Hello,
Im marking my concerns regarding the new player experience. A big issue we had in MO1 was when bringing new players to the game they where so slow and so weak that they had to hit a pig or a target dummy for several hours before it was worth going out into the world. When making a character your not making a new born child, your taking on a life of a character at the age of 18+. Which would involve both basic movement and basic strength however the attributes we get might not be sufficient.
As of now when we have 100x skill gains, a new player can actually go out and play the game straight from character creation. What I mean with this is that inorder to train my sword skills, I go out and fight creatures and the sword skill naturally levels up as I explore and fight.
I just want to spread some light on that when the skill gains is removed, we have to look carefully on how new players experience the natural flow of the game. Have you been in any MMO where you start out and you can barley kill a single thing? Its a progression where you can start kill some things and it levels up from there.
Its hard to say exact numbers but having the skill gain increased by some margin for some skills (like swords, sprinting, breathing teq) to lets say 50 in skill mabye would be a good approach. This would allow you to be able to go out in the world and level your skills (because you could acutally kill some things) instead of hitting the dummy for an hour or so.
Im not sure how this would be done for mages in a balanced way. Mabye mental offense get a slight skill gain increase to 50ish.
While talking about new player experience, ive seen people asking how to get back to life after dying. A popup explaining that you now entered the etherworld and the red beams points out the priest and also explaning nearest priest/home priest function would be good.
Im marking my concerns regarding the new player experience. A big issue we had in MO1 was when bringing new players to the game they where so slow and so weak that they had to hit a pig or a target dummy for several hours before it was worth going out into the world. When making a character your not making a new born child, your taking on a life of a character at the age of 18+. Which would involve both basic movement and basic strength however the attributes we get might not be sufficient.
As of now when we have 100x skill gains, a new player can actually go out and play the game straight from character creation. What I mean with this is that inorder to train my sword skills, I go out and fight creatures and the sword skill naturally levels up as I explore and fight.
I just want to spread some light on that when the skill gains is removed, we have to look carefully on how new players experience the natural flow of the game. Have you been in any MMO where you start out and you can barley kill a single thing? Its a progression where you can start kill some things and it levels up from there.
Its hard to say exact numbers but having the skill gain increased by some margin for some skills (like swords, sprinting, breathing teq) to lets say 50 in skill mabye would be a good approach. This would allow you to be able to go out in the world and level your skills (because you could acutally kill some things) instead of hitting the dummy for an hour or so.
Im not sure how this would be done for mages in a balanced way. Mabye mental offense get a slight skill gain increase to 50ish.
While talking about new player experience, ive seen people asking how to get back to life after dying. A popup explaining that you now entered the etherworld and the red beams points out the priest and also explaning nearest priest/home priest function would be good.