A noob is going to quit when.....

Forum for suggesting changes to Salem.

Re: A noob is going to quit when.....

Postby Rifmaster » Wed Feb 18, 2015 10:26 pm

trungdle wrote:Bet he thought we need anvil for keys. Which kinda make sense...


You don't need to make an anvil instantly, you can also give it to someone trustable to make you what you want out of your iron.
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Re: A noob is going to quit when.....

Postby Procne » Wed Feb 18, 2015 10:31 pm

Maybe it would be enough to add an option to make master keys unattuned to anyone? So that anyone can take it and attune to himself. This way people could just sell master keys and noobs would attune those to themselves
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Re: A noob is going to quit when.....

Postby Icon » Wed Feb 18, 2015 10:39 pm

Maybe we could remove attunement totally and just let keys open the right gate. Picture the HoB when THAT happens :D
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Re: A noob is going to quit when.....

Postby trungdle » Wed Feb 18, 2015 10:56 pm

Icon wrote:Maybe we could remove attunement totally and just let keys open the right gate. Picture the HoB when THAT happens :D

+1 I don't like good magic. Get rid of it. Then the noovs can buy locks off veteran players.
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Re: A noob is going to quit when.....

Postby Spazzmaticus » Wed Feb 18, 2015 11:59 pm

Procne wrote:I think the tutorial should end with character being permakilled with a comment that it will be happening outside the tutorial as well. So that new players will enter the game with the mindset that they WILL die and lose everything.


Oh, now that is a good idea! I'd say start the tutorial out with a charater of higher biles and skills. At the end of the tutorial said character gets killed off and the first thing that happens to your "real" char is that he inherits a few things from his predecessor. That way you can teach players some of the more advanced mechanics but still start them off fresh without them feeling screwed over.
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Re: A noob is going to quit when.....

Postby trungdle » Thu Feb 19, 2015 12:28 am

Spazzmaticus wrote:
Procne wrote:I think the tutorial should end with character being permakilled with a comment that it will be happening outside the tutorial as well. So that new players will enter the game with the mindset that they WILL die and lose everything.


Oh, now that is a good idea! I'd say start the tutorial out with a charater of higher biles and skills. At the end of the tutorial said character gets killed off and the first thing that happens to your "real" char is that he inherits a few things from his predecessor. That way you can teach players some of the more advanced mechanics but still start them off fresh without them feeling screwed over.

Agreed. Let noob start out with developed char will show them that this game really have depth. I back this solution with all I have!
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Re: A noob is going to quit when.....

Postby Icon » Thu Feb 19, 2015 12:37 am

As long its optional and I don't have to do it with every alt, that sounds like a great idea
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Re: A noob is going to quit when.....

Postby trungdle » Thu Feb 19, 2015 12:48 am

Icon wrote:As long its optional and I don't have to do it with every alt, that sounds like a great idea

No, make it a 2 hours mandatory process so less alt in game ¦]
jk. yeah, until you somehow manage to make alt unnessessary, a secretly placed npc that instantly end the tutorial will be great.
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Re: A noob is going to quit when.....

Postby Procne » Thu Feb 19, 2015 1:14 am

Just make it mandatory once per account and after that optional
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Re: A noob is going to quit when.....

Postby Angus » Thu Feb 19, 2015 2:56 am

Where to start...... I have had 2 friends try the game, one lasted 2 days and one lasted 2-3 weeks and never restarted after last springs world wipe. I would say the biggest thing was lack of direction, and I don't think it should be counted on that new players will use the forum. For example, after giving him some time, I made an alt, gave my friend some money for a pclaim and explained how to allow me to teleport to him - upon arrival (after maybe 2 weeks) he was still at 5/5/5/5 and had stuff he had collected stored all around and unprocessed. Another key turn-off was isolation and lack of player interaction. My suggestions, thoughts and ideas are as follows:

1. "NO QUESTS" - this is not the Salem way nor is it your run of the mill mmorpg.

2. A thought out tutorial area where the players may experience things quickly above and beyond the normal, learn basics then die a horrible death and board the ship to begin the game as we all have.

3. A button to wiki in plain view on the game screen so players have easy access to help.

4. An easier way for players/friends to find to each other at start. (maybe some rewording at the wilderness guide would be a start)

5. The mentor system sounds like a great idea if it is possible. have a list of available mentors (timezones, country, ect) and let the new player have a 1 time pick of a mentor of their choice.

6. I still believe there needs to be an incentive for towns to literally fight over new players. other games I have played see new players as commodities and it should not be different here.

7. maybe restricting the lean to looting to not include what is on the persons body or in backpack ---> just inventory and lean to sacks, assuming the person is hypothetically away from his base how does it make sense to lewt his clothes.

8. I think Salem will always be a niche game, so to change too much in my opinion is bad. subtle changes and more information/tool tips, with a good tutorial island and a mentor sounds perfect.
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