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(GameJam) New Player Guild

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H 1 L D A
Apr Member 2020

H 1 L D A

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Preface: GameJam projects are -NOT- guaranteed content updates, but many often are eventually.

One of the projects revealed this week as a "New Player's Guild", which is essentially like the Champions', Heroes', and Legends' Guilds in that the building seems to be associated with Questing, except it is meant to be entry-level.

Here's what we see in the images provided about it.

> There is a lot of placeholder information here, such as the text not being finalized, reused NPCs from earlier content, the quest line for the access quest being the Fort Forinthry storyline, and the location looking quite a fair bit like Camelot Castle.

> The quest to access the New Players' Guild is called 'Guildmaster's Task'. It has no quest or skill requirements, combat, or necessary items, it's a part of the Fort Forinthry storyline (for now), and it reveals that the Guild has its own lodestone, which is not typical of Adventurers or Skilling Guilds. This would be an apt situation requirement-wise, because it would allow for Skillers and generally all kinds of noobs to take a crack at it without compromising any types of account restrictions.

> There's a room that has teleport portals to nearby cities. This feels like a pretty redundant reward, unless (similarly to the Max Guild's bossing portal) it were able to teleport players to a few of the lodestone locations before the player has accessed them, allowing them to essentially one-use these portals to broaden their quick-travel map.

And that's it so far.

Now, there seems to be a fair bit of questions I have with this place.

> Is the New Players' Guild meant to be F2P?

> If so, is there going to be a relevant increase in features to the Champions' Guild to compensate its relative lack of use on those worlds (no Champion's Challenge)?

> Like it's previous quests, will the quest come with its own signature item? (I.e. Dragonfire Shield, Amulet of Glory, Legend's Cape)
Quest Cape Owner since 2021

Maxed
- July 31st, 2022

04-Jul-2023 04:31:21

H 1 L D A
Apr Member 2020

H 1 L D A

Posts: 1,666 Mithril Posts by user Forum Profile RuneMetrics Profile
(cont.)

> If this guild is Members-Only, is the goal for this area to be some kind of hub area for noobs, like Menaphos is for mid-level players, and Priffdinas for higher-levels?

> Does the area have a build-as-you-go feature that allows for it to hold value for players that may outgrow the guild quickly? (i.e. Thieves' Guild, Fort Forinthry)

> If the Guild is located in the game's overworld, where is it going to be located on the map?

---

Now, I could question this project till there's a 120-Max-Comp cape on my back, but I think I'll also share some of the expectations I'd have for this area.

1. I would expect the portals in this guild to most useful for located the far-flung lodestones in order to cut down on adventuring time for new players, which would serve them as checkpoints as they go about their early adventures. (I don't see these portals being useful after that initial use.)

2. I would expect a shop of some kind, selling either a unique item specific to the Guild (perhaps a new piece of jewelry, or maybe a hat.) - or useful items for beginners, (Training weapons, Dwarven Army Axe, Wicked Hood, etc.) Being able to reclaim some of the earlier gear options from quests here (First Tower Robes, Mindspike, etc.) would also be nice.

3. I would really like to see May's Quest Caravan be in multiple places, such as all of the Quest Guilds, instead of just the Champions' Guild.

---

Suggestions here, not nearly as expected.

1. A Store for general combat and adventuring gear, which could come with a General Store tutor, as well as a Grand Exchange booth and G.E. tutor, which introduces the new players to the stores and in-game auction house.

2. A source of gossip of some kind (perhaps a barkeep that can sell various kinds of skilling buff alcohol also) that can point new players toward other quests or work with the Path system.

3. Quest Cape stand.
Quest Cape Owner since 2021

Maxed
- July 31st, 2022

04-Jul-2023 04:57:24 - Last edited on 04-Jul-2023 04:58:38 by H 1 L D A

H 1 L D A
Apr Member 2020

H 1 L D A

Posts: 1,666 Mithril Posts by user Forum Profile RuneMetrics Profile
(cont.)

Finally, there's some things I don't wanna see.

