Author Topic: Solution for the low numbers???  (Read 10321 times)

Offline toddbobe

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Solution for the low numbers???
« on: July 22, 2018, 08:59:34 AM »
I debated out posting this for a while, but thought what the hell we are all friends here that love the game. I know that HTC reads our posts so I thought lets see if we, as the player community, can come up with some ideas on how to get the numbers up.

I was thinking some re-branding. This game has a steep learning curve, so I thought lets turn that to our advantage. I know the game is advertised on steam. So why not advertise that game this way. "Want an arcade style war game that lacks realism? Move along. Do you want a serious game that will test your skill in a realistic environment? Ace High is the place for you. However, be warned due to the realism there is a learning curve. Sit back and enjoy" 
Im not an ad writer but my thought that accenting the seriousness and realism of the game over the competition will attract people.

Sorry Hitech, but reducing the price to below the $10 barrier may help.... I hope I dont get banned for that one.

Advertising at airshows sure hits the target market.

I have classic cars and found that many classic car people are also plane people. Targeting the classic car people may be useful.

Perhaps extending the 2 week trial to 1 month? Maybe something special for summer?

Anyone else have some constructive ideas?

Thats my $.02 worth... and its over priced.

Todd

Offline Oldman731

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Re: Solution for the low numbers???
« Reply #1 on: July 22, 2018, 09:03:53 AM »
Seems to me that those are all very good ideas.

- oldman

Offline asterix

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Re: Solution for the low numbers???
« Reply #2 on: July 22, 2018, 09:14:36 AM »
I was thinking some re-branding. This game has a steep learning curve, so I thought lets turn that to our advantage. I know the game is advertised on steam. So why not advertise that game this way. "Want an arcade style war game that lacks realism? Move along. Do you want a serious game that will test your skill in a realistic environment? Ace High is the place for you. However, be warned due to the realism there is a learning curve. Sit back and enjoy"
Telling potential customers that they might not like this game is not a good idea IMHO. I think it would be better for everyone to try and see if this is the realism level they want and accept. Some have said that few current game features are too arcade, like 6k icons for example.
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Offline toddbobe

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Re: Solution for the low numbers???
« Reply #3 on: July 22, 2018, 09:22:12 AM »
Telling potential customers that they might not like this game is not a good idea IMHO. I think it would be better for everyone to try and see if this is the realism level they want and accept. Some have said that few current game features are too arcade, like 6k icons for example.

My motivation telling people up front that there is a learning curve would help remove some of the frustration factor new players face. They will be prepared to learn and not give up.

I hear ya on the icons, but a balance must be made between realism and the ability to play on a computer. My neighbor was a jug driver, he carried a 50 year old spyglass in his plane and would often take it out and look around... a german recon plane regretted it... think of it as your spyglass... just as I think of GV dar as information from civilians.

 

Offline Chris79

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Re: Solution for the low numbers???
« Reply #4 on: July 22, 2018, 09:38:32 AM »
Designate a squad that all “New” players get automatically assigned to. Have several “Vets” lead said squad. Up the free trial from 2 weeks to 4.


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Offline The Fugitive

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Re: Solution for the low numbers???
« Reply #5 on: July 22, 2018, 10:24:38 AM »
I debated out posting this for a while, but thought what the hell we are all friends here that love the game. I know that HTC reads our posts so I thought lets see if we, as the player community, can come up with some ideas on how to get the numbers up.

I was thinking some re-branding. This game has a steep learning curve, so I thought lets turn that to our advantage. I know the game is advertised on steam. So why not advertise that game this way. "Want an arcade style war game that lacks realism? Move along. Do you want a serious game that will test your skill in a realistic environment? Ace High is the place for you. However, be warned due to the realism there is a learning curve. Sit back and enjoy" 
Im not an ad writer but my thought that accenting the seriousness and realism of the game over the competition will attract people.

I think this is a good idea, rewording it a bit might be better  :P but the idea of pointing out this isnt some cheap-o arcade game makes a good point.

Quote
Sorry Hitech, but reducing the price to below the $10 barrier may help.... I hope I dont get banned for that one.

