Sorry if I will sound frustrated or rather aggressive in the following post, but I need to get this out.
Today I ran into a new player at New Haven by chance, having recalled to rez my beetle.
That guy reminded me when I started a lot, because he was just as clueless as I was when I joined for the first time.
After setting him up with a LRC, MR suit and some gold, it came to me that our basic systems are too darned unintuitive!
Guy had no idea of what insurance was, or that it existed, because our bloody beloved game doesn't even HINT at that for a new player.
Put a bloody message box telling the new player that he can protect his belongings, and explain how to do it.
While we are at it, put a bloody 10K check at his bank box to make it possible for him/her to insure the suit.
And... speaking of suits... why the heck the starting equipment has to be that poor and basic?
What good does it do to the game?
Giving the new player a leather suit with 100% lrc and abour 55 resists would hurt NO ONE!
And a more filled spellbook as well. Mages won't be able to do much with level 4 spells one. I know... I spent 2 whole weeks trying to FIND level 5+ scrolls in NPC vendors and by killing monsters when I was new.
Guess what... didn't work. Fighting those undeads at cemeteries, with a very paltry suit, while having to carry reagents was a recipe for death. Most new players will have no idea where to try to hunt for high level scrolls as well, because we just toss them there, without ANY guidance.
Don't want to give a 100% filled magery or mysticism spellbook? No worries. At least add some more higher level spells to the starting book so the mage can keep training after reaching 60 skill.
Add at least energy bolt to the magery book and bombard to the myst book.
Now... skills... all the skills come unlocked, and the new player has no idea about their synergies, again, because the game makes a VERY poor job explaining it.
Just by walking around, he will gain focus, he will gain lumberjacking by hitting things with an ax, he will gain resist spell when the monsters at haven cast at him.
And in no time, he will be filled with many skills that don't work for what he had in mind, and he won't know how to decrease them or clean them up.
I've only heard of soulstones when I was 8 months into the game. My template was already filled with lots of skills that I didn't need, but at least I knew I could set them to decrease. Many new players won't know that...
Create the new player character with all skills locked, safe for the ones he picked and put a book on his backpack that explains the synergy between the skills!
And, if nothing of this can be done for whatever reason, then at least broadcast a bloody message to the whole shard when a new player arrives, and in which city he is so some of us can stop doing what we are doing to drop by there, equip him/her and explain the bloody basics to him/her.
With how the current situation is, the turn over of new players that use the trial and give up after the two weeks are over must be high because we just toss them into the wild with a bone and tell them get lost.
So, please, consider the suggestions above to make the bloody new player experience more bearable so that perhaps, we can get to hold MORE OF THEM.
~Bea.
Today I ran into a new player at New Haven by chance, having recalled to rez my beetle.
That guy reminded me when I started a lot, because he was just as clueless as I was when I joined for the first time.
After setting him up with a LRC, MR suit and some gold, it came to me that our basic systems are too darned unintuitive!
Guy had no idea of what insurance was, or that it existed, because our bloody beloved game doesn't even HINT at that for a new player.
Put a bloody message box telling the new player that he can protect his belongings, and explain how to do it.
While we are at it, put a bloody 10K check at his bank box to make it possible for him/her to insure the suit.
And... speaking of suits... why the heck the starting equipment has to be that poor and basic?
What good does it do to the game?
Giving the new player a leather suit with 100% lrc and abour 55 resists would hurt NO ONE!
And a more filled spellbook as well. Mages won't be able to do much with level 4 spells one. I know... I spent 2 whole weeks trying to FIND level 5+ scrolls in NPC vendors and by killing monsters when I was new.
Guess what... didn't work. Fighting those undeads at cemeteries, with a very paltry suit, while having to carry reagents was a recipe for death. Most new players will have no idea where to try to hunt for high level scrolls as well, because we just toss them there, without ANY guidance.
Don't want to give a 100% filled magery or mysticism spellbook? No worries. At least add some more higher level spells to the starting book so the mage can keep training after reaching 60 skill.
Add at least energy bolt to the magery book and bombard to the myst book.
Now... skills... all the skills come unlocked, and the new player has no idea about their synergies, again, because the game makes a VERY poor job explaining it.
Just by walking around, he will gain focus, he will gain lumberjacking by hitting things with an ax, he will gain resist spell when the monsters at haven cast at him.
And in no time, he will be filled with many skills that don't work for what he had in mind, and he won't know how to decrease them or clean them up.
I've only heard of soulstones when I was 8 months into the game. My template was already filled with lots of skills that I didn't need, but at least I knew I could set them to decrease. Many new players won't know that...
Create the new player character with all skills locked, safe for the ones he picked and put a book on his backpack that explains the synergy between the skills!
And, if nothing of this can be done for whatever reason, then at least broadcast a bloody message to the whole shard when a new player arrives, and in which city he is so some of us can stop doing what we are doing to drop by there, equip him/her and explain the bloody basics to him/her.
With how the current situation is, the turn over of new players that use the trial and give up after the two weeks are over must be high because we just toss them into the wild with a bone and tell them get lost.
So, please, consider the suggestions above to make the bloody new player experience more bearable so that perhaps, we can get to hold MORE OF THEM.
~Bea.