1. I don't wanna see this New Players' guild become some kind of hub area. None of the questing guilds really are, but they all manage to find uses (at least in Members' worlds) despite that fact.

2. If it does become that kind of useful, I would want to see more value given to the Champions', Heroes', and Legends' guilds as well - and even without those kinds of improvements I would definitely like to see those buildings made beautiful by the graphics team at the same time.

3. I don't really wanna see high level players here for any activity longer than a clue scroll unless they are helping out a friend who is new. Don't make this some long-term end-game reward.
Quest Cape Owner since 2021

Maxed
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04-Jul-2023 05:06:52

BrunoNutto
Feb Member 2023

BrunoNutto

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"this area to be some kind of hub area for noobs"


Pretty much this I think.

Just Jagex doing more obsessing with "community". What's wrong with just exploring the game and discovering stuff for yourself? Wiki is there for excellent help if you need it. Jagex don't even seem to understand what community is defined as in a game when hardly anyone speaks in public chat anymore.

A lot of people forced in the same area at the same time is about as communal as a railway station. Yes they might be standing there, but all ignoring each other and doing their own thing. So what the necessity for this is I have no idea.

04-Jul-2023 10:58:02 - Last edited on 04-Jul-2023 11:02:00 by BrunoNutto

Dilbert2001
Jun Member 2006

Dilbert2001

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"New Player's Guild" sounds like the concept of City of Um - a communal place for all kinds of players, and especially good for new players with bland new tutorials on combat and other forms of new player experience.

Quests and signature items? Yes perhaps and they are our new leveling Necromancy outfits, Death Guard and offhand Skull Lantern. We know we won't outgrow leveling items as we have learned a lot from Warpriests and FSW Challenger Set that new RS3 players like a lot. :)

Of course, there will be more heroes items as mentioned in the Necromancy reveal livestream. They will be more like Orlando Smith's Hat than Tavia's Fishing Rod because Orlando Smith has plenty of adventures in the game but not Tavia. That said, new items and new player adventures stemming out of "New Player's Guild" depend a lot on future content, perhaps like Daemonheim Archaeology, Skeletal Rex Matriach and perhaps a whole lot more lore based content and updates on community demands (e.g. PvP) that aren't revealed as the Necromancy and Fort Forinthry stories haven't been allowed to fully unfold yet.

04-Jul-2023 16:45:46 - Last edited on 04-Jul-2023 16:59:46 by Dilbert2001

Deltaslug

Deltaslug

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One of those concepts that might have worked well when a game is getting released, but not one that is out.
That or if they are planning to do a massive overhaul to the tutorial/path system AND to quests.

The "adventuring guilds" are already a dud concept. They have a quest. you're a member. and that's it. Only the Legend's Guild has a 2nd quest associated with it. Most of the features in them are quickly passed on in the modern game (back on release, being in the 40s-60s was a bit was a bit more realistic so the combat and dragon gear and skilling resources were apt)

We have May's Quest caravan which has a feature for teleporting to a new quest.

I admit the adventuring guilds need a clean up. And they might as well be classified as a New Player Guild given how low the content is even for Legend's.

but without a better idea of what they are planning to do, it's hard to give a thumbs up or down to the concept.

05-Jul-2023 04:43:24

Deltaslug

Deltaslug

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Tutorial Island 6.0?

Tutorial Island wasn't great since it was never updated for the newer skills. But it did work for the basics of how to play the game.

Newer version:
- step one this is how to use the UI
- step 2 this is the 15 second intro to each skill
- step 3, how to use more of the UIs
- step 4, we've got some noob quests/requests for you to complete and you get shunted off to some of the following
Cooks Assistant
The Blood Pact
Wolf Whistle
Druidic Ritual
Death Plateau
Let Them Eat Pie
Imp Catcher

congrats, you have now passed all of the novice adventurer training

05-Jul-2023 04:53:22

H 1 L D A
Apr Member 2020

H 1 L D A

Posts: 1,666 Mithril Posts by user Forum Profile RuneMetrics Profile
Here's how I see this potentially working out.