I know this seems to be an issue with some players coming in. I think a better solution would be to have 6-8 planes and vehicles be free all the time in the MA. You want to fly the uber/popular rides, get a subscription. This way would keep HTC's money coming in, add more player to the arenas so the numbers would look better, and take the pressure off the new guys kmowing they could fly every day, once a month and not "burn their free time". While not EVERY free player would transfer over to a subscription player, I think youd get more subscribers than you are getting now.

Quote
Advertising at airshows sure hits the target market.

Always thought this was a no brainer. HTC could put together a good system, rent a table, and provide tickets to players in the area to man the table for the duration of the show. When the show is over, ship everything to the new volunteer group at the next show.

Quote
I have classic cars and found that many classic car people are also plane people. Targeting the classic car people may be useful.

Not sure of this one but a "dumbed down" version could be made up. Put together a half dozen videos of some fighting/guns passes/bomb drops/GV's running and shooting, and have them run continuously on a good size screen and hand out pamphlets.

Quote
Perhaps extending the 2 week trial to 1 month? Maybe something special for summer?

Getting people to stay is the issue. Hitech said most players trying the game during the Steam run were gone after 20 minutes never to return. Adding a couple more weeks to the trial period isn't going to help if they are gone already. Remove any pressure and give them the 6-8 free all the time planes and vehicles.   

Quote
Anyone else have some constructive ideas?

Thats my $.02 worth... and its over priced.

Todd

I would also like to see game mechanics adjusted to make the "easy" path the worst path the go to accomplish anything in the game. The lame game play is a killer for keeping new players he. A game isnt fun if there is no challenge. Cutting corners and boiling down the game play to the lease common denominator is just killing this game.

Offline Vraciu

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Re: Solution for the low numbers???
« Reply #6 on: July 22, 2018, 10:30:52 AM »
Make some Early War rides free. 

However, this doesn’t address the problem that we have of keeping people in the seat past ten minutes. 

An animated video with a “CO” cartoon/CGI “instructor” might help, with animated arrows pointing to the right places (CLICK HERE TO CHOOSE A PLANE), etc.
« Last Edit: July 22, 2018, 10:34:42 AM by Vraciu »
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Offline popeye

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Re: Solution for the low numbers???
« Reply #7 on: July 22, 2018, 10:33:19 AM »
Have new players spawn into the front seat of an AT-6 with an AI "instructor" for a "check ride" to sort out controls and at least get into the air.  At first they would just be a passenger while the clipboard displayed tips and information, then they would fly basic maneuvers with the "instructor" taking over whenever they lost control.  It would be a chance to pass on basic information in an interesting and "realistic" way.

Mark new players' icons for friendlies and for the opposition.  Leave it up to the friendlies to help them out or at least welcome them to the game, and to the opposition to give them a break and a salute.  (Erase the icon mark after they get (some number of) kills so "newbie" returning sharks can't game it.)
« Last Edit: July 22, 2018, 10:35:37 AM by popeye »
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Offline Dundee

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Re: Solution for the low numbers???
« Reply #8 on: July 22, 2018, 10:58:07 AM »
Turn off the arcade junk

Offline Litjan

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Re: Solution for the low numbers???
« Reply #9 on: July 22, 2018, 11:21:03 AM »
Here is why I think our beloved game fails to hold interests in new players long enough:

1.) Interface. While a lot of things where done to improve this (remember the .dot commands?), its still a blast from the past! Just take the inability to scrollwheel the map-zoom - this and the many other things we veterans are so used to will let new guys (the iPhone generation!) turn away in disgust and frustration. Its all about modern conventions. We need a modern interface to set up controls - we need a map that zooms in all the way so people can find their way (down to street level in towns!) . We need radios that are easy to find and use - new guys fail to even get in contact with someone else!

2.) Sights and sounds. AH3 looks great, but some core things that the younger generation loves is missing. The machine-gun hit-sprites are right out of the 80s arcade consoles. The explosions are bland. Gunsmoke is missing. This is stuff that we are used to, but it sticks out to someone new!

