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Re: Production: New Player Experience (NPE)

Posted: Fri Apr 21, 2006 8:16 pm
by marct
Hey I think I saw a new building or two in there too. Nice pics :D

As for my thoughts, I would say as others have the missions sound great, but might be misleading of the future, unless you have something planned for us :D

And, clearly describing the races upfront / giving more lore to character selection / ensuring everyone knows the specialization option is not a 'classed' system sounds right on.

Re: Production: New Player Experience (NPE)

Posted: Fri Apr 21, 2006 8:41 pm
by soulsnatcher
Some valid points raised here and passed on. Thanks.

Re: Production: New Player Experience (NPE)

Posted: Fri Apr 21, 2006 9:15 pm
by oldmess
soulsnatcher wrote:
oldmess wrote: I like it. Is there a time-frame we can expect this to appear in? Besides "soon (tm)"?
Will *Reeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeaaaaaally* soon do ya?
If that's the best you can tell me, then it will have to do. I was rather hoping for a target date though.

Next question: Will there be any effect on characters that were on the old newb island when the transition hits? Will they be placed somewhere safe on the new island? Or what will happen to them?

Re: Production: New Player Experience (NPE)

Posted: Fri Apr 21, 2006 9:19 pm
by evalisa
YAY!

thank you devs for listening to the players

Re: Production: New Player Experience (NPE)

Posted: Sat Apr 22, 2006 9:47 am
by karmelit
Yes this looks good :p

Re: Production: New Player Experience (NPE)

Posted: Sat Apr 22, 2006 9:56 am
by jamela
lol Karm! You do know there is a Preview Sig button? :D

The NPE looks pretty good, and much needed, thanks Nevrax. Like Kos said, though, please include a little sandbox somewhere :) .

Racial focus niggle: Aren't Trykers supposedly the clever tinkerers, i.e. crafters, Matis martial like a feudal state, and Fyros the foragers, digging up our doom? It should be made very clear that there is no benefit or even tendency for a character to follow any stereotype, though, agreed.

I'm not sure I like the thought of missions leading to named pieces of equipment; that's not an introduction to the rest of the game, it's misleading.

Introduce packers or some form of storage, however, and players can keep traders stocked with crafted goods. And maybe at the same time, the Stable Boy can explain the /summonPet command, whatever it is, so that players can bring their packers to the mainland, if they actually managed to buy one.

I presume that characters will only be able to learn their own racial craft plans on the Isle. It could make life very difficult for a beginning crafter to spend early SP on learning different versions of the same piece of kit, rather than getting the q20 upgrade.

And what about Choice mats being used in crafting plans? I hope there will be all land types (except PR :) ) of all mats available to forage? If you're introducing a few named mobs then perhaps they should drop Choice PR to make their mats available to all racial crafts.

Also agree with Rushin, make it clear that different races will be separated by many kilometers and extremely dangerous terrain on the mainland. Looking forward to some fun treks to bring firends together again :) Have the faction npcs explain that if characters from different races want to join up again on the mainland then they'd be advised to make sure that they have the same faction fame so that they can use the same respawn points.

Re: Production: New Player Experience (NPE)

Posted: Sat Apr 22, 2006 9:59 am
by sumoman
what took u guys so long?
ive been naggin about puttin the universe channel back in for AGES
i remember how helpful it was for me when i startd and glad to see it will help a pile of new guys

Re: Production: New Player Experience (NPE)

Posted: Sat Apr 22, 2006 10:51 am
by alibasil
Just a small question for Soulsnatcher/devs/whoever...

Will the new nooby players automatically have their interfaces setup so that they can see guild names and guild symbols?

Re: Production: New Player Experience (NPE)

Posted: Sat Apr 22, 2006 10:59 am
by philu
sprite wrote:It'll do me just fine :D

One question though, what happens to the characters on the existing starter islands? Will they live their newbie life out there until they leave with new people going to the npe island, or will everyone be moved to the new one? :)
That was my first thought too. What will happen to those of us that keep an alt on the starter isle to help new players?

Definitely a step in the right directions though. It will help to take a way the feeling of emptiness for new players. Particularly since they will be able to communicate with the whole player base.

Re: Production: New Player Experience (NPE)

Posted: Sat Apr 22, 2006 12:15 pm
by cygnus
Sounds great but you do realise, initially, the island will be filled with vets playing with alts ;)

Are there any plans to include any PvP type element now that everyone will be on the same island?

It could be a shock to the system to co-exist in peace and then port to the mainland and find that everything is not as peaceful. At least with seperate isles for each race it made that part easy. On the other hand it could be a good opportunity for new players to experience PvP, politics etc. Myself I am undecided whether it would be a good idea or a bad idea so dont ask me ;)

Can new players do anything with their fame whilst on the island?

It sounds like the new islands will be a lot more enjoyable and may lead to players staying on their longer as there will be more to do. I know I wanted to outgrow starter isle before I moved on, with all the new content we could see players hitting the mainland with higher levels than previously but their fame would still be low meaning they have wasted some levels to some extent as they could have been working on their fame whilst there.

Either way I cant wait :) I often play on starter isles for a break looks like some of those breaks may be longer than normal in future.