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Changes to UO, much needed especially for new players

Lord Chaos

Always Present
Stratics Veteran
Stratics Legend
More information. Incorporate a much better knowledge base that explains more parts of the game, the concepts.

More tutorials and give training tutorials in how to use the game and on game concepts. Bring back the option of going into a tutorial "dungeon", its used with great success in other games. Don't just expect people to understand doubleclicking on NPCs and getting quests to learn even the slightest. Perhaps even make a tutorial helper and even better a tutorial client you can download besides the real game that has real voice recorded tutorials and explanations of everything in the game. This tutorial should be available at any time through the built in knowledge base, so if you want to know what Velocity is, it will explain it, want to know about Ilshenar or Moongates, it will explain it, etc.

Build in map just like UOC/UOAM, its not that hard to do with same capabilities.

In game directions according to explorations. So have you discovered a spawn or location, then you will be able to get direction to them at any time (after all your character should be able to remember this, even if you can't), this will give you a kind of map route on the ingame map (even using moongates) like a GPS to the location you're wanting to go to. Like if you want an Ancient Wyrm, it will show all Ancient Wyrm spawns you have been near with that character, Want to find the Twisted Weald, then it will give you directions to that, provided you have been there before. This will make exploration valuable, while at the same time giving the convenience of being able to find things again, as even many veteran players can find it hard to find certain location without having to go to a UO site to look it up.
 
C

canary

Guest
IMO, the new player experience is tragic (the layout of New Haven does not help). I agree a 'starter dungeon' is a good idea.

I also think that quests in game should NOT require a wiki to complete. There should be a compass or something (as many other games utilize) to help you achieve your success on various quest steps. If you are in Tram Britain, someone saying 'Go find John Smith', you are not TOLD where he might be and John Smith is in a cave in Felucca on the top of some mountain... that's just not well thought out. At all.
 

Flutter

Always Present
Alumni
Stratics Veteran
Stratics Legend
Awards
1
They should put Haven back the way it was when Trammel was born.

It was a new player only area and EVERYTHING was a tutorial. How to walk, how to open gumps etc etc.
UO lost a lot when they made Haven a public free for all.
 
H

Hubert Cumberdale

Guest
As a returning player who is using the new client, it would be awesome if they either had some premade Macros or a Macro Wizard to help me make those things. They are awesome, but I had to do too much research to pull off my macro to Target Nearest Enemy, Honor and then Attack.
 

Mervyn

Babbling Loonie
Stratics Veteran
Stratics Legend
Well, before this wasn't an issue because uo didn't have any new players, now that there are less archers the game is bringing a lot of new players and i have to say i've said it before, there are too many hidden game mechanics.

Where in uo does it tell you that you need 80+ dex to parry, and that eval + anat = wrestling, come to think of it, does it even tell you anywhere in uo what each skill is used for?
 

sablestorm

Babbling Loonie
Stratics Veteran
Stratics Legend
Cutting the new players off from the old players would be an outright mistake. Why? I've bumped into so many returning players who needed to have a few things explained to them in order to keep them around. This would not have happened if they were cut off.
 
C

canary

Guest
Cutting the new players off from the old players would be an outright mistake. Why? I've bumped into so many returning players who needed to have a few things explained to them in order to keep them around. This would not have happened if they were cut off.
Well back in the day, you know, we had players with the express purpose of helping out the youngs... just saying.
 

sablestorm

Babbling Loonie
Stratics Veteran
Stratics Legend
Well back in the day, you know, we had players with the express purpose of helping out the youngs... just saying.
A program which got scrapped because some idiot players decided to sue over the Seer program which they volunteered for. New Player helpers fell into the same "can't have a volunteer program" umbrella.
 

Martyna Zmuir

Crazed Zealot
Stratics Veteran
Stratics Legend
I've recently convinced two friends to stop playing Second Life and give UO a try.

One started with the EC, the other with the CC. (The CC one quickly ditched it for the EC.)

The one who started with the EC went through the 'tutorial.' All 5 minutes of it. She knew how to open things, sort of dress herself, that she had a backpack, a bit about quests, a little of what to do when dead - and was then promptly dumped into New Haven knowing nothing else. The CC friend was simply dumped into New Haven without knowing anything.


The questions came immediately. Very basic questions that a new player tutorial should have answered from the beginning. I had to guide them around New Haven showing them where things were and where to practice skills and explain that not all skills had quests or NPCs associated with them. I then told them NOT to leave the island unless I was with them for fear they’d become overwhelmed.


Of course they didn’t listen. One actually got lost in Yew and nearly quit over it in frustration. The other managed to get to Luna and was confused why there were houses of people who were just standing around not talking.


Both failed to utilize the playguides that I sent them links too. One for the EC here on Stratics and the other the UO Herald’s perpetually outdated one.


Neither has played much in over a week due to the steep learning curve that UO has built up over the last 13 years. We tend to take our knowledge of the game for granted when new things are introduced. We know how the ‘world’ works and can quickly adapt to new items or skills being introduced. New players are thrown to the wolves minutes after character creation.

Old Haven had it right, at least partially. A much longer, more structured new player experience… Why they did away with that for what we have now makes no sense. Why they did away with the ‘class’ specific tutorials is another question. Chivalry, Necromancy, Ninjitsu and a few others had tutorials specifically designed for them. The areas still exist, but we cannot get to them. Now, everything is crammed into New Haven or left as a mystery.

It’s to the point that a new player required an experienced player to hold their hand through many hours of training. While some people like this, and can be very beneficial lessons, we should not be required to hand-hold all new players.

UO needs a comprehensive new player experience that explains the fundamentals of the game world to all new players. The new player packs might be a small piece of this, but it’s going to take a LOT more pieces…
 
S

Stupid Miner

Guest
More information. Incorporate a much better knowledge base that explains more parts of the game, the concepts.

More tutorials and give training tutorials in how to use the game and on game concepts. Bring back the option of going into a tutorial "dungeon", its used with great success in other games. Don't just expect people to understand doubleclicking on NPCs and getting quests to learn even the slightest. Perhaps even make a tutorial helper and even better a tutorial client you can download besides the real game that has real voice recorded tutorials and explanations of everything in the game. This tutorial should be available at any time through the built in knowledge base, so if you want to know what Velocity is, it will explain it, want to know about Ilshenar or Moongates, it will explain it, etc.

Build in map just like UOC/UOAM, its not that hard to do with same capabilities.

In game directions according to explorations. So have you discovered a spawn or location, then you will be able to get direction to them at any time (after all your character should be able to remember this, even if you can't), this will give you a kind of map route on the ingame map (even using moongates) like a GPS to the location you're wanting to go to. Like if you want an Ancient Wyrm, it will show all Ancient Wyrm spawns you have been near with that character, Want to find the Twisted Weald, then it will give you directions to that, provided you have been there before. This will make exploration valuable, while at the same time giving the convenience of being able to find things again, as even many veteran players can find it hard to find certain location without having to go to a UO site to look it up.
Needs premade *useful* macros.
 
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