @ 7:15am 
Originally posted by kusogame:
As you know, the number of players in this game has been on a downtrend since its release.

The number of players in any game tends to decrease over time.
Especially if some degenerates scream in their reviews that someone is stealing their data.
For some reason, they don't scream that iPhones, Windows, Google and other mass services do the same. Probably because these services are American, and American ones are allowed.

And so you know, there is no shortage of players in this game, because both consoles and PCs play together, and the number of players that you see are just numbers on Steam.
kusogame 30 Jul @ 7:36am 
Originally posted by 3253585:
Originally posted by kusogame:
As you know, the number of players in this game has been on a downtrend since its release.

The number of players in any game tends to decrease over time.
Especially if some degenerates scream in their reviews that someone is stealing their data.
For some reason, they don't scream that iPhones, Windows, Google and other mass services do the same. Probably because these services are American, and American ones are allowed.

And so you know, there is no shortage of players in this game, because both consoles and PCs play together, and the number of players that you see are just numbers on Steam.

Negativity bias is a survival mechanism that humanity has acquired during the process of evolution. Humans respond more strongly to negative information than to positive information.
This is a normal reaction.
The problem lies in leaning only towards negative information or only towards positive information.
In reality, even publicly traded companies have committed illegal acts numerous times in the past. While positive things are good, having a balanced perspective is greatly helpful in preventing incidents and accidents.
kusogame 30 Jul @ 7:50am 
Originally posted by WaggishBean13:
Originally posted by kusogame:
As you know, the number of players in this game has been on a downtrend since its release.
There are various reasons, but one of the main reasons is a decrease in motivation due to a lack of content. This is a major cause of existing players leaving. Additionally, the number of new players and returning players has stagnated.
This applies to all businesses: New customers + existing customers × customer unit price = sales revenue. When sales revenue decreases, it inevitably leads to the termination of the game's service.
In other words, for the game to make a comeback, we need to approach both (new players and returning players) and (existing players).
The advisor system helps maintain the motivation of existing players, and it aids beginners and returning players in understanding the game and progressing, which leads to the retention of new players in the game.
There are various advantages, such as where to efficiently secure materials and what kind of builds to create.
Advisors should be able to receive some kind of reward after acting with new players for a certain period. Additionally, if the RNG for new players is set to increase to 1.5 times with some time limitation, the number of players will stabilize, and ultimately, game companies will see an increase in sales, resulting in a win-win situation.
The community may be invigorated, and there is also a possibility of increased activities on social media platforms outside the game. This also has the effect of raising awareness among potential customers who are not yet aware of the game.
This has almost no disadvantages and the benefits are very significant, so it should be implemented as soon as possible.

What's Correct
- Addresses Player Decline: Correctly identifies that falling player numbers, driven by a lack of content and motivation, threaten a game's lifespan.
- Targets All Players: Recognizes the need to engage both new/returning players (for acquisition) and existing players (for retention).
- Benefits New Players: Mentors can genuinely help newcomers understand the game, learn efficient strategies, and progress, which boosts retention.
- Motivates Existing Players: Offering a mentor role can increase engagement and foster a sense of community among veteran players.
- Boosts Community: A good mentor system can invigorate the in-game community and even generate positive buzz on social media.
- Advocates Mentor Rewards: Proper incentives are crucial for attracting and retaining mentors.

What's Incorrect or Questionable
- Oversimplifies Player Decline: Blaming "lack of content" as the main reason for player decline is too narrow. Other factors like bugs, balance issues, or monetization can be equally impactful. The mentor system addresses retention, not necessarily core content problems.
- Underestimates Disadvantages: Claiming "almost no disadvantages" is naive. Any system can have significant drawbacks if poorly implemented.
- Problematic RNG Boost: The suggestion to give new players 1.5x increased RNG (random number generation) is highly flawed.
- Unfairness: This would likely infuriate existing players who didn't receive such a benefit, potentially causing them to leave.
- Devalues Achievements: It cheapens the accomplishments of long-term players.
- Unsustainable: Creates an expectation that's hard to maintain or justify long-term.
- Misguided Motivation: Focuses too much on extrinsic rewards rather than intrinsic enjoyment of the game.

Issues and Areas for Improvement
- Address Root Cause: The mentor system is a complement to fixing core content issues, not a replacement. Don't rely on it alone to reverse a content drought.

Mentor Quality & Training:
- Selection: How will good mentors be identified? Not all veterans are suitable.
- Guidelines: Implement clear rules and training to ensure mentors provide accurate, helpful, and non-toxic advice.
- Accountability: Establish a system for addressing mentor misconduct.

- Effective Matching: Develop a smart system to pair new players with suitable mentors.
- Define Mentor Scope: Clearly outline what mentors are expected to do (e.g., just answer questions, or play alongside new players?).

- Refine Reward System: Instead of gameplay advantages (like boosted RNG), focus on fair and non-disruptive rewards for mentors:
- Cosmetics/Titles: Exclusive in-game items that show status.
- Currency/Resources: Useful in-game rewards.
- Recognition: Public acknowledgment or special community access.

- Measure Success: Define clear metrics to track the system's effectiveness (e.g., new player retention, mentor activity).
- Phased Rollout: Implement the system gradually to gather feedback and refine it.
- Prevent Abuse: Establish safeguards against mentors exploiting new players.
- Long-Term Engagement: Consider how to keep mentors motivated beyond initial rewards.

