So far we have been given two parts of the new player experience. Character creation and initial leveling. Talking purely in terms of how stats work and the methods of leveling things are bad. Really bad. Yes I realize these two things are essentially the same as they were in MO1. And that's the point. MO1 new player experience was one of the worst new player experiences of any MMO I've ever played. I only say "one of" in case I've forgotten one. It's literally the worst I can remember. This is why I didn't play your game more before. And the fact I thought you were fixing this nonsense was the primary reason I was excited about MO2. I'm not sure I can recommend this game to friends anymore if you really leave these two problems as are though.
Why is Character Creation Bad?
Because of stats. In most games you create a character, your initial race pick has some effects but it isn't going to make or break your character, you get in, play have fun. Your character can grow and evolve as you learn the game.
In MO1 you're given a laundry list of stats that you need to understand, how they relate to your final build, and then optimize around. Meaningful choices are good. But not highly detailed make-or-break a character decision at the stage you are creating it. When I recruit someone new into the guild my first conversation shouldn't be "race and age"? "Oh yeah that's terrible, go reroll, here is what you need to play." But it's that is GOING to be the conversation I have with most new recruits if things stay the way they are now.
Solution
Implement diminishing returns so stat caps matter a bit less and there are more viable builds per clade. Remove age entirely. Just give us a wrinkle slider and hair color selection. Seriously, it does not enhance the game in any way.
(If you don't understand the concept of diminishing returns try making a character that has a total of 28 points in the 3.5 point-buy calculator for this site. Pretend Wisdom is Phyche, Charisma is size, and each point is worth 5 and you'll have a very good idea of how diminishing returns work)
Why is Initial Leveling Bad
My character is leveling as I wrote this. I stuck him in a building with the mouse macro (right-click down, 100MS delay, right-click up, 100MS delay) looped. I understand this allowed (though it really shouldn't be post-beta) but the fact that I'm having to use a macro to bypass doing repetitive actions for character advancement is a huge problem guys. I remember all this from MO1. Wall running, spurt spamming, an endless list of boring repetitive tasks needed to level a new character.
People don't want to spend their first day or two in-game doing repetitive unfun nonsense to develop their character. Nor should macros be used to have to bypass bad game design. A great many will save themselves the trouble and just quit.
Solution
While leveling crafting is fine for the most part, action skills would be a lot better to level if enemies had XP values that get fed into action skills set to be raised when you kill something. You could implement more complex versions of this that for instance require you to be mounted to level mounted skills or require you to make the kill with magic to level magic skills but a simple system of enemies having flat XP values that get fed into the skills to be raised is 1000% better than any system that has me spamming block in a corner.
In a system where kills give XP the best way to level is for newbs to go find mobs of their strength level and kill them. Or band together in groups for higher value kills. You know, playing the game. Having fun. Not mindless repetition.
Why is Character Creation Bad?
Because of stats. In most games you create a character, your initial race pick has some effects but it isn't going to make or break your character, you get in, play have fun. Your character can grow and evolve as you learn the game.
In MO1 you're given a laundry list of stats that you need to understand, how they relate to your final build, and then optimize around. Meaningful choices are good. But not highly detailed make-or-break a character decision at the stage you are creating it. When I recruit someone new into the guild my first conversation shouldn't be "race and age"? "Oh yeah that's terrible, go reroll, here is what you need to play." But it's that is GOING to be the conversation I have with most new recruits if things stay the way they are now.
Solution
Implement diminishing returns so stat caps matter a bit less and there are more viable builds per clade. Remove age entirely. Just give us a wrinkle slider and hair color selection. Seriously, it does not enhance the game in any way.
(If you don't understand the concept of diminishing returns try making a character that has a total of 28 points in the 3.5 point-buy calculator for this site. Pretend Wisdom is Phyche, Charisma is size, and each point is worth 5 and you'll have a very good idea of how diminishing returns work)
Why is Initial Leveling Bad
My character is leveling as I wrote this. I stuck him in a building with the mouse macro (right-click down, 100MS delay, right-click up, 100MS delay) looped. I understand this allowed (though it really shouldn't be post-beta) but the fact that I'm having to use a macro to bypass doing repetitive actions for character advancement is a huge problem guys. I remember all this from MO1. Wall running, spurt spamming, an endless list of boring repetitive tasks needed to level a new character.
People don't want to spend their first day or two in-game doing repetitive unfun nonsense to develop their character. Nor should macros be used to have to bypass bad game design. A great many will save themselves the trouble and just quit.
Solution
While leveling crafting is fine for the most part, action skills would be a lot better to level if enemies had XP values that get fed into action skills set to be raised when you kill something. You could implement more complex versions of this that for instance require you to be mounted to level mounted skills or require you to make the kill with magic to level magic skills but a simple system of enemies having flat XP values that get fed into the skills to be raised is 1000% better than any system that has me spamming block in a corner.
In a system where kills give XP the best way to level is for newbs to go find mobs of their strength level and kill them. Or band together in groups for higher value kills. You know, playing the game. Having fun. Not mindless repetition.
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