>>50848791Don't get me wrong I've still had a lot of fun this gen but they really dropped the ball on the structure of the server and I think that's the main reason why player retention is so bad.
Hell, from the very beginning people couldn't figure out how to get their starter and those who did didn't realize you could also get free balls at the start. The areas of the server have a good theme this time around but they just aren't coherent and all of that could have been fixed with a more easily recognizable path and connecting the different areas together.
I'd propose this as a solution:
>Go back to the firstspawn story bit being like the games so people aren't confused on how to get started (make Patchy the pirate be the one that introduces you or something before the fucking ship crashes idk)>Make next spawntown an interconnected hub with different spawn points according to the starter picked>Set up a short section where you can level up your starter on some weak trainers so it isn't just wondertrade fodder>Put all the shop / event npcs in a less cluttered area like the 2nd town or at least make the starting town bigger>Do some interesting goddamn events. If you can't do electrodeball/mario kart then make some bosses or something so the players can collaborate and have a goal>Incentivize the whole league thing. Maybe pre-build 8 "standard" gyms in the map so those who find them first have an easier time setting up shop. Let players compete for specific gym spots afterwards with a whole shitfest about whoever runs the gym gets to run/build the rest of the town around it too>Bring Taxis/Maps/Warps so people know where to explore without there needing to be tacky roads jotted down everywhere firstI really wanted to like this gen and I still had a lot of fun with it. But mostly it just felt like there were a lot of good ideas with bad execution.