Toribash
Original Post
Revive Toribash
Toribash needs a revive, all it will take is a superficial update with flashy marketing/advertising, some swagged out videos. and then active moderating on beginner servers to keep out smurfs. with decent marketing and decent moderating 100% this game can get a revive, there is no other game competing against it.

Plz don't let it die slowly as its player base gets older and fades away.
Originally Posted by NUMP View Post
and then active moderating on beginner servers to keep out smurfs.

+1 for this. Tori-agents used to sit and hop between newbie servers to ease people into the game. I think that was a real good thing they did. That responsibility seemed to fade over time after they merged with some other team to make pink GK iirc.

Be good to this sort of thing done again by some newbie-focused team. If we were to bring something like that back I reckon the guys doing that job should be the older and active fellas that have been around the forum/game for a while.
Last edited by Ele; Nov 3, 2016 at 01:54 AM.
Originally Posted by Ele View Post
+1 for this. Tori-agents used to sit and hop between newbie servers to ease people into the game. I think that was a real good thing they did. That responsibility seemed to fade over time after they merged with some other team to make pink GK iirc.

Be good to this sort of thing done again by some newbie-focused team. If we were to bring something like that back I reckon the guys doing that job should be the older and active fellas that have been around the forum/game for a while.

Would be interesting to revisit. It was the first staff position I worked and while I never found out (if it was even discovered) how the TAs affected the retention rate of new users it was fulfilling (albeit tedious and time consuming) work.

Can't remember the reason it was removed either. That could well have been deemed lack of effectiveness or just phased out because eventually just got slack with it that it was killed off in one of the GK iterations.

Originally Posted by DSCGS View Post
I agree with almost all that you say NUMP, by the way, you really need to be specific, i, personally, always get so sad when i see this.

"Most users ever online was 14,456, Nov 22, 2012 at 03:43 AM".

Toribash is getting boring to a lot of people, probably because every update, doesn't have a several change, a update that you see and says: "Wow, that's what i asked for!", and i don't even know what a several change would be necessary, visual changes? perhaps? i don't know, but i really like Toribash, i started playing this in 2011 in my previous account, i really got awesome moments to remember, memories that flew like petals in autumn, by the way, you can see that the popularity of Toribash plummeted, when you see the first trailer got 2 millions of views, and the another one, 35,000.

That number was when there was a big bot swarm here iirc. Toribash has never had near that many real people online.

But yea your points stand. The game has been stale for the last...god, as long as I remember. Since I joined (7 years ago) the only main things added have been:
Hairs
Objects
Various other cosmetic things
Bug fixes
Command changes and quality of life updates
Maybe stuff to do with mods/mod maker? I dunno, I don't deal with that a lot.

The main capturing point of the game has always been:
1. The unique gameplay (turn-based physics rag-doll fighting)
2. Customisation
3. The community generated aspect (mods, scripts, shaders, flames, replays)

And there are issues with all of these.
1. There is nothing wrong with the gameplay inherently. What's wrong is that the leanring curve is huge and people get turned off quickly unless they have a mate helping them out and pushing them to continue. Also there's not really an endgame. You play lots and then what? Grinding for belts gets boring. I got bored of it around blackbelt/first dan as you can see. Of course you keep playing casual with friends, try mods and stuff - I always just had other games I'd rather play.

2. To get to the point where you can really have fun with customisation, one of the biggest aspects of the game, you need to have a lot of tc to invest in textures and items. A lot of people don't both pursuing this because the effort is greater than the rewards. Granted, this is where the money is made - people buying tc and items with $$, but I think it would help the retention rate immensely if the reward structure and costings were reviewed and changed to give players an easy buy into customisation. 128 textures should be easy to obtain. Give people a taste. Then increase the work needed to earn 215s and 512s to match their willingness to invest their time. Work and reward.

3. This is tricky. It grows as the community grows. And the more/better community generated content the more users you will draw and retain. It's kinda useless if you can't hit that critical mass.


So yea there are various problems in my view. I don't have solutions though, that's not my job. Does it need reviving? I don't know. Everyone will have a different opinion on that depending on what they want the game and community to be.
Originally Posted by nikosefs View Post
for me it looks like people that can make an impact in the game are
no more,things get done really slowly or not at all,perhaps they expect
too much from volunteers?

personally i think the people who take important decisions in the game
should be a lot more active in the community,there are times that it
seems like something is going to happen but then....nothing happens.

things like the clan system
the rank system
the achievements (respect to skul for actually trying)
there is space for improvements and users have made suggestions
for years now but nothing changes

perhaps something like the promoteam could happen again?
Like actually pay people to make things done?

just my thoughts

A lot of the things I'm guessing you seem to have in mind to get done are things that the general staff (admins, smods, etc) can't do or control. They're all things that require developers to develop - and I've touched on this time and time again - but the resources just aren't there.
I think we need goals for people to reach that are within possibility and don't require super human efforts or big wallets to obtain.

how we go about getting goals idk :C
[SIGPIC][/SIGPIC]
Nomad Moderated Message:
Be more straightforward with your uplifting messages or I'll fucking skin you alive.
I do not think the problem lies in the game itself, I don't think its getting stale, I don't think you can blame not many updates. The game is unique and fun but mainly only fun when you are playing with people with similar skill level.

