Hinris Rothend wrote:
So more signs, and more instructions what you can do there + easier access to Britain.
The Developers of Pang have repeatedly sayd that "Everything needs to be challenging" but they could for once think twice before using this line everywhere.
Newcommers need to have it easy, very elementary and easy to keep them here.
After some progress (classing the character) they will eventually be able to face the challenges you offer to us.
I don't think we're talking about something being a more or less a challenge as a game, but simply just to instruct what's possible and what's not possible to do and where to go in the training grounds.
The admin kindly asked what our view of the place is and I kindly told my view.
Hinris Rothend wrote:It's a decent place and good addition once you get used to it, but the first impression when you land there as a new player is a bit confusing.
Would it be more clear to start from Britain or Newbie grounds?
- Boris
Leather armor is best for sneaking, because it's literally made from hide.
Hinris Rothend wrote:It's a decent place and good addition once you get used to it, but the first impression when you land there as a new player is a bit confusing.
Would it be more clear to start from Britain or Newbie grounds?
- Boris
All you need is a better instruction in the training grounds for where you are and what can you do there + how to get to Britain.
Or if you start from Britain inn (which would be good too) then there should be clear instructions to downstairs where you can harvest and train your skills.
I was slightly confused by the sheer multitude of STUFF in the new TG. And I wasn't sure which way to go to get out. A friend of mine who recently created a character on Pangaea had some difficulties finding his way out from TG as well. At first he didn't even realize that the place where he started the game was not the actual game world.
It's brilliant that there is a lot of stuff in the TG area, but perhaps it might be easier for new players, if the first thing they saw would be just one room where they would have the option to either exit straight to Brit or visit the Training Area first? That way they'd realize from the start that the TG is an entirely separate "newb friendly" area.
I also found it a tad frustrating that as I tried to exit TG with a brand new character, there was some skeleton douchebag standing on top of the teleporter pad just waiting to kick my butt. I guess that for some similar reason the friend I mentioned also emerged from TG as a ghost.
I think you should start out in the Training grounds its good to start there, but when a player First logs in .. is there a way for a message to be sent to them to explain something? such as type .guide for assistance
A good idea also may be ... have a generic broadcast message which comes up every so often Encouraging people to type.vote and also if your stuck in game use the Councillor function
and also when an account connects maybe this message could be Messaged to individuals
maybe something could be scripted to broadcast to accounts less than 2 weeks old? something like that i dont know...
also the location of the training ground under the inn, is simple enough to get to but not explained well enough when starting out... i think Arrows on the floor showing where to go when first starting out is a nice idea as you start in that starter room, have to go downstairs then again go upstairs, then go through about 15 rooms, then go out the doors, to then go to the levers
also maybe on the .guide it can bring up a generic website for an explanation of like how to use banker, how to use stables, how to use vendors
Such as for example, my Gf made a cook logged in was like ... what do i do now? now i know that she could run somewhere, pick up a fishing rod go fishing and collect fish... she doesnt know how to cut up into fishsteaks, so she gets angry.
This is easy to explain to people who know, but newstarter wont know
now if was broadcast like.guide and .vote and it takes you to the website there could be like some Generic guides there ( which explain things simpler than currently)
such as the Class systems?
now on there it tells what you need to join class, maybe a Description of how to start a cook on there would be nice? such as a good idea would be to start out with 50 magical resistance, 30 cooking and 30 fishing!, you can try grabbing a fishing pole and using that on water, when you collect fish you can use your dagger on those fish to make fishsteaks , which then in place can be cooked at an oven, ( very simple but nice help), maybe where they can buy a fishing pole could be added too
Like some know the basics for a fighter are to possible harvest get some str / stats and harvest bandages
just when my GF logs in the game... shes sat looking at the screen thinking what do i do now? and i have to explain every single detail about what you do next
Such as making bandages if you haven't played before, you dont know where to start. to pick cotton or flax, or if you "cotton" on then you can collect them, you dont know how to use spinning wheel and loom
maybe something could be implemented for like .bank and that would bring up a arrow ( like tracking) and point you to the bank, and .stable would point you to britain stables
just think a lot of people possibly would just get confused to easily like my gf- she is the one who prompted me to write this and i was sat thinking, if someone was new to the game and diddnt have someone sat next to them pointing and talking.... it is pretty confusing
My bird location is 239081580 footsteps from britain bank!
Wayfarers are there to help, if you lack information. But ofcourse you must know what you want of your character, since its a sandbox type of game. Also counselors are there for nothing, you should use the counselors command as much as possible.
If training grounds is so messy that people have problem, with going around adding loads of signs in front of the rooms should help.
Also you could add there an area with small rooms and fit in one of each vendor that is found from the cities. (Easens finding skill trainers for newcomers and buying items.) Perhaps that area should have explanation of using banker and shops?
Ill start making guide books for each class for the wayfarers, just basics what do you need to advance in game and suchs. (Thoroughly explained where to get certain items and so on.)
My experience in the training grounds was how do I get out of here? Once I figured that out, I couldn't figure out how to get back in and ended up paging a counselor. I think I spent a couple hours bumbling around trying to find the right place to buy skills and equipment. I think I spent about 3 hours looking for a "fletching kit" before someone told me to use a skinning knife...there are differences between Pangaea and UO that can be quite confusing when you start out.
I eventually settled in and the training area isn't that bad. I agree that signs would help.
Some of the monsters (zombies, bone knights) in the training area hit very hard on leather armor...while this isn't a problem for a veteran who has houses full of armor and weapons it can be very discouraging for a true new player who doesn't have immediate access to weapons and armor. Same for Despise, very hard if you don't have weapons and armor!
I think it would also be an improvement if the things in the training rooms could be used and some resources and tools new players need spawned in chests. The Wayfarers is a godsend, thank you for being so helpful and offering items to those who need them.