Discussion about starting locations for new players

Eldrath

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i don't know if you misunderstood me or vice versa, but i meant that if there's a reward for helping noobs, people would go crazy and make it a challenge to help as many noobs as they can all together lol

The thing I learned over the years is that the players who want to help new players are in the extreme minority and I think you are one of them.

What we do have a lot of is players that like to be seen as helping the new players and having their interest at heart.

That is why no one actually did anything about the graveyard massacre at steam launch. Except talking. A lot.
 
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Amadman

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A padded room.
Btw watched some rly old mo1 vids and there was ingame guide. What happened to it then?

There was always issues with new player retention so the starting experience went through a few changes over the years to try and address it.

It started with npc tutors spread across each town and players had to find the individual tutors for the different skills and such.

Then came a single tutorial in tindrem which later was copied over to MK as well.

And last was the island of haven. Which was stated to be an experiment to consider for MO2.


There was negatives and positives to all of them for sure.

But hopefully SV is able utilized what they learned from them all and give us something that works well at release.
 
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Kuroi

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The thing I learned over the years is that the players who want to help new players are in the extreme minority and I think you are one of them.

What we do have a lot of is players that like to be seen as helping the new players and having their interest at heart.

That is why no one actually did anything about the graveyard massacre at steam launch. Except talking. A lot.

i actually enjoyed helping people on mo1, making acquaintances of many people is what an mmo is made for!

i can only imagine this "graveyard massacre" lol... poor newbs
 

Vakirauta

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Graveyards was a big mistake. Majority of new ppl got stuck there right after they finished the tutorial not rly looking for anything better or just other that MO was offering, then they were leaving the game. I personally wish that there won't be graveyards in MO2 (Tindrem graveyard make me sick) or just not in that form as they was in the old game.
 

Kuroi

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i guess they wanted to recreate a sort of Britain graveyard (UO) which was essentially the first easy way to kill something and make a few golds and skill up...
if people got stuck in the tindrem graveyard and then quit it's not really a fault of the game itself :\
 

Vakirauta

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You might be right.
But it was also an inside walls pvp arena. I remember that we've been with my guildmates going there to have some kills cuz there were always griefers on that graveyard.
 

Rorry

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i don't know if you misunderstood me or vice versa, but i meant that if there's a reward for helping noobs, people would go crazy and make it a challenge to help as many noobs as they can all together lol
Yeah, I misunderstood. The steam noobs were preyed upon heavily, especially those who started in MK.

There were plenty of players helping, too, it was just such a rush of new people that we couldn't keep up. Earlier in the game, (like when I started in 2013,) there were multiple guilds that existed to help new players. The one that invited me and helped me learn the game was AA, it was based in Vadda and we helped a lot of people without locking them into a guild or faction. We were politically neutral and non- rpk, which didn't mean we didn't fight, just didn't kill tamers and such. I say all this to make the point that I think part or the downfall of players helping players began with the TS system (sometimes called TC by people other than SV.) Certainly people still helped new players, but by then everyone needed to build a guild and or faction in order to hold territory and assets and new players were immediately thrown into partisanship which could harm their future. More detrimentally though, new players were escorted to the keep or palisade and didn't mix with as many people or make as many connections as before when they would have lived out of a town for some months.
 
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Eldrath

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the Jungle. Meditating on things to come.
The thing that always get underestimated is how world design impacts the new players experience. You can have the nicest tutorial and noob island, but if you screw up your basic designs they will quit anyway.

Graveyards were good and bad in that regard. But a lot of other things (like the mentioned exits from Tindrem) were poorly thought out.

The problem always was that SV did not think strategically. They did things and never really sat down and looked at all the consequences. Then they had to extinguish fires and produces features at the same time. I get why it had to be this way in the past but I would hope that this time around things go a bit smoother.

For example I can absolutely see the crafting area in Meduli being a hotspot for griefing just by looking at the layout. The problem is that the guys who build the world probably don´t see it with the eyes of a player but an artist.

I really hope they will massively redesign quite a few places with Mortal ONline 2 actual gameplay in mind rather than good looks. If they get into the habit of putting down bandaid fixes again it will end the same way. With a game that is half carebear and half hardcore that neither really want to play.

