It boils down to marketing Dolumar in the right way!
Wham wishes to have an end game on stable and then we all start afresh.
Daed and Vil need to ensure that any new players remain within Dolumar, and keep those players active and entertained.
Currently (as in this date) any new player may be unaware of the reset that will inevitably occur regardless of current stable server state.
With any server reset I would imagine that there will be a percentage of relatively new players (and old) that will leave as a result - unfortunately it is their lack of understanding of the overall concepts that creates this impression. Why invest 6 weeks (for example) worth of time into a game only to witness "I" must start again. Their thoughts are "Why bother and leave this stupid game because I spent ages creating a village only to have it reset" No offense but this in reality is what (or similar thoughts) would be.
Regardless of what is done there will be a percentage of lost players (market)
What is required to occur, is the percentage of "lost" is kept to a minimum.
A marketing strategy needs to be employed with the outcome result - the marketing effort is to keep as many new players involved on a rolling cycle. Marketing a new or revised product is difficult at the best of times.
A: A campaign is made promoting the NEW stable server to be launched on xx/xx/xx
This will entice many new players to wait and see eg
"You heard about this new (in their opinion) game starting in April?"
"No"
"It looks good, I cant wait to try it out."
This style of campaign would require a reminder.
B: The honesty concept
On creating a new account a message is given to say that there will be a reset in "x" and be fore warned that ALL accounts will be reset in x weeks time. Added to this is why it needs to occur.
It is great to be honest but I imagine most would move on unless it is promoted as a "use this time to train" .... "to gain a feel of the game" ..."prior to reset and you to can be a great warrior to take on the realm of Dolumar"....
Don't believe this strategy would work!
C: A temporary Training Server
New players are sent to a temporary server with the knowledge of they are training for the release of Stable in its new environment. Whilst there, they are given premium in its full, willing veteran players join as volunteers to assist new players needs ( and the veteran players are given the opportunity to recruit for the new stable ) Be wary - veterans may be a newbie type spy, now that's a great game concept prior to the Stable reset!
D : Continue as is
Stable is continued in its current frame. No changes until end game.
New players are not informed unless they are told by another player. I believe this would be the highest percentage lost of new players, they will tend to leave as they had no/limited information on start up.
Please remember that the tutorial still requires updating. This has been a problem for some time, I have held my tongue, but it now needs to be stated, so that new players do not get as confused as their predecessors! We all got around it I know via chat etc. What we don't know is how many newbies left because they did not ask!
My point being is that you are discussing new players, as an issue, that will occur with some form of end game and reset.
Regardless of when it occurs there will be a transition period. Dolumar needs to capture as many as possible. We were all new once, this is my first on line game, I enjoy it and plan to stay. It is the sense of friendship gained both allied and other whilst remembering its just a game that has made many stay. This is Dolumar's best marketing attribute that needs to be promoted. I have heard many say they would have quit Dolumar had it not been for the interactive gains! An enhanced chat system may increase the active player time frame in continuous activity! Greater clan chat abilities create a more chance of war? Thats a seperate debate I think!
Your discussions thus far are in two parts, many veteran players are viewing a stable reset without fully remembering what it is like to be a new players! Conversely - The Dev team need to capture and keep as many new players as many as possible.
Regardless of what is done, there will be percentage of players lost - both new and old, with a reset of server.
Capture/maintaining of new players is a must. Whilst trying to keep veterans would be ideal as an addition. ( Most veterans will stay I assume, its the fence/thin ice players that I refer to )
Marketing Dolumar is a key performance indicator for how it is headed at this stage. Has anyone looked at the current Speed server players and compared "where" they initially came from? Are most players on speed, previous players from stable or are most new players?" I would endevour to say Speed server is an "addition" to stable players and has therefore not enticed a new market of players. Speed is great for Stable players to take out Stable opponents, that they feel would otherwise be unable to in attack in its current state,and vice versa,. Keep in mind this is a so called alleged statement that opposing players do not mix servers, lets be honest with each other, that has not occurred. Regardless, I do not believe that Speed server has been attractive or retained many new players.
A very quick survey for new players should be implemented - primarily concerning "How did they hear/find Dolumar". With this information - you are able to target specific markets at a later date.
The best marketing has always been "word of mouth", game players that invest their time in other on line games.
Referral, should be given a higher (capped) reward for recruiting others. (I understand this currently, is in place - however it is not advertised enough!) - There have been many clans created from a group of players that primarily stems from one - he/she is the key to keeping that new "group" here - to do so, that player needs more incentives to ensure "his" group stays. I do understand that their is already incentives in place - however some form of upgrade rather than runes should be awarded. Gain new player via reference - great - gain rune! Gain new clan via reference - nope - don't see anything. Can be abused I know!
A monthly incentive should be given, this is based on a clan basis over that previous month. The top 'x' clans receive a monthly prize, whilst runes are the key, I do not believe runes are a suitable reward. Expansion of a castle for all players of clan and two expansions may work for clan leader and a nominated captain (Second in charge). To be entitled though, players must have remained within that clan for the "entire" time frame. Or to promote Helli's idea expansion of his new buildings that have been proposed. Any sort of reward would suffice! Either way its shown as an incentive as opposed to a gain on other players. Higher ranked clan- higher - reward. This too can be abused in some respects!
Should the above incentives be applied then this to, needs to be marketed!
In Summary
To allow Dolumar to grow there needs to be a strategy to gain new players. Speed server has not achieved that to the extent that may have been possible.
For Dolumar to continue as is, and allow more new players to become involved, the stable server reset needs to be conducted in a fashion that suits all, veteran and new players alike. Even veterans move on with time! Therefore new players should be given priority.
Consider carefully what I have written before you reply.
Whilst the implementation of the Speed server may have given many the opportunity to gain rank that they may not have seen on stable, it did not actually gain a new membership of players.
Not forgetting there is a new group of players via Germany that have joined in recent times that may have already left as a result of their startup locations. I would assume its a rather boring style of game being small on the outer edge of the map and not chatting to many! (Just my personal thoughts)
Marketing Dolumar, not only falls to the Developers. There is also a certain onus on us, the player, get out there and promote this fantastic game to others with an emphasis being on "Not now, but come xx (stable rest) you will gain a great deal".
If, we as players bind together and allow the "word of mouth" advertising to flourish then stable reset, regardless of when it occurs, will attract a new "group" of players. This is really what is required for a successful reset of stable. I would feel its great now to say "Yeah, on stable reset I am gunna take down X clan". What would be MORE fun/game, is that some new unknown clan, never played before, decides for whatever reason to get between me and clan X. "What, who is this attacking me, that not right I was committed to taking on X, its been this way for the last year. Where has *this* clan come from?".
We need a new generation of players to give us all a sense of continuous game play.