3.) Frustration factor. No one likes to fail, everyone likes to have success. But a new player in AH won´t have success for a LONG time. It´s not about "learning to fly" - AH is beyond that. You need to be able to fly to even stand a chance (and have some hardware beyond the mouse and keyboard). But even an accomplished flightsimulator pilot will get his *ss handed to him constantly for a few weeks, due to the absolutely deadly competition. Some of the guys in here do NOTHING all day 24/7 but play Aces High - for dozens of years! I like the idea of the "newbie tag". I think even some of the die-hard grouches in this community MIGHT spare someone with that - or make the killing of one of them less rewarding (doesnt count).

4.) Price. I consider 15$/month an ABSOLUTE steal, considered how much fun I have. But the new, frustrated guy will think: "What, I am supposed to PAY for getting killed over and over again?" Invent some sort of tiered payment schedule. Free, 10$, 20$... with increasing benefits, even if just cosmetic. People in other games are spending SERIOUS money just to get some special camouflage for their vehicles. AH players (the vets) are old - and have money to burn. Milk them (thats including me), but spare the new guys (until they are hooked!).

5.) Gameplay. There is much discussion about this, and many opinions. But I think we can agree that we need more "action", especially when numbers are low. Make maps smaller, funnel gameplay, make bases only capturable when adjacent to an enemy base, whatever.
Make other avenues of gameplay more rewarding. Running supplies give no score right now? Shooting manned ack neither? Ship guns? These are things that new guys could do to get a feel for the mechanics, but its not rewarded at all! Not even a message "xyz supplied..." Bad.

Jan


Offline Warface

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Re: Solution for the low numbers???
« Reply #10 on: July 22, 2018, 12:09:39 PM »
Before I share my first impressions of Aces High III, I would like to preface my statements by saying that I think it's a wonderful game and my hat is off to the developers. These are my personal opinions for what it's worth. They are offered as constructive consumer feedback.

Website:

(1.) It appears, to me, dated and clunky. Thus, at this point I feel my first ping of doubt in confidence in the competence of the game's developers. As I was deciding whether to even bother with the download and install I'm asking myself if the game will be as bad as the website. Okay it's not that bad, it just seems so web 1.0

(2.) It's also not very attractive. Being a former Marine I love some Olive Drab Green but it's not what I would choose to decorate the main portal to potential customers. When I go fishing I choose a bright and shiny bait to attract the fish.

Download, Install, and Controls Setup:

(1.) Download speeds seemed slow.

(2.) Install was flawless.

(3.) Upon opening the game I was met with tutorial videos each time I opened a new clipboard menu. Great idea, but poorly executed. I mean no disrespect and I congratulate the efforts of all involved in the production but personally I was so put off by the voice of the narrator/instructor that I had to permanently disable the videos.

(4.) I've flown many flight simulators over the years so I may be biased but the Controls Setup in Aces High seems straight forward and easy to use with plenty of flexibility for fine tuning to your setup. I've experienced no problems.

The Game:

At first I wasn't very impressed with the flight model. Something felt very wrong, until I turned off the stall limiter and learned to blip the combat trim (or use trim set) rather than flying with it always on. Afterwards, flight felt fluid and I found myself zipping around at high speeds with a great big smile on my face. I'm almost hooked.

"Let's try some low level flying. I'm right over the treetops! I must be scraping the paint, this is awesome! What control! Let's fly through a hanger... EXCELLENT! Okay, so I bent my prop and ruined my engine on the first try but I'm hooked. I want to play this game.

Onward to the Main Arena...
In game VOX! Nice! "Where has this game been all my life?" I scroll the map looking for action. Radar bars work well to help me find it. I'm happy and plan to buy a subscription.

Make some Early War rides free.

Vraciu's suggestion of making a small selection of early war planes free seems to be the best option for the current state of both this game and the gaming industry. During the two week trial period players are asking themselves if the game is worth $15 per month. This would give them more than two weeks to acclimate to the game. Only after properly acclimated to a new game environment can immersion begin. Only after the player is fully immersed will he pay for a subscription.

The player will return daily to test his air mettle in his early war bird. Each time he is shot down, his ego will suggest that if he only had a late war bird he could rule the skies. What frustration! For only $15 (just 0.50 cents per day) he could have so much more fun in Aces High. I think this marketing strategy is too good not to consider pursuing.