/endrant


My take was that every single noob guild eventually overstepped their boundaries and got destroyed. Very often because of the delusions of grandeur in their leaders. You mention fighting. If you fight with your noob guild and you kill someone they might be mad at. Do that enough times and you will be seen as a threat. It´s a full loot game. It´s not logical that certain guilds can claim that the rules work differently for them.

A proper noob guiild would have to vastly different from a normal guild in nearly all aspects. That has never been done, because it´s pretty dull for the veterans leading them. Then they went into the circle discribed above. At no point was the "toxic" community the problem in this regard.
 
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Kuroi

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For example I can absolutely see the crafting area in Meduli being a hotspot for griefing just by looking at the layout

care to explain more about it? i'm into alpha but can't really login that much cause my PC dies after 10 mins in it lol

how can an area be more or less inclined to griefing?
 

Rorry

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The thing that always get underestimated is how world design impacts the new players experience. You can have the nicest tutorial and noob island, but if you screw up your basic designs they will quit anyway.

Graveyards were good and bad in that regard. But a lot of other things (like the mentioned exits from Tindrem) were poorly thought out.

The problem always was that SV did not think strategically. They did things and never really sat down and looked at all the consequences. Then they had to extinguish fires and produces features at the same time. I get why it had to be this way in the past but I would hope that this time around things go a bit smoother.

For example I can absolutely see the crafting area in Meduli being a hotspot for griefing just by looking at the layout. The problem is that the guys who build the world probably don´t see it with the eyes of a player but an artist.

I really hope they will massively redesign quite a few places with Mortal ONline 2 actual gameplay in mind rather than good looks. If they get into the habit of putting down bandaid fixes again it will end the same way. With a game that is half carebear and half hardcore that neither really want to play.

/endrant



My take was that every single noob guild eventually overstepped their boundaries and got destroyed. Very often because of the delusions of grandeur in their leaders. You mention fighting. If you fight with your noob guild and you kill someone they might be mad at. Do that enough times and you will be seen as a threat. It´s a full loot game. It´s not logical that certain guilds can claim that the rules work differently for them.

A proper noob guiild would have to vastly different from a normal guild in nearly all aspects. That has never been done, because it´s pretty dull for the veterans leading them. Then they went into the circle discribed above. At no point was the "toxic" community the problem in this regard.
Before tc when a newb guild lived in a town there was always fighting outside of town, and guilds didn't really get destroyed then either. It was later when things became more like what you are describing.
 

MaDeuce

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i don't know if you misunderstood me or vice versa, but i meant that if there's a reward for helping noobs, people would go crazy and make it a challenge to help as many noobs as they can all together lol
i agree its like if you are one of those kids who don't like taking a bath or shower but you get rewarded for it... well your going to get wet for the reward. :D
 

Amelia

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Haven was good but, at the end, I prefer the very old solution , all the city/villages as starter with trainer npc, etc. You can choose GK as starter city but you must know that could be much difficult to train and learn there.
 
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MaDeuce

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Spawn points should be on random out of towns areas. One's very first experience should be the environment of birth into the unknowing world. Try to survive, make it to town and or die trying. Mortal way really
 
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Vakirauta

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Spawn points should be on random out of towns areas. One's very first experience should be the environment of birth into the unknowing world. Try to survive, make it to town and or die trying. Mortal way really

Well, I would suicide and look for more than one red beacon. Easiest way to get to the nearest town:p
 

Xunila

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Haven was a good idea but should have been restricted to the yellow state with some gray fighting spots. No blue or red state allowed. And also restrict to the first 12 or 24 hours of game time, then character has to move to the real world.

We also had a long discussion on the old MO1 forum about the amount of stuff a new character could transfer to the real world. Some said nothing, just to use Haven for learning the game and getting skills up.
 
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ChavaiotH

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Nov 15, 2020
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We helped noobs in uo for free, just for fun.
People should help other people without rewards. That's the point.
All these rewards is casual thing from modern mmorpgs.
You entered game: reward.
Killed first enemy: reward.
Spoke to vendor: reward.
Looooool. The game shouldn't go the way of modern casual mmorpgs.