Author Topic: New Player Experience  (Read 28382 times)

Chenier

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Re: New Player Experience
« Reply #15: August 04, 2017, 02:48:00 AM »
I like the idea of a "Noob" Island with an actual coherent storyline.

Make it a PVE island or something, have a storyline, let people get invested in the game, and then make a transition over to a PVP island.

Also, I honestly feel that monsters and demons detract from the game more than they aid.

Sure I understand on Dwilight the player base was too fractured, wanted to push them all together, but at a certain point all you're doing is making it so the realms are too busy fighting monsters than they are interacting with one another.

Make the eastern part of Dwilight just be swamped with them, and let the western part fight each other.

Belu has the same issue as well, right now we're trying to deal with a storyline of demons and rooting out demon worshippers, but most of the realms are too busy defending against 15k CS of undead and monsters to actually be able to leave.

Teleporting also sucks, get rid of that.

This game is old. A lot of its problems existed way back, even if not quite as they are now, and pretty much all of the obvious things have already been at least considered, if not outright tried.

The daimons on BT, it's a love-hate relationship, really. They've been back and forth there for about a decade now, around 8-10 years off the top of my head. Anyone who sends a character to Beluaterra knows about them, it's in the continent's description. If they were such a deal breaker, then why was BT, historically at least, one of the most populous and dynamic continents? NPCs popping back and forth to kick down peoples' sandcastles had a large role in it. Of course, there are always people who complain, too. Sometimes justified, sometimes not so much. But there are a lot of players on BT, and knowledge is not shared universally, so some people aren't getting all the fun they could be having because of other players. Are the GMs to blame for this? Too much hand holding makes it less real and fun. The perfect balance of how hard to make the invasions, how much to spread the lore, how long to make it last, and so on, is ultimately arbitrary and everyone will have their own opinions on it. I don't think invasions have ever generated enduring consensus. Some parts of some invasions were more largely appreciated, others were more resented, but in the end the devs aren't omniscient and can't really predict what actions will always have the best outcomes, and even if they were the players themselves wouldn't agree on what's "best". I think it's a common trend to have these invasions linger on too long, but it was also rather underwhelming when at least one was abruptly ended.

Dwilight... the continent itself does not lend itself to conflict, much. Only the North-East has a respectable spread/density that has allowed for many conflicts over the years. But for the rest? Very few wars were had. Take Madina for example: can they afford to go fight another realm now, with all those monsters that were unleashed? No. But were they doing it before the monsters were unleashed? No. They weren't. Basically the only realm in the east that is now able to wage wars despite the monsters is also basically the only realm that was doing so before the monsters. Morek, HD, and Westfold (in particular) get some credit for what they did in the recent past, but I don't think the monsters had really anything to do with they current states. Maybe, MAYBE Luria could have intervened had it not been for the rogues... but that's a huge maybe, and as the saying goes, "you snooze, you lose". They didn't really have anything stopping them from getting involved well before the monsters came. Nothing that wouldn't still exist, anyways. So really, if you remove all of the rogues on Dwilight, you won't see more fighting. In fact, what you'll see is just realms spreading eternally, and propping up micro-realm colonies, until the whole continent is populated by 25 realms that each have only 4 nobles and no financial means to fight each other. The monsters, in this sense, are a needed stick to beat out the urge of eternally expanding into the wild, and instead looking at neighbors.

All in all, PvE  elements have often been criticized, but the continents that featured them the most have also been, historically, the most dynamic. Perhaps for the simple reason that in PvE, you can't sue for peace, while continents without any often devolved into alliance blocks that either united everyone on the same side or split them into factions unwilling to risk fighting each other.
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