MagicManICT wrote:the_pilgrim wrote:That said, don't ask about my past. What happens in HnH stays in HnH. I've come to the New World to start a new life, so to speak.
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Seriously, though, compared to EVE and a few other games I've played, HnH and Salem both are simplistic, so it's hard for me to judge properly. The best rule of thumb I can use on comparing a game with how hard it may be for a new player is how quickly are all the rules and depth thrown at a player. EVE hits you like a brick wall and you have to deal with 90% of the rules set before you even fly out of the station the first time. Compare this with old school Dungeons & Dragons. Tons of rules, but they were presented in modules. With the Basic set, you just had to get familiar with the basics of magic, a few spells, the basic combat rules (roll a d20, look up a chart for your armor, etc), and so on. Each module added a few more rules and more spells and abilities. Most of your MMORPGs work the same way.
With Salem, the only thing you have to deal with early on is foraging, skilling, and gluttony (we'll leave confronting possibly hostile players out for this discussion).
Gluttony is hard to understand. Certain players will grasp it much faster than others, but overall, it is one of the hardest core concepts in the game if not the hardest. I don't see any way to make it easier, though. Maybe someone will come up with the right questions to ask for someone else to come up with a near perfect guide for explaining it. I enjoy it now that I understand it, and I like that there is an eventual hardcap to the max humor a player can get (based on mathematical formula of diminishing returns, penalties, and "consumption rate") compared to HnH's no set max (in theory, there should be a cap on attributes there, too, but a discussion for another place).
Skilling gets boring fast, though. I think part of it is the complexity of the skill system and having to look things up constantly. Part of it is just having to constantly find more food to fill up BB. I know the devs have done a lot to speed this up and make it less cumbersome (love the recent changes). I think my biggest annoyance is having to look things up on the wiki all the time when I need those few points in this particular proficiency. I just don't play enough to have the list of easily obtained items that give a hundred or so points in Prof X memorized. (Might make for a useful page on the wiki, though.) I know jorb and loftar like calling it the Starcraft menu, so make it more like the Starcraft menu: show the materials required (for all) and the proficiencies given (for Inspirationals). Not my idea; just repeating it because I like it. I'm sure the original source can be tracked down. This would help with part of the tedium, but not sure it would resolve it completely. Another thing to try would be decreasing amount of BB consumed per proficiency gain, or at least rebalancing it a bit. Berries are easy to come across, but when I'm eating them all for skills, I have less food in my limited inventory for gluttony, which in turn has an effect on my skill up rate (SP gain/tick is based on current BB).
I agree that most MMORPGs discuss mechanics on a module basis to pace themselves with the learning rate of the average new player. Since Salem is (hopefully) planned to be a financially viable game in the MMO space, I'd hope that they do something similar in order to encourage newcomers. Perma-death PVP can and will always be brutal the first time around, but if newcomers can recover to a reasonable level, I'd think that they would stay to rebuild and learn from their mistakes rather than quit right away. Note that this doesn't reduce the overall complexity of the game, but it does space the complexity out so as not to scare new players away. Same thing with the difficulty and the time it takes to recover back to a "base" or "first tier" level.
I actually found the Salem skills system fairly easy to understand, and a "Starcraft" type tool tip should help the players get used to it. There are opportunities of improvement here and there, but it seems workable enough. Gluttony, on the other hand, is damn confusing. I already have experience from HnH, so I can only imagine how other newcomers would figure it out. Maybe they could make early Humours leveling a bit more forgiving and recoverable? Or they could tier the 4 humours so that players would build a little bit of each one in order to perform a certain basic tasks (foraging, hunting, building, learning, etc.)?