Joseph
04-20-2010, 03:23 AM
Just a thought on new players and their lack of knowledge...
It seems that the majority (at least the vocal majority) of new players entering Korthos have no idea what they should be doing, or why they should be doing it. Additionally, the number and type of items that can be purchased at intro are not exactly representative of what is available, and should be increased in variety to allow new players a better selection (or at least allow them to select a wider array of weaponst from Jeets at the beginning).
With that in mind, I was rememebering the old, original tutorial quests on the starter island - before Korthos.
Is it possible that the devs have geared Korthos towards the more experienced player (as our playerbase was before FTP), and unintentionally steered away from those who have no knowledge, experience, or mentors to the game? I think so.
I believe that putting those original quests back, simply by re-introducing them - with some very minor adjustments, would go a long way towards 'fixing' the problems that currently exist. It would be a simple thing to add one or two areas that gave divine capable builds (for example) a task to pick up a CLW wand that had maybe 5 or 10 charges and use it on an NPC, or requiring melee capable builds to use skills like trip or sunder on a mob before attacking it.
To those who think this is a bad idea - how many of you have actually read the tool tips or pop ups when you run a new character? Some of them are well written and quite good - but in a random survey of new players (about 100), most just click past the tool tips. If the players are not using the tool tips, then a more graphical method of instruction (which was already built previously anyway), would be very helpful.
The old Euphonia's challenge, IMHO, was far better than the new island starter with Celimas. New players learn far less with Celimas then they would have running Euphonia's challenge. The two could be combined, or new players could run through Euphonia's challenge simply as when entering the cave to speak to Celimas, the player makes his or her way to the first shrine, Jeets disables the traps, and then they are either forciby separated, or they intentionally separate (perhaps with Jeets tagging along chatting about his prowess and ability to go all night).
Another possible suggestion - since forum accounts are tied to player accouts - perhaps set it so that new payers receive a bonus of something like 50TP for creating a forum account (not for posting, as that would simply fill the forums with trash posts.
Then there is the possiblity of new player mentors (volunteer players) who guide new players. Obviously guilds would farm this - but it is a minor issue under the current system - and in the long run would help to build a stronger player base.
Anyway - some thoughts - the main one being the reintroduciton of Euphonia's challenges and the old starter island quests - they actually taught inexperienced players much more than the current starter sets do (and, for example) the swim was much easier - swimming down and back up is more difficult than swimming under.
Thoughts?
It seems that the majority (at least the vocal majority) of new players entering Korthos have no idea what they should be doing, or why they should be doing it. Additionally, the number and type of items that can be purchased at intro are not exactly representative of what is available, and should be increased in variety to allow new players a better selection (or at least allow them to select a wider array of weaponst from Jeets at the beginning).
With that in mind, I was rememebering the old, original tutorial quests on the starter island - before Korthos.
Is it possible that the devs have geared Korthos towards the more experienced player (as our playerbase was before FTP), and unintentionally steered away from those who have no knowledge, experience, or mentors to the game? I think so.
I believe that putting those original quests back, simply by re-introducing them - with some very minor adjustments, would go a long way towards 'fixing' the problems that currently exist. It would be a simple thing to add one or two areas that gave divine capable builds (for example) a task to pick up a CLW wand that had maybe 5 or 10 charges and use it on an NPC, or requiring melee capable builds to use skills like trip or sunder on a mob before attacking it.
To those who think this is a bad idea - how many of you have actually read the tool tips or pop ups when you run a new character? Some of them are well written and quite good - but in a random survey of new players (about 100), most just click past the tool tips. If the players are not using the tool tips, then a more graphical method of instruction (which was already built previously anyway), would be very helpful.
The old Euphonia's challenge, IMHO, was far better than the new island starter with Celimas. New players learn far less with Celimas then they would have running Euphonia's challenge. The two could be combined, or new players could run through Euphonia's challenge simply as when entering the cave to speak to Celimas, the player makes his or her way to the first shrine, Jeets disables the traps, and then they are either forciby separated, or they intentionally separate (perhaps with Jeets tagging along chatting about his prowess and ability to go all night).
Another possible suggestion - since forum accounts are tied to player accouts - perhaps set it so that new payers receive a bonus of something like 50TP for creating a forum account (not for posting, as that would simply fill the forums with trash posts.
Then there is the possiblity of new player mentors (volunteer players) who guide new players. Obviously guilds would farm this - but it is a minor issue under the current system - and in the long run would help to build a stronger player base.
Anyway - some thoughts - the main one being the reintroduciton of Euphonia's challenges and the old starter island quests - they actually taught inexperienced players much more than the current starter sets do (and, for example) the swim was much easier - swimming down and back up is more difficult than swimming under.
Thoughts?