I'm not an ex-player or an ex-IMM, but I thought I'd try to answer these questions as I see it:
1A. What made you stop playing 4D?
I'm not an ex-player - I'm still found online most nights (usa nights that is). Off and on I have considered quiting for one reason or another, but I keep staying because I really do love to build on mud's and 4D has so many options and has let me be as creative as I want to be (sometimes pushing me past what I think is my breaking point with scripts).
1B. (for imms) What made you stop working on 4D?
I haven't stopped working (yet - though it has slowed down) but the fact that there are so few players currently on has made me wonder if what I"m currently working on is even going to be seen, much less cared about.
2. What might make you start playing/working actively again?
More players on would make me more active in trying to get my zone(s) done so people could explore them.
3. What would make you at least log on to socialise a bit more often?
You need people to socialize with. Without that there is no socializing. I logged on the last two nights and there was one afk person on. After half an hour, I left. I've got a life too and decided to spend a little bit of time with the people in my real life since there was no one in my mud life.
4. How can we attract more new players to the Mud?
I've been doing what I can - posting on sites like TMC and TMS with special things like the haunted house. I may just do a general posting later on those sites to remind people that we're here and we're always looking for players. But without those that know the game willing to stick around to help those that don't know the game, I don't know what we can do.
5. What can we do to make the new players want to stay longer?
I'm not sure. They seem to like Mudschool as their hand is basically held through that until they get to the academy. So unless we're willing to sacrifice some principals (look, a big yellow ! is above this guy's head, maybe he's got a quest (though we do something like that with the trainers... *innocent look*)) and hand hold them throughout the rest of the mud, I don't know. The only other possibility I have is to make sure that almost every mob has some sort of quest - even if it is a small one ("get me a flower for my girlfriend") instead of just a random number of them (yes, we have a lot of quests), make sure that things listed in the room description is actually listed as somethign to look at (I don't know how many times I see "you don't see that here" when it's in the room description so obviously I did...) and it is little things like that which can annoy people at times when they're expecting so much more.
6. What do you think specifically turns newbies off our Mud?
Some of it can be the fact that you really don't know how high of a level someone is. You see T4 level 50, but you don't know how many times that person has been T4 level 50. People like to be able to compare how they are with how other people are. If I"m level 50, I want to know that the person that's level 100 is probably going to kick my butt and the person's that level 20, probably will not. But with the teirs, multiple remorting/whatnot, you don't have that. On most games out there, there is a max level to shoot for so you know how far away you are from it, and once you're there, you should be able to take a LOT of things in the game, though maybe not all things - that may require a group. It may take a while to get to that level, but its there. Also, there have been promises of things that "will be in soon" for years. Look at the trader's office in the recall area: * The Crafts are not yet implemented, but we expect them to be soon. It's said that since I was a newbie. I'd almost rather have the trader's office taken out than have people think "oh, in a couple of months we'll have crafts, cool" then be disappointed when it doesn't happen. Right now we don't have a full time coder that works on the mud and makes heavy changes - changes that we'd need to get crafts put in.
7. Some players tell me that 4D was more fun in the old days. Is this really true?
I really don't know how to answer this. I don't consider myself having been a player in "they old days" though I've played for around 5 years. I do know when I started, the main playerbase seemed to be Swedes and that timezone, these days, the people I run into are usually from USA. Maybe we need to put a public service message out to the Swedish again.
8. What was it that first attracted you to 4D and made you want to stay on?
I was looking for a mud that would let me build. I'd been on a mud and had gotten an idea for an area, but was told "we don't accept player submitted area ideas" which totally turned me off. You'd think that since I'd built on a mud 10 years previous and had at least some building experience there would have been some thought to it, but it didn't even get that far, the IMM on that mud was not interested in listening. So, I checked out - TMC, I think it wask - forum and saw a post by Molly stating some of the things a mud called 4 Dimensions had - quests and things like that. So, logged in, had a problem (kept ending up in some spa when I tried to use the stagecoach in mudschool) and the IMM Molly and Mordecai both actually seemed to care about it and days later it was cleared up. Then I asked about becoming a builder and was told I had to get to level 40... so after doing that about 3 times I finally asked if I was high enough level yet - rest is history. Oh, plus I liked talking to the people on - there used to be people on....
9. Any particular of todays features that you like/don't like?
Seeing as I don't actually play (since I'm a builder and IMM and check on scripts that error, or scripts that interest me, I didn't think it'd be fair since I could use that knowledge for my mort - which to me felt like cheating), I find it hard to answer this question. I have heard from other players that quit that they did it because of the change with how skills/spells were learned (that's when the trainers went in). Some people don't want the extra work of having to look around the zones (and we do have a lot of them) for a skill/spell. personally, even with how it used to be, if I knew I could level quickly, I didn't bother getting the top skill/spell for my class. I mean, look at priest who's top skill is mana blast - at level 50. The next lowest skill is level 32. I never did reach level 50 as a priest, but I probably wouldn't have bothered trying to find whoever trains it (now, if I happened to stumble across them, that's another story).
10. Any particular old features that you miss and want back?
Yeah... players. There's a feature I miss and want. Sometimes features get changed and I don't even know it. Like the change from having to choose your class during creation and going to the choosing either fighter/caster/rogue and later choosing your real class. I don't know how long that was in before newbies started asking me questions about it and of course I didn't know anything about it. Which really doesn't make us look too good when the IMM's going "huh? what? What the heck are you talking about???" I don't really know of any features I want back, persay, but I'd like to think that 4D is too good to die - we just need to find the right players to appreciate it more.