Posted by Az'roth Azay Z.
I disagree with you.
When we were doing this dungeon, the party, was composed, for most peole, by players who had already played Graal games (So they have already knowledge and intuitions about of to do things in graal games.)
Don't get me wrong, I do not saying that this dungeon was too diffucult, Im here just to improve game experience for beginners.
(I knew since the beginning, that we would never finish this dungeon being that weak. It was already hard with four person level 25, full equiped, before Beta)
Im here referring to neophytes without any experience of graal games — starting this game from zero. Thereby, all my comments here trying to prevent what mostly games nowadays have tendencies to do — let the new players without any guidance. So there must be "some tips" (like an NPC or help screen) for news players to better introduce them into this new world.
(I think personnaly that Delteria have a great potential to attract alot of new players who never played Graal games before.)
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I think the concept of playing a Graal game or server is really not that hard to pick up and learn or as one might believe, credit in part those servers with tutorials, but the controls should be familiar to most people right away. The social aspect is what i think sucks most people in, as you may even have tons of players playing the server casually just to chat with friends or even role-play. I’m hopeful most newer players will be expecting more of an RPG-styled server when they first step into Delteria, or at least have an understanding from the beginning of why and how the server might be different than what they were previously playing on. Also of course, those who have played any pc/console/mobile game from the RPG genre, excluding Graal, will already have a better understanding of the server’s mechanics.
You also do bring up some honest concerns regarding new players, and I also think some of the earlier quests and tutorials can use some refinements to teach those players. (How to move, message players/admins, more in depth tutorials etc?)
Posted by Az'roth Azay Z.
In fact, I was watching you (without any interventions from my part) just to see how long would you take to understand the mecanics of this rooms.
(You have taken 45 mins-1h10 to understand theses mecanics.):
-Put the rock in the water — very fast, 1 mins because most of the (old) players knew what to do because of their Graal intuitions, by extension — their experience. In that fact, think now a person who had never played this game, how long he would take realize that? (including a party)
-Dont be near to the traps ( the one firing arrows) to let the holder stone put this one in the waterfall — after : 20-30 mins ( I told you finally to how to do it)
-Be ready next to the archers to kill them before they destroy the stone in the waterfall — after : 30mins-40mins (I've also told you that after 30 mins.)
But as you stated we were too weak to get rid of the monsters.
(By the way, sorry if I do mistakes, english isn't my native language)
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First, I think you need to put into perspective that we were all randomly warped and put into this dungeon, regardless of our levels (which became obvious right away), that we were too low to undertake this dungeon. With our random hand-picked group, we already struggled in the first corridor, which could also be attributed to current npc mechanics (can’t really run from npc in tight S-shaped corridor, especially if they can walk through the wall), and again lack of levels. This section probably took 15-20 mins and the range members eventually took out the npc’s without alerting them (by design or bug?).
I was the first to pick up a stone and attempt to place it in the hole, but players in a group will instantly notice an ally pick up a stone, and follow along with their concepts of what to do with it. In regard to you concern with new players of Graal, consider that by the time players choose to tackle this dungeon, they will have played on the server for a considerable amount of time (I’m sure there will be thousands of instances of running around and observing other players picking up bushes). Also, please consider word of mouth, playing in party with an experienced player, and always the option to PM/ask an admin for advice (Assuming this would’ve been addressed/seen upon a tutorial or arrival, and if not can also be added)
The traps were always visible to us when you get near, but again, this section has npc’s when you first enter the room, party members also kept dying which could’ve also attributed in part to time spent on this section that you noted, and the chaos at the time would’ve delayed any planning of any real strategy. When it was down to just the 3 of us, we did eventually come up with a strategy we thought would best get us finally through (a member luring the beatles away, with fire and bombs also used for the archers) but our member luring them away eventually got caught or died by the time the second wave of archers appeared, with my lack of dmg to kill both sets of archers in time). I actually really enjoyed the trial and error and our strategy, especially when it was just me and Vulcan after everyone left, and it wasn’t exactly impossible, but the conditions had to be perfect for us to get through and we eventually ran out of time; with difficulty or any rage associated not all that different from attempting something in an RPG like Dark Souls hahah
It was fun and maybe any concerns you had with time would’ve been solved if we had more damage and higher levels, as I realized you couldn’t really damage the baddies and wanted to to place the rocks, so I would definitely love revisit it again with you soon!
I also do share your opinion on Tips, but also again consider this is a dungeon to be attempted with higher leveled players, probably near the end of their skills trees, Delteria currently open has three dungeons open atm and i’d assume this would be the hardest so far so if tips were to be implemented for this dungeon, they would have to be done carefully without it being too blatant. However, it would make sense to add any tips in the first dungeon as it’s the first one that players encounter.
Consider a quest(s) early game for players to come back to a Class Master after their choice of first perk to classify them into which Npc Class Master/whatevername they’d be assigned to (Warrior, Mage, Cleric, Hunter). There’s already particular quest early game pertaining to choosing your first perk, which this can be added onto. Then perhaps get rid of the “Get More” button inside perks tab, and instead have players visit their assigned Class npc/could be same npc for everyone, in order to upgrade perks in your tree with points?
Maybe even a little tutorial on how to use whichever perks/how to use hotkeys sword/shield, mage/cleric spell, bow. Then eventually how to attack with item, or only teach how to equip (I know this would certainly takes a lot of time and it’s just a suggestion
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A more simpler suggestion is to show the class of player in player’s Profile. Perhaps the ring around player’s avatar could be different, diff revolving runes, diff color, an icon, etc. having some unique characteristic and depending on a player’s class