Thank you for taking the time to read my review.

Offline AAIK

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Re: Solution for the low numbers???
« Reply #11 on: July 22, 2018, 12:20:37 PM »
At first I wasn't very impressed with the flight model. Something felt very wrong, until I turned off the stall limiter and learned to blip the combat trim (or use trim set) rather than flying with it always on. Afterwards, flight felt fluid and I found myself zipping around at high speeds with a great big smile on my face. I'm almost hooked.

I have always thought this and warface's tesemonial has confimed it. First impressions make a huge, huge, huge difference. If a newbie thinks that the default flying system (with stall limiter on) is what to be expected of the game they might lose interest.

Offline Lazerr

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Re: Solution for the low numbers???
« Reply #12 on: July 22, 2018, 12:35:12 PM »
I agree 100% with the free planeset.. keeping them limited while allowing players to experience the main arena.

Gotta set the hook well before you try to reel in the fish.

Offline The Fugitive

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Re: Solution for the low numbers???
« Reply #13 on: July 22, 2018, 01:47:57 PM »
Before I share my first impressions of Aces High III, I would like to preface my statements by saying that I think it's a wonderful game and my hat is off to the developers. These are my personal opinions for what it's worth. They are offered as constructive consumer feedback.

Website:

(1.) It appears, to me, dated and clunky. Thus, at this point I feel my first ping of doubt in confidence in the competence of the game's developers. As I was deciding whether to even bother with the download and install I'm asking myself if the game will be as bad as the website. Okay it's not that bad, it just seems so web 1.0

(2.) It's also not very attractive. Being a former Marine I love some Olive Drab Green but it's not what I would choose to decorate the main portal to potential customers. When I go fishing I choose a bright and shiny bait to attract the fish.

Download, Install, and Controls Setup:

(1.) Download speeds seemed slow.

(2.) Install was flawless.

(3.) Upon opening the game I was met with tutorial videos each time I opened a new clipboard menu. Great idea, but poorly executed. I mean no disrespect and I congratulate the efforts of all involved in the production but personally I was so put off by the voice of the narrator/instructor that I had to permanently disable the videos.

(4.) I've flown many flight simulators over the years so I may be biased but the Controls Setup in Aces High seems straight forward and easy to use with plenty of flexibility for fine tuning to your setup. I've experienced no problems.

The Game:

At first I wasn't very impressed with the flight model. Something felt very wrong, until I turned off the stall limiter and learned to blip the combat trim (or use trim set) rather than flying with it always on. Afterwards, flight felt fluid and I found myself zipping around at high speeds with a great big smile on my face. I'm almost hooked.

"Let's try some low level flying. I'm right over the treetops! I must be scraping the paint, this is awesome! What control! Let's fly through a hanger... EXCELLENT! Okay, so I bent my prop and ruined my engine on the first try but I'm hooked. I want to play this game.

Onward to the Main Arena...
In game VOX! Nice! "Where has this game been all my life?" I scroll the map looking for action. Radar bars work well to help me find it. I'm happy and plan to buy a subscription.

Vraciu's suggestion of making a small selection of early war planes free seems to be the best option for the current state of both this game and the gaming industry. During the two week trial period players are asking themselves if the game is worth $15 per month. This would give them more than two weeks to acclimate to the game. Only after properly acclimated to a new game environment can immersion begin. Only after the player is fully immersed will he pay for a subscription.

The player will return daily to test his air mettle in his early war bird. Each time he is shot down, his ego will suggest that if he only had a late war bird he could rule the skies. What frustration! For only $15 (just 0.50 cents per day) he could have so much more fun in Aces High. I think this marketing strategy is too good not to consider pursuing.

Thank you for taking the time to read my review.

Thanks for your honesty, and input. Also Welcome to Aces High!  <S>

Offline toddbobe

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Re: Solution for the low numbers???
« Reply #14 on: July 22, 2018, 02:01:09 PM »
I think this is a good idea, rewording it a bit might be better  :P but the idea of pointing out this isnt some cheap-o arcade game makes a good point.

Im not an ad writer and Im jet lagged running on 2 hours sleep. Im lucky I can think.

Todd