1. 'Guildmaster's Task', the quest, -becomes- yet another edition of a tutorial for the game. While I'm not sure this novice quest provides a clearly robust tutorial experience in it of itself, I suppose what the Guild itself is going to try and do.

> Going off the one room we have a clear idea of, The Guild will help players expand their quick travel options with its own Lodestone (more on this in a bit) in conjunction with the portal room. This allows for players to home teleport to everywhere not quest locked in a Member's server, or everywhere within the bounds of the Free area in F2p.

> The Guild then has other "tutorial" aspects within its walls > such as a joint Combat Area (another source of beginner combat capes, with the addition of a new Necromancy drape.) and Combat Tutorial that is the official successor to the Combat Camp paired with more in-depth advanced lessons and perhaps being able to source optimal ability bars after learning what those abilities do. Shops (with shop tutors), with potentially a Grand Exchange tutor that explains player-to-player trading and the G.E. without having a hub situated in the guild.

2. Someone in the Guild motions over to the player to get them to play progression paths as well as build up their adventuring cache. These paths offer brand new items, culminating with the Guild's signature item as a final reward.

3. May sets up shop at the Guild, introducing her caravan to the player to further reinforce questing as a valid source of reward.

4. The player is sent in the direction of the Champion's Guild, probably still in need of more Quest Points, once everything related to the Guild is handled. Welcome to RuneScape, adventurer. Good luck!

---

Ultimately, I think the Guild is supposed to be more concise than Burthorpe, and revisit-able with genuine value (I think) as opposed to Tutorial Island's momentary relevance.

(cont.)
Quest Cape Owner since 2021

Maxed
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05-Jul-2023 07:33:43

H 1 L D A
Apr Member 2020

H 1 L D A

Posts: 1,666 Mithril Posts by user Forum Profile RuneMetrics Profile
Contrary to (very reasonable) belief about adventuring guilds losing a lot of their luster today, I could argue that this would be a very good thing to point to for new players as relevant goals to strive for - in a number of avenues.

Firstly, A starting Adventuring Guild could do RuneScape a solid and encourage the player to play through the quests closer to a chronological order, because a lot of the older quests in the game are sandwiched between Champions and Heroes and Legends Guild thresholds, and those quests happen to sit firmly in the 5th Age. Once a player has ascended to the mantle of Legend, that's when quest requirements for the quests that ultimately launch into the 6th Age open up.

Next, lapsed or crossover players from Old School are intimately familiar with the idea of adventuring guilds. The Champions Guild is the pinnacle of old RS' Free experience. Heroes and Legends are legacy staples for former members. For many out there, this may be the point where players feel at home playing RuneScape 3 because it embraces the familiar while encouraging a pursuit for more lore beyond.

Finally, Mod Stu's recent quest re-ordering makes use of the Guilds (including the Myth's Guild, which is exclusively understood as a better-than-Legends Guild by Old Schoolers) as stepping stones and encouraging players to progress from one to the next can fall in line with the way quests are ordered in the list.

All of the above improves the game's lore's readability and enjoyment factor for any player who touches it.

Yeah, the Guilds themselves feel very one-offy when it comes to how relevant they ultimately become, but the storytelling mechanism they employ for RuneScape feels critically important, and being able to reinforce that importance immediately is an intriguing idea that I think actually does hold merit.

Now, the challenge is balancing a reward for something pretty much entry-level, especially if that something is going to be F2P accessible.
Quest Cape Owner since 2021

Maxed
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05-Jul-2023 07:49:40

Dilbert2001
Jun Member 2006

Dilbert2001

Posts: 30,176 Sapphire Posts by user Forum Profile RuneMetrics Profile
"New Player Guild" is a concept but not an actual overhaul of the current Path and quest systems. This should be what City of Um is described. We will have a new tutorial guiding players through the 7 initial quests and 2 bosses there.

They are new quests, PATH, adventures and tutorials on top of the Burthorpe and Tutorial Island, not a replacement of the existing content.

05-Jul-2023 15:54:15

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