Regarding New Player Experience
I read through the new player experience blog and it made me happy to hear you were addressing new player experiences. I just started a new friend out with the game recently.
In regards to "getting around" I have a few recommendations:
1) Keep these methods permanent. It doesn't make sense to take them away from players after they've progressed in the game, and such a function could leave a negative impression on newcomers.
2) Consider a street urchin (or bard) type "tour-guide" NPC that players could hire for a small amount (1-2gp) to physically walk them through important areas with their character following behind. During the travels, the guide would talk about some of the distinctive aspects of the area and offer tips. Not only would this help familiarize the player with the world, but it also wouldn't be attractive enough to devalue having access to efficient forms of travel. This would be even better if new players could call on that NPC to help guide them out of an area they are lost in.
3) Allow FTP to purchase tele-tablets. The biggest problem with traveling as F2P is that the game forces you to learn magic if you want to be able to move anywhere quickly. For a game about maximizing player choice, we shouldn't punish F2P players for choosing to prioritize melee or range.
14-May-2019 01:27:12
- Last edited on
14-May-2019 01:28:51
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DICE 8092