Some of the issues with new player retention via achievements:

If we look at achievements on steam we can see a major fall off in how fast new players taper off:
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First achievement is players that just looked at the game and said nope:
We don’t know their reasons but 34.2% of players backed away?

At the second achievement that requires live combat:
By the time they get to pvp 43.9% of players quit.

All of these achievements are noted on: Steam Community :: Crossout :: Achievements

Fence I use to come easily because the kiddy pool & vet pool included get the items:
We now lose almost a quarter of players before they sell a part. (I think we should bring this back for the kiddy pool. accelerating their growth cycle

The sleep of reason which is the cheapest achievement with purchase to overcome early limitations and upgrades Parts to 50 at the same cost as a BP:
Is only 24.7% are making it to 10 less parts. Those are the F2P players and the near to buying in players.

The next batch of Achievements:
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When we look at how many players actually generate or craft one rare part it’s sad at 17.1%

These are figures we can’t really hid from this is a failure to onboard new players into the game that should be fixed.

If you could how would you fix this issue and get more new players to at least last to craftsman I?

I don’t know…but, three things.

First, I would start with making the copper/scrap rewards less deplorable. 9 scrap for a pve win, 10 if you do really really well? Gimme a break.

Secondly, about 3 years ago, the prices on the blue stuff you crafted dropped 25% almost overnight and never recovered. I used to craft like a madman up until that point, then decided it wasn’t worth it and just sold resources.

Thirdly, get rid of the sealclubbing. How? Maybe restrict the ps of weaponry you can use at low ps matches. A vet player with one gravastar beats a newbie with an avenger, chord, and rapier.

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They did a re-adjustment of pricing a while back that could be what your talking about but it was for commons more so than rarest. Though at the same time they got rid of the get the common missions.

I know I can’t solve for it all myself either… I’d like to make things better though.

My AI keeps telling me to do rarity gating where it’s the rarity or lesser at certain power scores kind of like how we use to do things. Then it suggest doing a ELO rating type of thing in between to keep the skilled players apart from the unskilled players in combination with the standard PS scoring.

I think I’ll get a lot of people chiming in but I don’t know exactly what will work don’t take my no as authority. I just want the game to do better.

I think one thing we should keep in mind when looking at those stats is that the nature of a free to play game means that lots of people are going to try it, and most aren’t going to stick with it, compared to a game that people buy outright.
Free means people will take a chance on it, even if it’s not really their thing. But they have nothing invested, and nothing to stop them from giving up after one or two sessions. I don’t think those players were ever going to stick with the game.

Not that we shouldn’t care about new player retention, but I’m more interested in where the taper off is for players that enjoy it enough to get to level 30. Those are the ones that potentially would stick with the game, if their specific concerns were better addressed.

My gut tells me the main factor driving those players away is the veterans, and I’m not sure what to do about us.

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In regard to seal clubbing triple the power score difference between the rarities. Beside poor MM, there is no reason for an all-Epic vehicle to be killed by bots with relics at 9000 power score.

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Why not?

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Imagine, a new player sticks around. Gets the free packs, grinds some reward crates and finally gets a 9000 power score vehicle with an Epic cabin, Epic movement parts, Epic weapons and Epic hardware.
This player has reached 9000 PS finally and gets spanked by bots with Relic weapons. Then gets disgusted and quits. We are talking about retaining newer players.

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As a console user, with PSN Plus essential, I frequently browse the monthly free offerings I get for my subscription. I’ve wandered into some games simply because there’s lots of goodies offered as incentive to try a free game. While XO does offer some goodies occasionally, I feel they could do more.

Also, I’ve long argued that there should be more ways to earn ore. For a driving game, there isn’t much focus on racing, for example. Give us a racing game mode with ore for stakes for finishing position. Give us more ways to earn various scraps - plastic, electronics, for example, in pvp for those of us who’d rather take a nap than play raids.

If getting and keeping new players interested is one goal, keeping veterans interested should also be a goal. Which means no more using engraved casings as crafting materials. No more using bp craftable items only as crafting mats for future battle passes.

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I very much agree with this. There used to be a dedicated race mode, but now the only races are the player-made brawls.
Seems like a no-brainer to have a dedicated race mode in a game like this, and yet they can’t even get the bots to do a lap in the race brawls we do have.

i Love this race, be nice to have it as a Weekly or Daily :thinking: