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The tutorial is pretty bad for new players
#2
Yeah, the tutorial could definitely do with some work. Thanks for putting this back on my radar, as I think it should be a priority and the first few minutes of a newbie's time are crucial in terms of retention and such. What I have in mind in the near future would be a 'guide' NPC at each spawnpoint that assigns a number of tasks/quests, each one granting a small amount of coin. If the player has completed the tutorial on a past character, it's skipped. 

Here's a rough idea of that and you can let me know what you think:

Quote:Once the player joins, visible on-screen text appears above their hotbar. 'Move with WASD / Arrow Keys.', 'Great - Now try dashing with SPACE!', 'Hold SHIFT to run.'

After the basic controls, they're told to speak to the guide with the interact key (X). The nearby NPC is highlighted.

The guide grants the following quests, and each one rewards 20c:
1.) Interact with the tailor and buy an item.
2.) Use Say, whisper, and RP, explaining character interactions.
3.) Use the /lore command. Mention /help to view other prefixes.
4.) Go out into the world and defeat a monster. Tell them about partying / to ask for help IC if necessary. Reward - Adventurer's Badge (guild sigil type item)
5.) Inform them about PvP conflict. Link the rules page. To finish this quest they must find another character and complete an RPB.


I'm purposely leaving out spell buying as I feel we don't want to make that mandatory or apply pressure to someone that just joined the game to choose a spell tree.
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RE: The tutorial is pretty bad for new players - by Chance - 09-13-2020, 02:45 PM

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