The Newbie Experience
Re: The Newbie Experience
A link to the free zmud 3.62 download would be cool.
Re: The Newbie Experience
He said the long lasting lantern prob wasn't a possibility.Orino wrote:What would keep someone from issuing a long lasting lantern on a lowbie and alting it to higher character?
Re: The Newbie Experience
Does not work on modern windows iirc.Sidar wrote:A link to the free zmud 3.62 download would be cool.
The use of chats being stressed for asking questions is good, so much I learned in the beginning from lurking globals.
What happened to the clients (java?) that were in the website?
I know the website has issues with being able to be updated, but if that could be overcome...
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- Joined: Sun Jun 25, 2017 2:39 pm
Re: The Newbie Experience
As someone who just started this game a couple weeks ago there were some major challenges.
First the lantern thing is big. It does not sound big but having to make a new name because I ran out of lights was very annoying. The same can be said for when your weapon went scratched and had no way to fix it.
As others said I asked about lower level mini mobs to kill for better gear. It was very difficult to gain levels until someone killed a lich or lithe or whatever the thing was.
There are quests and adventures but those are extrmemly difficult to find so a lot of time is wasted not exping but looking for quests.
Maybe a mini smob chain that leads you around to villages and cities and a way to get you more involved with criers and the other quest guy.
Lastly, thank you to Weir, Reya ( i think a Wisdom), a very long D name. Daahnahdhhfd or something, Verna, and the many others I have written down at home. You guys have gotten me loving this game with youe friendly attitudes and your willingness to help.
Much thanks from Hyjal
First the lantern thing is big. It does not sound big but having to make a new name because I ran out of lights was very annoying. The same can be said for when your weapon went scratched and had no way to fix it.
As others said I asked about lower level mini mobs to kill for better gear. It was very difficult to gain levels until someone killed a lich or lithe or whatever the thing was.
There are quests and adventures but those are extrmemly difficult to find so a lot of time is wasted not exping but looking for quests.
Maybe a mini smob chain that leads you around to villages and cities and a way to get you more involved with criers and the other quest guy.
Lastly, thank you to Weir, Reya ( i think a Wisdom), a very long D name. Daahnahdhhfd or something, Verna, and the many others I have written down at home. You guys have gotten me loving this game with youe friendly attitudes and your willingness to help.
Much thanks from Hyjal
Re: The Newbie Experience
Way back when I was 15-16 and first learning this game the biggest thing that hooked me was a sense of belonging. I made friendships in the game and that got me to stick around.
I guess what I'm trying to say is it wasn't a game when I got hooked, it was a new world to explore. Filled with hero's and villains. The community hooked me back then. Gleemen put on performances and Smasher killed me mercilessly. We replayed as the companions bickering and fighting with the defenders until the immortals made us any actual clan. Experiences kept me astound despite the steep learning curve. I played for years before I discovered Seanchan side and started to really pk and understand the game. By then the friendships I had and the epic fights were just part of it.
These aren't really suggestions for you did much as the mindset that could be cultivated. The more that is done to make this game an experience, the more it sticks with you.
Just my two cents. I'll try to get Theren to post on here about his experience. He's been playing for a couple of weeks so could probably ask him about the stuff that would have made it easier.
I guess what I'm trying to say is it wasn't a game when I got hooked, it was a new world to explore. Filled with hero's and villains. The community hooked me back then. Gleemen put on performances and Smasher killed me mercilessly. We replayed as the companions bickering and fighting with the defenders until the immortals made us any actual clan. Experiences kept me astound despite the steep learning curve. I played for years before I discovered Seanchan side and started to really pk and understand the game. By then the friendships I had and the epic fights were just part of it.
These aren't really suggestions for you did much as the mindset that could be cultivated. The more that is done to make this game an experience, the more it sticks with you.
Just my two cents. I'll try to get Theren to post on here about his experience. He's been playing for a couple of weeks so could probably ask him about the stuff that would have made it easier.
Re: The Newbie Experience
Sadly, there will never be another Smasher, nor likely any tear rd fade pk.
Re: The Newbie Experience
Imagine if he had attack back then 

Re: The Newbie Experience
1. Not necessarily a NEED, but I think it would help reduce confusion and start setting the hook earlier if Character creation had a little more WoT flavor. Just adding a snippet of what each class and homeland is:
Hunter - Experts in wilderness survival, tracking and herb lore.
Rogue - skilled with short blades and experts of stealth and deception.
ect ect.
Homelands as well:
***Disclaimer, physical attributes listed are weighted toward these stats, but exceptions are entirely possible***
Two Rivers - A farming community recently thrown into the escalating conflicts with the darkside and Seanchan invaders. Home of the Red Eagles. (People born of Two Rivers are typically strong in body and mind, but lacking in dextirity).
Shienar - The easternmost borderland nation, honor bound to hold the border against shadowspawn. Home to the Shienaran Lancers. (People born of Shienar are typically well balanced in physical attributes with medium intelligence and willpower.
ect ect.
I know the only reason I started playing and got hooked was living in the world of WoT, I was so excited to be in Caemlyn (I think removing the eye completely is a great idea) and I attacked the first Child of Light I saw, a mob which promptly killed me. Anything we can do to make newbies really feel like they are a part of, and exploring, the wheel of time world would be immense.
2. I haven't complete the Eye or newbie quest lines so cannot comment on quality, but as long as we are holding their hands in finding these I think they are a great area to grow and flesh out. I think awarding better and better gear for these is a good idea, as Hyjal mentioned gear was holding him back until another player assisted him, and if there is any way to award exp as you progress as well to continue pushing them on toward better content it could warrant looking into.
