Better guidance for starting players

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Better guidance for starting players

Postby alecciarosewater » Sat Mar 30, 2019 10:13 pm

I get that this is supposed to be a pre-WoW mmo (which I am not sure that you guys appreciate), but you also copied one of the biggest faults of the pre-WOW mmos - the strandbox. Imagine a pirate getting kicked off of a boat and being left behind on a random island while everybody else happily sails away singing their sea shanties. This is what the newbie experience feels like.

I'm not quite sure how to solve this while not "ruining" the game for the entrenched playerbase. Maybe one of the quests could be a set of checkboxes with goals like raiding an ant hill, crafting a set of clothes, or raising exploration to ten with the game letting you figure out yourself the how and why. Maybe answers for the most frequently asked questions could be found ingame somehow like i dunno a book to read and carry around with you
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Re: Better guidance for starting players

Postby Sevenless » Sat Mar 30, 2019 10:32 pm

To be fair, we have that to a degree in the current tutorial. It's just not expansive enough because... well it's a very big and complicated game. I had a guide in olden days past, and I felt it comfortably guided players through the necessities. Was easily 5-10k words though.

I'm not really sure how to make a tutorial that's not overbearing while actually covering the vast amount of information required.
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Re: Better guidance for starting players

Postby Granger » Sat Mar 30, 2019 10:43 pm

First there needs to be manual for the client, detailing what each button does and what options exist for the player to interact with the world.
This would be a technical introduction on here is your character and this is exactly how you control it. Ideally using pictograms.
And a user has to be able to pull this up, always and instantly.

Then the game can start a tutorial that deals with lore, certain items and slowly introduce to stuff that one needs to do to survive.

While at it: the control scheme needs a redesign, it' has been thrown together over time and is needlessly inconsistent.
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Re: Better guidance for starting players

Postby Sevenless » Sat Mar 30, 2019 11:43 pm

Granger wrote:While at it: the control scheme needs a redesign, it' has been thrown together over time and is needlessly inconsistent.


I've been debating asking for a rework of the key mapping for crafting menus. On the general note of "this sucks for beginners" I've mentioned at some point that items changing places in the menus is pretty horrible to learn. Most players aren't using hotkeys and probably never will.

I dunno, I've been shut down on the topic before so eh. The client has improved functionally with aoe farming and push out, those are pretty massive QoL at least.
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Re: Better guidance for starting players

Postby Tamalak » Sun Mar 31, 2019 4:08 pm

Every skill learned should unlock a tutorial quest
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Re: Better guidance for starting players

Postby dageir » Sun Mar 31, 2019 4:52 pm

An in game combat tutorial would be nice With explanation of important stats etc.
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