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

Forum for suggesting changes to Salem.

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

Postby trungdle » Tue Feb 17, 2015 9:34 am

There is a game called Ragnarok. It is way old so it doesn't have pathfinding back then. Players are able to make a bot program that did not require the graphic to load, and complete with auto target, skill combo, farming intervals, even chatting with people and auto teleport near GMs. Even the game long tutorial system didnt help.
Dont get me wrong back in the day the mentor system is great and I used to love it while playing with my friend.
You thought I quit.
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Re: A noob is going to quit when.....

Postby Arkadion » Tue Feb 17, 2015 10:33 am

2 weeks ago, I tryied to convince one of my friends to try salem. He did, without telling me to help and he said he quit after one hour or so because he "couldn't learn more things". I told him about the inspiration (I guess he exhuasted it fast) and he didn't have any idea about it... I think the study system might be better explained to beginers, maybe at character creation. Instead of instant learning Childish Things, there should be an item to study. And some skill that will require at least one increase in prof.

On this part, I'd suggest also adding a tool tip to know how many items of the same kind you studied on that session, with the note for beginners that inspiration drain is higher if same kind of item is used more than once.

Before the patch, with only 16 space in inventory, I had no space to keep grass. Now, I have the space, but when making a new char, I still forget to gather grass until I need to go to providence. Being in a biome with lots of grass is ok, but in others, grass is scarce and might take some time to find it. I'd suggest to learn new players to make a leanto. The willderness guide might do that before he leaves. This would require some studying of items (with explanations), gathering of items (grass) and making tools (whitler's bench and axe). This might be an issue when trying to log out without a leanto, but it can be worked out (the guide provides the explanation and offers his leanto for some small time or number of logouts)
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Re: A noob is going to quit when.....

Postby Toorimakun » Tue Feb 17, 2015 10:36 am

things getting stolen right off the bat...
maybe make it so a new account is protected from crimes for a week or two.

a month would be best.... but i could see that getting abused.



for me personally i almost quit when i couldn't find any one to play with.
but i ran in to AFGM and started playing with them... it is really sad that it seems martinzzz and the rest of them quit because of the purity nerf. :'(
RIP: Purity, you will be missed.
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Re: A noob is going to quit when.....

Postby trungdle » Tue Feb 17, 2015 10:39 am

Toorimakun wrote:things getting stolen right off the bat...
maybe make it so a new account is protected from crimes for a week or two.

a month would be best.... but i could see that getting abused.

Yeah that's right. They will become disposable vaults that need replacement every once in a while.
What is so valuable that you need to steal from a freshly made char?
You thought I quit.
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Re: A noob is going to quit when.....

Postby HolyLight » Tue Feb 17, 2015 10:45 am

The things you need to focus on imho.

1) Much more early game starter information. It was suggested somewere that maybe the npc who spawns youre leanto in the wilderness should maybe stick around offering advice and such, like a mini quest system. Telling you to collect XYZ (which maybe he even spawns), then explaining to you what they do and how to use them. (maybe a couple of glutton points and few prof points)

2) Do not give too much information, the game is very complex, and overloading players with information will be just as bad as giving them no information a nice balance would be required. This also leaves them wondering what is possible and gives them the means to explore.

3) A little more info on the death side of the game and what they are getting into when they start. OH SO MANY players quit after first death due to not understanding the system. Also a little guide on protecting youre base from raiders, like getting a fence up asap.

4) The glutton system is very simple compaired to the old days, it is very easy to grasp now same with the profs, however a little nudge to understanding it would help lowbobs understand the game mechanics as mentioned above. No need to put too much work here.

5) Rewarding, You want players to stick around ? Increase the rate at which you can dig soil, you have ruined it ya numpty.

6) Popssible change some words around. Example: adding "efficiency" to the top row of the %'s when gluttoning(Also in the foods tool tip efficiency reduction). Seeing a list of %'s without knowing what they are could overwhelm to a new player.
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Re: A noob is going to quit when.....

Postby Kralith » Tue Feb 17, 2015 11:41 am

I think, the first 30 Minutes of the game are the important.
Either the "first city" will be a tutorial city or the NPC in Providence are more communicative.
I think there are enough informations in the help system, but the newbie maybe doesn't find it, so the newbie should point out more excessive.

In the later hours and weeks is the most thing, that the newbie-claim or leanto could be robbed.
For a Newbie Hermit without a strong community around, it is a hard job to get the first things, especially when it needs some nails.
When this hard acquire things would be stolen, the newbie will be maybe very frustrated.
This case was for me the cause to leave the game 1 1/2 years ago.
But i'm back ;)

I think the case of palpitations and surge of adrenalin in cause of criminal activities are the prime reason to play this game.
It shouln'd trimmed for the newbies.
Maybe it could be a Mentoring System in Providence for the first 30 days, so that a lost newbie could find connections.
It must be only prevent for using on Alts.
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Re: A noob is going to quit when.....

Postby Yes » Tue Feb 17, 2015 11:57 am

Kralith wrote:It must be only prevent for using on Alts.

Very funny joke. (I'd say my real thoughts if it was in hob)

I wanted to quit only when the game became boring to me. Too time and brain power consuming to create combat alts. I had the money, I had the power, I had the women, but I wanted to quit when I didn't find enough fun in the game. In my situation though, it was 90% because of me myself, only the 10% of the reason of quitting was the game.
I think the more fun stuff there is in a game, the less possibility there is to quit.
(a person who plays online games since the 1980s about salem) laywn wrote:I have never seen anything so down right dirty!
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Re: A noob is going to quit when.....

Postby McTc » Tue Feb 17, 2015 12:02 pm

I would love to see mentoring system. I would love to add new players to town, IF i could only be sure that they actually are new players, not just someones alt.
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Re: A noob is going to quit when.....

Postby trungdle » Tue Feb 17, 2015 12:10 pm

McTc wrote:I would love to see mentoring system. I would love to add new players to town, IF i could only be sure that they actually are new players, not just someones alt.

That is the problem. And also traitors.
You thought I quit.
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Re: A noob is going to quit when.....

Postby HolyLight » Tue Feb 17, 2015 1:06 pm

trungdle wrote:
McTc wrote:I would love to see mentoring system. I would love to add new players to town, IF i could only be sure that they actually are new players, not just someones alt.

That is the problem. And also traitors.


I like the idear of a mentoring system.

I will train up a newbie, get him to love the game, he drops £100 supporting the game, and ill rob him blind for all his £££ items.

Rinse and repete with the next new player.

Free $$$ items for mentors all round.
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