Development Cycle Archive

Thread: Publish 8 Feedback: Enhanced New User Experience

BoberFett
Wed Apr 28, 2004 12:04 am
#14

I don't think you're going to find considerable player traffic in Mos Eisley.
SioBabble
Wed Apr 28, 2004 6:48 am
#15

I just checked new new user experience out....


You know, the concept is very good, one I noticed in beta, with some starter missions to guide new players through basic mechanics. This is an outstanding idea.


But starting all new players in the same city, Mos Noobie, is not well advised. It was wall to wall new characters, of course most of them are actually veteran players who created new characters to check out the system. Then there are the poor souls running around asking for someone to teach polearms one in a sea of new characters.


I may send my week old alt to Mos Eisley to get AP, though. A lot of concentrated new players who will need some training.


Also, could it be possible to not have all the n00bie droids be the same color? Make them randomly other colors?






Tazz vonMannstein Baron-Administrator of Corellia, master navigator of Corellia, captain of the Gregarious Gurreck

Sio Babble MBH/MCH/Cabana Boy; master of Tyson, the GNORT OF DEATH

Jeffn Akbar Nerfed from here to Lok MD/MCM

Zanti Agaesia Bothan MBE, 12 point Master Chef, Havoc Squadron Ace pilot


Pahaddino
Wed Apr 28, 2004 7:04 am
#16

And for new Jedi ?

Does they get a new tutorial ?

Does they start at Mos esley as well ?


All new Jedi will get there trainer on Tatoine from now on if I m not mistaken (since you get your trainer on your starting planet, at least I got mine there).


Good to know for all BH lol.

SioBabble
Wed Apr 28, 2004 7:11 am
#17






Pahaddino wrote:

And for new Jedi ?

Does they get a new tutorial ?

Does they start at Mos esley as well ?


All new Jedi will get there trainer on Tatoine from now on if I m not mistaken (since you get your trainer on your starting planet, at least I got mine there).


Good to know for all BH lol.







Hadn't thought about this, but you're right.


BHs will camp Mos Eisley for easy Jedi kills.


This is ANOTHER smart move on the part of the developers.


Do you guys think ANYTHING out before you implement it?





Tazz vonMannstein Baron-Administrator of Corellia, master navigator of Corellia, captain of the Gregarious Gurreck

Sio Babble MBH/MCH/Cabana Boy; master of Tyson, the GNORT OF DEATH

Jeffn Akbar Nerfed from here to Lok MD/MCM

Zanti Agaesia Bothan MBE, 12 point Master Chef, Havoc Squadron Ace pilot


Pahaddino
Wed Apr 28, 2004 7:31 am
#18

Sio, your post made me laugh big time and it is not nice since I m at work.

We don t know yet if Jedi are subject to the same system.


But if it is the case, it is a big JOKE.

LOL, I m still laughing.


This has made my day.

I guess we can expect a very quick hotfix.

packtuplike
Wed Apr 28, 2004 7:33 am
#19

I went and created a new character to see exactly what the new changes were.I even redid the tutorial for the first time since like August and I had forgotton how cool that space station was. Can't wait till stuff like that is in the game. Anyways stuff seemed to be going fine and I especially liked how I was given a choice of weapon and no longer forced into survival knife and pistol. Then I got some scout skills and decided to see what exactly a harvesting mission is that my droid sent me on.I walked the 900 m and found...nothing. Just a waypoint. I remember how annoying this bug was last fall when it seemed to be everywhere and now it's back and annoying new players. Doesn't seem like a good way to start the game off. Maybe I just missed what I was suppossed to do, but there was nothing there. I was expecting maybe a corpse or something but there was just rocks. Anyways, you might want to fix this, because it might annoy some new people and confuse them more than it did me.



Moncheechee-WOoK
Soft and Cuddly
Just say earmuffs
UmbrusUrsa
Wed Apr 28, 2004 7:34 am
#20

I played through all of the starter professions on TEST and I have to say this is one of the most helpful new player enhancements ever added to the game. Even as a ol'timer I had fun performing the task for each profession and with the rewards as well as the xp it is a WIN WIN situation for a new player as well as quickly teaching them aspects of the UI operations that might have normally taken them longer to understand. Is it something in the works to expand this application to the elite professions in a way that would be purely TEACHING as to allow a player to better understand the special abilities under that elite profession?



Umbrusursa/Flurry
SenRyu - City of the Arts (On planetary Map/Naboo Grasslands)
Multi-Factioned and Free
3500 Hours of SWG gameplay and still counting
Registered Vanity Plate - IPWNZJU
GonkSevenT3
Wed Apr 28, 2004 7:44 am
#21

I checked out starting a new toon last night as well. I really liked how it all worked out. I was disappointed that I was forced into Mos Eisley, but I didn't do any new player mission. So I never got to the part where you can get a free ticket to another planet. Being dumped in Eisle now doesn't seem so bad. Also it would kind of fit into the whole story arc of the tutorial. Plus it will add life to a town that is mostly dead on Sunrunner. I like it. Well done.



"How can you be so serious on a film where you are dodging explosions and running away with Sir Alec Guinness on this side and an eight-foot monkey on this side, and the eight-foot monkey is the one flying the spaceship?" ~Mark Hamill
Itren
Wed Apr 28, 2004 9:52 am
#22

the starting quest for entertainer needs to be tweaked so that if you change your hairstyle, that you're able to change it back to what you had.



~~~~~~~~~~~~~~~~~~~~~~~
** Rivenmoor Landing **
** 5764, 115, Dantooine **
~~~~~~~~~~~~~~~~~~~~~~~
DeQuosaek
Wed Apr 28, 2004 10:02 am
#23






BoberFett wrote:

I don't think you're going to find considerable player traffic in Mos Eisley.