3. Same as current quest lines, I haven't paid enough attention to the recent newbie info to comment.
4. I think showing them how, and encouraging them to, chat questions is a great one.
5. Agree with the others, the player base isn't big enough to warrant this right now. (I'm hoping we see more new blood with the TV series coming!)
PS: Mangler's light idea is great.
Hunter - Experts in wilderness survival, tracking and herb lore.
Rogue - skilled with short blades and experts of stealth and deception.
ect ect.
Homelands as well:
***Disclaimer, physical attributes listed are weighted toward these stats, but exceptions are entirely possible***
Two Rivers - A farming community recently thrown into the escalating conflicts with the darkside and Seanchan invaders. Home of the Red Eagles. (People born of Two Rivers are typically strong in body and mind, but lacking in dextirity).
Shienar - The easternmost borderland nation, honor bound to hold the border against shadowspawn. Home to the Shienaran Lancers. (People born of Shienar are typically well balanced in physical attributes with medium intelligence and willpower.
ect ect.
I know the only reason I started playing and got hooked was living in the world of WoT, I was so excited to be in Caemlyn (I think removing the eye completely is a great idea) and I attacked the first Child of Light I saw, a mob which promptly killed me. Anything we can do to make newbies really feel like they are a part of, and exploring, the wheel of time world would be immense.
2. I haven't complete the Eye or newbie quest lines so cannot comment on quality, but as long as we are holding their hands in finding these I think they are a great area to grow and flesh out. I think awarding better and better gear for these is a good idea, as Hyjal mentioned gear was holding him back until another player assisted him, and if there is any way to award exp as you progress as well to continue pushing them on toward better content it could warrant looking into.
3. Same as current quest lines, I haven't paid enough attention to the recent newbie info to comment.
4. I think showing them how, and encouraging them to, chat questions is a great one.
5. Agree with the others, the player base isn't big enough to warrant this right now. (I'm hoping we see more new blood with the TV series coming!)
PS: Mangler's light idea is great.
Re: The Newbie Experience
Implement newbie clan to get a taste of the real clan system. Give them perks (free issue lantern, water skin, oilstone, sandstone) rank 1-5 with qps for smob heads, or qps for completing crier quests. At rank 5 (150 qps?) they get discharged as an adventurer free to find their place in the world and a letter of recommendation.
It's about getting them stuck into that 'reward system' ideology.
The friendship thing always works but it depends on players, and when players are being quiet what are you to do.
It's about getting them stuck into that 'reward system' ideology.
The friendship thing always works but it depends on players, and when players are being quiet what are you to do.
Re: The Newbie Experience
As Roryn said, I've been playing the game for going on 2 weeks. Prior to this I had 0 hours of mud experience, and the best way I can describe the game coming in is like learning to control your body in a different language ... while someone tries to kill you. That being said, I feel as though I have a huge advantage over most new players as I've been gaming with Roryn, Nargus, and Wolfgang for close to a decade. So as soon as I sat down to play I knew about classes, stats, some basics on gear, was handed a mapper with nice little symbols and stuff on it (which I have since turned off to learn the zones better), and was pointed in the direction of some trees to kill. This may not seem like a lot (or maybe it does idk), but I definitely feel that other players are the biggest newbie asset in the games current state.
I guess I'll just get to the questions then:
1) What did/do I need to know? - Exactly what Atlan said.
Also, something I haven't seen mentioned is how much weight effects you. The natural inclination for most new players is to get something and hold onto it because, well, you never know when you might need that longblade you aren't practiced in. Then you end up wondering for 2 days why you're getting hit progressively harder.
Prac locations, oilstone/repair loctions, lanterns (these may be in the newbie tutorial thing as I didn't do it).
2) Tutorial stuff? - Didn't do it.
3) Character creation? - Somewhat addressed in the 1st bit but I did want to touch on the light situation: Maybe instead of an everlasting lantern, make lanterns last longer until level 5, or (until level 5) in addition to "a lantern is about to go out" add in "Hey derp, your light is about to go out, perhaps you should buy a new one!"
4) Stuff to tell other noobs? - Be social. While I had several people to help me before I started I have to credit a huge portion of my learning to Mronz. He took an hour (maybe two) to take me around and teach me about aliases, when to go wimpy/brave, and a number of other things. And it all started because he asked if I wanted to do something and I was just like: "I'm a super noob and have no idea what you're talking about, but I'll come help if you need it." Tell people you are new. While not everyone will help, someone will.
The website and forums are pretty helpful.
5) I don't see a problem with a newbie helper clan. If that's what people want to do then why not?
I guess I'll just get to the questions then:
1) What did/do I need to know? - Exactly what Atlan said.
Also, something I haven't seen mentioned is how much weight effects you. The natural inclination for most new players is to get something and hold onto it because, well, you never know when you might need that longblade you aren't practiced in. Then you end up wondering for 2 days why you're getting hit progressively harder.
Prac locations, oilstone/repair loctions, lanterns (these may be in the newbie tutorial thing as I didn't do it).
2) Tutorial stuff? - Didn't do it.
3) Character creation? - Somewhat addressed in the 1st bit but I did want to touch on the light situation: Maybe instead of an everlasting lantern, make lanterns last longer until level 5, or (until level 5) in addition to "a lantern is about to go out" add in "Hey derp, your light is about to go out, perhaps you should buy a new one!"
4) Stuff to tell other noobs? - Be social. While I had several people to help me before I started I have to credit a huge portion of my learning to Mronz. He took an hour (maybe two) to take me around and teach me about aliases, when to go wimpy/brave, and a number of other things. And it all started because he asked if I wanted to do something and I was just like: "I'm a super noob and have no idea what you're talking about, but I'll come help if you need it." Tell people you are new. While not everyone will help, someone will.
The website and forums are pretty helpful.
5) I don't see a problem with a newbie helper clan. If that's what people want to do then why not?