by khajios » Thu Aug 04, 2022 11:14 am
I have known a few people who didn't manage to figure out foragables without a few explanations.
Not sure what the best solution is, but I feel like a better way to explain this would be to add a quest at the start (Can you dismiss a quest?) having them reach like 3? perc*exp as a quest objective and have a couple things kick in at that point. Something very low so it is easy to hit off the bat.
It would be great to have a couple of these spread between different skills, like walking you through making a q10 board step-by-step, needing to make a saw, etc, and let the quests be dismissed if that isn't already a thing so that experienced players that just want their quest log clear can get rid of them.
It seems like it would be pretty low effort to add a few such quests as there is already a system in place. We already have a starting quest with objectives like "I hope you can find a birchtree where you spawned that hasn't been picked clean already, assuming you can even figure out which tree IS a birch".
It's kind of hard to know what you need to explain well to new players when you have been hermit-ing each world restart since world 2.