A streamlined 10 minute tutorial where they're alone and just go over the basics wouldn't be so bad, imo. They can have all of the warnings they need without other players interrupting the learning process.Instanced tutorial in an open sandbox game is a joke. Goin out into the mo world is always gonna be a shock. Throwing people into that cruel world right after a massive hand holding session will be an even bigger shock.
I think both solutions have been proven to be a failure at this point. Imagine how many dev hours and money was wasted on Haven.
People uninstalling before entering Myrland.
I always said it's utterly mind boggling for open world sandbox games to waste so many resources creating NPC cities.
Having the game lead you on by showing you the works and making you feel like you got the hang of it only to be then dumped into an open world with no directions and realizing you have no idea what you are doing when you get beheaded by another player would be a much bigger let down than not knowing how to leave Haven IMO.
Right. Which is why I think that improving the NPC tutor dialogues is more of a way to go than a linear tutorial. At least that is how I understood your suggestion. Even having a quest like line to craft a piece of armor I think would be nice, but not with the usual markers above heads. The tutor gives you the instructions and know how. It's up to you then if you wanna follow through with ti.Players need to be shown the game's potential before they're incentivized to do that experimentation.
I think Haven does need a clearer way to direct people to Nave. The portals sound nice. Maybe they could be incorporated into the statues so that they are holding said portals with a faint image of the cities as the destination.
I am not so sure about a guided tutorial. Haven is an area where you can experiment freely what you would in Nave, but with a safety net. I think it's ok for people to give themselves asignements and tasks to complete as they would in Nave. The NPCs giving them instructions and tips on how to do so is good. Rather than the game just outright telling you how to do stuff you have to ask it through an NPC. You have to show agency which is good for a sandbox, and prepares you somewhat for what is to come.
Having the game lead you on by showing you the works and making you feel like you got the hang of it only to be then dumped into an open world with no directions and realizing you have no idea what you are doing when you get beheaded by another player would be a much bigger let down than not knowing how to leave Haven IMO.
Yeah, well, no. I disagree. Because I don't share your opinion of Haven in Mortal Online 2, I will not be sharing your suggestive fantasies. There's a fine line between what's really going on and what you WISH was going on. You have attempted to erase this line.I think both solutions have been proven to be a failure at this point. Imagine how many dev hours and money was wasted on Haven.
People uninstalling before entering Myrland.
I always said it's utterly mind boggling for open world sandbox games to waste so many resources creating NPC cities.
Well, that beats my idea:The Haven exit definitely needs a better explanation. Maybe a flashing icon at the side of the player's name plate that, when clicked on, activates a mist trail that leads the player to the statues.
Put a text in the initial tutorial window that explains this so that players know very early on how to leave Haven.
Well, that beats my idea:
When someone in [HELP] Chat types 'How do I get out of Haven' or 'How do I leave Haven', an NPC Bouncer materialises out of the nearest tavern and Troll-thrashes them a little-- then they wake up at a "So, you've decided to leave Haven. Please choose a destination: ..." screen.
[[FORM]Fnord
View attachment 2082
"Henrik should magically appear in front of every new player when they ask how to leave Haven on help chat, and teleport them from way up in the sky and let them freefall into the town they want to go.
If the player has a horse, make it immune to damage from the fall. That way the new player gets a view of the whole world, learns that falling from great heights will kill them, and experience the etherworld. A kind of parting gift when leaving Haven."
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