this is a topic to compile problems & solutions to avoid new player's useless frustrations at release.
Character creation:
1) force dexterity to max, so 99% of people won't start with a slug character. And if they try to lower it, display a huge red text in the middle of the screen that says dexterity rules movement speed, and lowering it too much will result in being sluggish.
2) player should be able to choose starter equipment sets, at the end of character creation : the weapon type chosen is defined as default, so you have the same when you respawn (no more specializing in axes, and resurrecting with swords).
This can be modifying in-game ofc.
Early gameplay:
1) when first time being inventory overweight, don't rely on the chat window, display a big red text in the middle of the screen that explains what happened, with the overweight icon appearing huge in the middle of the screen, and slowly decreasing to it's regular size and translating to its intended place in the icon bar ... so the player also learn about the icon status bar at the same time.
2) same with all other firsts (armor weight, grey bars etc)
3) at the main place where people starts, there should be a small arena displaying 2 IAs fighting each other (standard IA with no flee or bandage, just 2 IAs turning around each other), dealing zero damage so it never stops. With maybe a NPC in front of it, who explains parry & feint ... or even organize IAs fights with bets, to set the tone of the game.
Early out of haven:
1) you should push a few magic schools that help pve for release. ofc schools with only a few specific spells, like spiritism has been in mortal 1.
because yes, a lot of new players will want to be mages, and they will be disgusted by it, when they won't even be able to solo a bandit ... and when their wolf will die in 2 hits ... and be forced to go melee ... you can't pass this, not with a one-character-slot model.
2) way way way way way more early pve spots (not animals), around all cities.
3) way more random loots, because always looting nothing sets the tone too.
Character creation:
1) force dexterity to max, so 99% of people won't start with a slug character. And if they try to lower it, display a huge red text in the middle of the screen that says dexterity rules movement speed, and lowering it too much will result in being sluggish.
2) player should be able to choose starter equipment sets, at the end of character creation : the weapon type chosen is defined as default, so you have the same when you respawn (no more specializing in axes, and resurrecting with swords).
This can be modifying in-game ofc.
Early gameplay:
1) when first time being inventory overweight, don't rely on the chat window, display a big red text in the middle of the screen that explains what happened, with the overweight icon appearing huge in the middle of the screen, and slowly decreasing to it's regular size and translating to its intended place in the icon bar ... so the player also learn about the icon status bar at the same time.
2) same with all other firsts (armor weight, grey bars etc)
3) at the main place where people starts, there should be a small arena displaying 2 IAs fighting each other (standard IA with no flee or bandage, just 2 IAs turning around each other), dealing zero damage so it never stops. With maybe a NPC in front of it, who explains parry & feint ... or even organize IAs fights with bets, to set the tone of the game.
Early out of haven:
1) you should push a few magic schools that help pve for release. ofc schools with only a few specific spells, like spiritism has been in mortal 1.
because yes, a lot of new players will want to be mages, and they will be disgusted by it, when they won't even be able to solo a bandit ... and when their wolf will die in 2 hits ... and be forced to go melee ... you can't pass this, not with a one-character-slot model.
2) way way way way way more early pve spots (not animals), around all cities.
3) way more random loots, because always looting nothing sets the tone too.