He'll find the players that are automatically shuttled there, like my new one.





Some of my pet peeve bugs:
•Armorsmith protection layers were not converted with the CU.
•Ship Details window does not close when you click "Travel" resulting in the message "You have lost the target. Closing interface."

WolfwoodCross
Wed Apr 28, 2004 10:12 am
#24

I love the new newbie quests. The fact that they start on my favorite Planet/City is just icing on the cake!


Some things I noticed though.


The Marksman, Scout, and Brawler quests are all relatively easy to complete (which makes sense), but I have a few issues with the Artisan, Medic, and Entertainer quests.


I've never been an Artisan, so maybe I'm worng, but the time it took to mine 75 units of metal and 40 units of chemical took FOREVER. Frankly, it was just boring to me, and took like an hour itself, while the entire course of Marksman, Scout, and Brawler took like 45 minutes each. I'd suggest lowering the number of crafted weapons, or 5 items that take less resources to craft. But once again, I'm no Artisan, so maybe to them this is fun. Get feedback from them too ^_^


With the Medic and Entertainer quests, there are simply no people to help you finish these quests. I can't diagnose a patient in a Hospital if there are no patients in the Hospital. I also can't entertain 7 players in a Cantina if their are no players in the Cantina.


For the Medic Quest, I suggest making a NPC in the Mos Eisley Medical Center that a player can use all of his abilities on, so that they can get a feel for the class, without having to rely on the off chance that a player will be using that Hospital.


For the Entertainer Quest, once again, I suggest using NPCs, in the same vain as a typical Entertainer quest. New Entertainers should be sent to the Mos Eisley Cantina to jam with/for the Cantina Band (which is very Star Warsy, BTW). Once again, allow players to get a feel for the class without having to rely on the off chance that another player will be using that Cantina.


I also have some suggestion for the new helper droid. Basically, I love the little guy, and I'd love to see his usage and lifespan broadened (let me recharge him!), but those are concept posts, so they will go into the In-Concept Forum.


Good Job Guys (oh yeah, and bring back Nova Troopers!)

DeQuosaek
Wed Apr 28, 2004 10:19 am
#25

I created a new character to try out the new player experience and I like it very much. This is a great idea that really should have been implemented sooner, but better late than never!


Teaching new players how the game works is a good thing. I mean, I wasn't able to participate in beta and for the first few weeks of the game I had no idea what all the energy ripples were when people were using survey tools, and I had no idea why so many people were kneeling with rocks flying up from the ground around them.


I like the choice of green for the R2. Very appropriate for a new player.



I played the Brawler and Scout missions so far and they are very well thought out and it really gives new players a lot of little tips that they might not have figured out for themselves otherwise.


You might consider adding a few things to brawler and marksman, like an explanation of the numbers next to the target (chance to hit modifier) and maybe the con system, and the fact that kneeling and laying prone will raise your accuracy. (chance to hit) You could work this into the tutorial ormaybe another couple helper droid mini missions like, "try kneeling and shooting at a creature and notice the number next to it will change" "Good, here's a cookie!"



Oh and stuck is misspelled in the conversation when you tell the R2 that you don't need help and he replies something like, "ok, but if you get sutck, just call me."





Some of my pet peeve bugs:
•Armorsmith protection layers were not converted with the CU.
•Ship Details window does not close when you click "Travel" resulting in the message "You have lost the target. Closing interface."

WolfwoodCross
Wed Apr 28, 2004 10:44 am
#26

Ok, so like I said, I posted this in the In Concept forum, but after thinking about it, I figured I'd post it here as well. It does TECHNICALLY count as feedback








I love R2-M1. He is Wokkabacca's new helper R2 unit on Bria. I love the whole idea of the helper droids so much, that I'd like to see it grow into a game mechanic that can be used WELL beyond the new player experience.


So, here is my idea. Helper Droids, after the initial newbie quests, should download all of the quests (that are within your current power level) in a city you are visiting. Clicking on one of the quests will activate a waypoint to the quest giver. Once the quest is completed, the quest will be removed from the Helper Droids list of quests. This makes the Helper Droid a sort of "Adventure Guide" that points out where all the fun stuff to do in a city is located.


And, so as to not kill the DE profession, I believe the Helper Droid should be upgradable by a DE. Players can go to the DE to change the Helper Droids Chassis and add Modules. The only modules a DE could not add to a Helper Droid would be Combat Modules. Combat Droids should be a seperate breed of Droid that can only be created from scratch by DEs.


Finer Points


  • Rename the "a helper R2 unit" tag to "a helper droid"

  • Rename the "Profession Quests" tag in the radial menu to "Available Quests"

  • Allow Helper Droids to be rechargeable

  • Allow Helper Droids to access waypoints to all of the quest NPCs in a city

  • Waypointsaccessed in this way will only be the quests that are comparable with a characters current skill level (scaling to the highest possible skill of a character, regardless of equipped items/weapons)

  • Allow Droid Engineers to give anew chassis to a Helper Droid, as well as add any non-combat modules that the Helper Droids owner wishes (within the droids limits, of course)

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