Maybe you asked AI.
Since rewards and RNG are likely to be criticized, it's necessary to carefully decide on a compromise.
The 1.5 times is just a guideline. It might be good to limit advisors to players who have a mastery rank of 25 or higher and have played for over 1000 hours,
but this is just a suggestion. It's not fair to say it's unfair since advisors have spent their time on this.
kusogame 30 Jul @ 8:01am 
Originally posted by WaggishBean13:
Originally posted by kusogame:

Maybe you asked AI.
Since rewards and RNG are likely to be criticized, it's necessary to carefully decide on a compromise.
The 1.5 times is just a guideline. It might be good to limit advisors to players who have a mastery rank of 25 or higher and have played for over 1000 hours,
but this is just a suggestion. It's not fair to say it's unfair since advisors have spent their time on this.
i did infact as ai purely because that have a better broader understanding of the pros, cons, and issues with the suggested system. That doesnt mean the idea is bad or anything, it just need refinement and adjustments to really work. Ever heard of Guided Games from Destiny 2? Probably no because it was doa and there was never any real incentive to do

I haven't played Destiny 2, so I don't know the contents, but if you have any good ideas, I hope you can provide constructive opinions, and that this could serve as hints for the developers to improve the game.
Different people have different compromises, so writing down specific suggestions might help prevent a terrible game balance.
fx! 30 Jul @ 8:22am 
Originally posted by kusogame:
There are various reasons, but one of the main reasons is a decrease in motivation due to a lack of content. This is a major cause of existing players leaving. Additionally, the number of new players and returning players has stagnated.
The issue is that the game is all about mindless boring grinds, everything so far followed this formula. Unless they come up with some great ideas how to spice it up, it will always be a slog. If they keep producing low effort content not much is going to change.
Xeretrax 30 Jul @ 8:46am 
I don't think a game such as this needs it.
There is no skill gap to speak off either, its simply spending enough time to grind it.
Those who have already, likely already have tons of materials of what you could possibly offer them as a reward, meaning you might as well be offering them nothing.
If you want to offer a trainer title or something as a reward ...I doubt anybody would care.

These days you simply have to copy some build from some youtube video and you end up with a descendant thats capable of anything. The right video even explains how it all works.

What would people be trained in? How to use google?
Trainee question : ?
Trainer answer : Google it

(Seriously, some people do need to learn how to use Google as sometimes even Google cant make head or tails from what some people enter in the search bar)
ATF-XENO 30 Jul @ 9:40am 
Originally posted by fx!:
Originally posted by kusogame:
There are various reasons, but one of the main reasons is a decrease in motivation due to a lack of content. This is a major cause of existing players leaving. Additionally, the number of new players and returning players has stagnated.
The issue is that the game is all about mindless boring grinds, everything so far followed this formula. Unless they come up with some great ideas how to spice it up, it will always be a slog. If they keep producing low effort content not much is going to change.

Isn't this type of game just various repetitive tasks? Whether it's the Division series, Fallout 76, or Borderlands, basically these kinds of games keep you doing the same things over and over to gradually make your character or weapons stronger. If you don't enjoy repetitive tasks, then you should probably avoid this genre of games.
kusogame 30 Jul @ 9:50am 
Originally posted by Xeretrax:
I don't think a game such as this needs it.
There is no skill gap to speak off either, its simply spending enough time to grind it.
Those who have already, likely already have tons of materials of what you could possibly offer them as a reward, meaning you might as well be offering them nothing.
If you want to offer a trainer title or something as a reward ...I doubt anybody would care.

These days you simply have to copy some build from some youtube video and you end up with a descendant thats capable of anything. The right video even explains how it all works.

What would people be trained in? How to use google?
Trainee question : ?
Trainer answer : Google it

(Seriously, some people do need to learn how to use Google as sometimes even Google cant make head or tails from what some people enter in the search bar)


For example, you want to make a weapon with different attributes for the Last Dagger, so you research the Ultimate weapon up to 4 levels of enhancement for a total of 5 weapons.
After that, there are many things that can only be understood through actual gameplay, such as whether you have to do the research another 5 times to create another weapon after that.
In fact, you don't need to make 5 after the 6th one.
From the sixth one, you can make up to four enhanced copies with one study.

There are other problems, for example, due to the lack of slots, after opening the Ultimate character, the Normal character was deleted, and as a result, the journal could not be completed and the player lost motivation and left the game.
Although the cases are different, this kind of problem has existed since the beginning of the release.

The only information you can get from Google is what is published on the Internet,
and there are things you can't know without actually playing the game.

And even if there is information available on the Internet, having an advisor generally eases the learning curve and promotes retention in the game rather than learning on your own.
Last edited by kusogame; 30 Jul @ 9:52am
fx! 30 Jul @ 1:01pm 
Originally posted by ATF-XENO:
Originally posted by fx!:
The issue is that the game is all about mindless boring grinds, everything so far followed this formula. Unless they come up with some great ideas how to spice it up, it will always be a slog. If they keep producing low effort content not much is going to change.

Isn't this type of game just various repetitive tasks? Whether it's the Division series, Fallout 76, or Borderlands, basically these kinds of games keep you doing the same things over and over to gradually make your character or weapons stronger. If you don't enjoy repetitive tasks, then you should probably avoid this genre of games.
In general sure but there still needs to be something interesting on top of that, which this game clearly lacks.
jvjd 30 Jul @ 8:48pm 
A guild or clan system would be great . A dev run guild after that to help new players would be cool as well
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