I got a large group of my friends from my teamspeak, playing beginner mods(mostly jousting) and they had a blast.

One tried to play or find something similar in the beginner lobbies but it doesn't exist due to the lobbies not having enough beginners, and having to many alts.

A group of brand new people in a lobby playing together. That's how I started and am sure many of you did too. I could do it with strangers whenever I wanted because there was enough interest being generated by the game, and there was active moderating of the beginner servers. I remember Wolfe (i think that was his username) coming into my servers all the time as a spectator and once in a while I saw him ban alts in the server.

Basically what I'm saying is, we don't need more content, we just need a really good way to generate interest, and we have so many ways to do it, we have people making incredibly cool edits all we need is a label like "NEW TORIBASH 5.0" and create a very intriguing edited trailer for it, put it out there. fuck even if there is nothing new in toribash 5.0 that's not what its about, it just needs to generate enough interest that people fill the beginner lobbies and then we need active moderation in them to keep them beginner lobbies.

And yea I'm basing this off of what I've seen, my friends had fun and some wanted to play more but couldn't have the same experience without fabricating the whole thing ourselves. with me acting as the mod, in our own private server.

I generated interest

I moderated the server

They had fun

They wanted to play more

I fabricated what i'm saying on a small scale, I'm sure it will work in a larger scale.

that's the recipe. I don't have the skills or motivation to make it happen but its right there for anyone who does.

Edit: note about helping new people out, we can help the new people out only so much directly. The best way to help them is to set up an environment where they can help themselves.
Last edited by NUMP; Nov 4, 2016 at 01:01 AM. Reason: note about helping new people out
Originally Posted by Kirito View Post
I think we need goals for people to reach that are within possibility and don't require super human efforts or big wallets to obtain.

how we go about getting goals idk :C

More achievable and incremental achievements and mroe achievable incremental customisation would go a long way.

I also think daily and weekly 'quests' or challenges could be cool - kind of like how Blizzard's Hearthstone does it.

Could be things like:
Play 15 games in Judo
Perform 3 decaps in TK
Dq 2 opponents with their heads outside the dojo in aikido

You get a new one daily stacking up to 3 challenges queued up for you to do so to get max benefit you can play only once every three days provided you clear them all.

These could provide a tc reward which a customisation price model rework could take into account so that everything works nicely.

It would solve a lot of problems in one fell swoop I think:
More incremental achievement
Incentive to play daily and diversify gameplay
Price structure making customisation achievable early and rarer/better/harder to get the higher you go


Someone feel free to make a thread for the daily/weekly quest/challenge thing here if they want.
Last edited by Solax; Nov 4, 2016 at 02:11 AM.
More achievable and incremental achievements and mroe achievable incremental customisation would go a long way.

I also think daily and weekly 'quests' or challenges could be cool - kind of like how Blizzard's Hearthstone does it.

Could be things like:
Play 15 games in Judo
Perform 3 decaps in TK
Dq 2 opponents with their heads outside the dojo in aikido

You get a new one daily stacking up to 3 challenges queued up for you to do so to get max benefit you can play only once every three days provided you clear them all.

These could provide a tc reward which a customisation price model rework could take into account so that everything works nicely.

It would solve a lot of problems in one fell swoop I think:
More incremental achievement
Incentive to play daily and diversify gameplay
Price structure making customisation achievable early and rarer/better/harder to get the higher you go

Solax I think these are incredible ideas and would increase the amount of new players that stay by a huge amount. Without a doubt this idea would retain new players.

but I still stand by the idea we need to generate a player base to retain. for example we bring in 10 players 5 stay, with the game as it stands. with your idea implemented maybe 10 players come and 7 stay.

BUT we still need to bring in the 10 players to keep them here. And not bringing in 10 players at a trickle one a week, 10 players in a relatively short time so they can play and grow together

note all those numbers are just examples, I hope we can bring in more than just 10 players.
I think a good step would be to make certain items obtainable through achievements. A lot of games already do this to keep people around, and I've always kinda liked the idea. It's a fun way to show off your achievements and it can't do any harm if the items aren't tradeable.