A few small difficulty curve suggestions

Started by Arc, April 02, 2018, 04:56:02 PM

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Arc

With this new influx of players, I've been trying my best to guide new players around Sanctuary, and have noticed a few issues that they seem to most often trip over. I think a few small module changes might go a long way to making getting started easier for new players.


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Suggestion 1) Add "Acid burn" placeables on the wall outside the newbie lab quest.


Reasoning: Right now, this quest somewhat expects foreknowledge of what will be met inside, to preempt a potential insta-death. These marks would give a sign "I should protect myself against acid" before they enter.


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Suggestion 2) Move the Worm Pits Transition to the top of the curved stairs, not the bottom.


Reasoning: To access the worm pits right now, you kinda need a foreknowledge of how to use these type of stairs, which is not necessarily a skill each noob will have. While this is something they have to learn, the worm pits appear to me to be a starter area that they should be easily able to access.


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Suggestion 3) Create port Transitions on the enclosed stairway passage in the in-between that accesses the Puzzle Quest, Bowels, and Clown Quest.


Reasoning: Similar to the Worms, this is an odd movement mechanic that is blocking several beginner areas, and it would be nice if they could get up and access that beginner quest easily.


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Suggestion 4) Front-load ship and train prices. EG: Double the price of all ships and trains moving away from the hub and sanctuary, make return towards the hub free or very cheap.


Reasoning: New players may not always realize that spending their last coins to venture out into the islands of the dark lake or deep into dunwarren means they will become stuck. And therefore they will have to grab a DM, or more commonly, become discouraged and give up. By making each ticket round-trip price, this is avoided.


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Suggestion 5) Move the spot players enter sanctuary for the first time from the square to somewhere slightly more private, perhaps a building inside.


Reasoning: I've noticed many players become overwhelmed and log out at the population of the square and the sudden roleplay without warning. Its small, but I think choosing to walk into the square would make it more organic for them to be ready to talk and interact, and having a quiet entry would also prevent the constant dialog about sanctuaries history making roleplay with new players in the square quite difficult.


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Suggestion 6) Move the stairs to the Scarhide territory from Upper to the Housing Vault.


Reasoning: Many people, when first confronted with the freedom of a PW, will naturally create a villain because its impossible in most games. These minor villains arent really meant to be high-skill solo server villains, but instead a new player just playing with necromancy. Lower used to be the hub for such things, but it is gone. The Housing Vault is functionally the new one, but it is rather complex to access for new players. Creating a back door will make new villian play a little less deadly.

Howlando

1) Done and the globlules should be less dangerous, no longer exploding. Alert me if there are any remaining issues here.

2) Done

3) Added some tracks to hopefully make it more clear that there are stairways you can traverse. Let me know if still confusing.

4) Difficult to do, but I added a new way to return from central station to worm pits for free.

5) Done

6) Unlikely to happen