I thoroughly agree. It's not that the combat system doesn't work, but that it is completely non-intuitive. What little I have learned was from other players sparring with me and trying to show me what to look for and how to respond; I am still utterly inept but at least have gained some comprehensionSnuggleSnail wrote:...There is no way to 'naturally' learn any aspect of PVP. Doesn't matter how long you've played, somebody has to coach you or you will never gain a basic understanding of PVP concepts.
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animary
- Posts: 442
- Joined: Wed Feb 23, 2011 4:05 am
- Location: Ohio
Re: 99% of PVP/permadeath woes are an onboarding issue
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tr0gd0r12346
- Posts: 2
- Joined: Sat Sep 21, 2013 11:00 pm
Re: 99% of PVP/permadeath woes are an onboarding issue
So pretty much a forever hermit here. I've played this game on and off for years since it was 2D, often playing for a while before dropping the game and then returning a couple years later.SnuggleSnail wrote:I don't think this is true for combat. An average village doesn't have a single person good enough at combat to teach. And even if it does a normal person doesn't want to spend 10 hours sparring them for the 1% chance I attack them. And even if they do 1v1 practice isn't real.ZamAlex wrote:It's become natural process at some point and most people, especially if you manage to be at same group, will share with you everything they know. It's including combat knowledge, of course.
I'm happy to admit I'm biased and possibly wrong, but I think I'm right. Can we get a hermit opinion? You guys EVER do serious running practice trying to catch/escape each other? I've offered to do this for hermits lots of time FOR FREE and they basically never accept
In all of the times I've played I've never engaged in any sort of actual combat practice. I have read stuff like it in the forums, things about learning how to run and drink water or whatever. But I've only very occassionally looked at the forums and when actually playing I never experience any of it. Take of that what you will.
Personally I think the ideas presented at the start of this thread are great and I'm really glad to see the devs acknowledging it. I've seen people on these forums complain about noobs that want farming simulators, but as a noob this game normally plays as one for the first 10 or 20 hours or so. So I don't exactly blame any new player for thinking that. If the game wants to be a permadeath game, then it needs to somehow show players that this is the case.
I don't personally super like the ideas of explicit tutorials mind you. Discovery is really fun, so explicit tutes should be a last resort. But the game presenting death as an option to the player, showing some more hostility early so people learn some combat mechanics (maybe more frequent, but weak hostile npcs? idk I'm a noob, pls don't crucify me) and something that communicates that dying is okay once it happens sounds like a really good idea.
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SnuggleSnail
- Posts: 3616
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Re: 99% of PVP/permadeath woes are an onboarding issue
I don't think anybody rly reads "explicit tutorials", or internalizes the big blinking arrows pointing at UI elements.
The tutorials should be more like "you literally can't beat this dungeon/kill this kritter unless you prove you understand a concept because there's no other way to do it then knowing the mechanic - figure it out"
The devs can't make fun content that doubles as tutorials, tho. The devs know more about combat than the people they're making a tutorial for. I've seen Jorb sparring, and it's very:

The tutorials should be more like "you literally can't beat this dungeon/kill this kritter unless you prove you understand a concept because there's no other way to do it then knowing the mechanic - figure it out"
The devs can't make fun content that doubles as tutorials, tho. The devs know more about combat than the people they're making a tutorial for. I've seen Jorb sparring, and it's very:

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