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Fast Track NPE


ACE-Tiggs
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Summary

An option to Jump immediately into the action will be presented to players as they log in. This will allow players to create an archetype from a curated list, skip a majority of quests, and direct them to what should be concentrated PvP. 

Tech Requests

  • Upon creating a new character, players are prompted to determine if they will create a character with an extended tutorial, or to create an archetype from a set list of archetypes  
    • These archetypes start at level 25 with a preset loadout of race, equipped items, attributes, and talents
    • Archetypes can still be visually customized (body type, face, hair, etc.)
    • After an Archetype is created in this way, it becomes a normal character, appearing in the Characters Tab from that point on
  • New players are immediately launched into character creation after the intro cinematic  (note: the create character button is bypassed on the initial character creation when running the game the first time)
  • Each archetype has a unique Main Quest Line Track (See - NPE Updates)
    • Archetypes do not receive the main quest line track that non-archetype characters do
  • All archetype characters should automatically have the "archetype" adjective on them at all times
    • Design will use this adjective for quest requirements
  • All unguilded archetypes are assigned a random faction when logging into God's Reach for the first time
  • Once a player’s first character (including any archetype) is created, they are automatically placed into a God's Reach server without any need to select it
    • When automatically choosing a God’s Reach server, we should prioritize the lowest latency server for the player
  • When players use a level boost (either the VIP pedestal, or level up tome), all quests from their previous Main Quest Line Track are removed, and then they are granted the Archetype Main Quest Line Track
  • A new quest task is necessary to enforce binding to a hero statue in the Fast Track NPE
    • This quest task should complete whenever the player binds to a hero statue with a specific adjective

UI Flow 

  • When creating a character, players are first presented with the option to create a character with an extended tutorial, or to create an archetype with a faster tutorial before any other options are presented to them
    • It should be clear that creating an archetype is recommended for new players

image4.jpg

  • If players select the archetype option, the UI for character creation displays the archetypes players can choose from (we are going to have 6) with a description of each one
    • This replaces the UI where players would choose a race and class if the player had not chosen to create a character from an archetype

      image1.png
    • NOTE: Archetypes are primarily intended for new players. Experienced players who intend to customize their builds to the fullest should create a custom character, and may use a level boost if they wish to
  • Once players select an archetype, they can proceed with visual character customization, choosing their gender, skin/hair color, face, etc.
  • After an Archetype is created in this way, it becomes a regular character and now appears in the Characters tab
  • The Archetype vs. Custom Character choice will now be the first step of every character creation. But the messaging will look different on subsequent visits.

image3.jpg

Design

Archetype Questline

  • Upon archetype creation, players are granted a short questline that shows them the ropes of combat and our PvP objectives
    • Quest 1: Use each of your powers on a Target Dummy in the Temple
    • Quest 2: Craft a Bandage (Still from the temple)
    • Quest 3: Explanation of World and Zone Map, sent through a Rune gate to Sky Point
      • The purpose of this quest is to teach players how our map/Rune gates work
    • Quest 4: Bind to a nearby Respawn Statue
      • NOTE: This quest should explain the death mechanic and ask them to bind to a nearby Hero Statue, as it is likely to be their first PvP encounter
    • Quest 5: Try out your powers at a contested Wartribe Camp
      • NOTE: All factions are sent to the same Wartribe Camp in the very center of Sky Point
      • Quest 5: Capture an Enemy Outpost
    • Quest 6: Participate in a Fort Siege
      • This quest explains the Siege Schedule
      • Players only need to enter a Fort Parcel during an active siege to complete the quest
    • Quest 7: Participate in a Keep Siege
      • This quest reinforces the Siege Schedule
      • Players only need to enter a Keep Parcel during an active siege to complete the quest
    • Quest 8: This quest is purely dialog that explains what Dying Worlds are, as well as how to access them
      • This quest will be repeatable, so that players can always read the dialog about moving on to shadow or dregs

God’s Reach Rework

  • GR4 (LowSec) should be removed
    • The small keep, practice fort, and practice range should be added to GR3, where players that do not create archetypes will experience the tutorial about strongholds
  • Keep Parcels now automatically spawn Siege Equipment when a keep siege begins
    • This includes catapults and trebuchets
    • We are only using Large Keeps so that we have enough room for siege equipment
  • Costs to build in Sky Point should be reduced to 20% of the current
    • Buildings can only be built to Rank 1
    • Keep Build Costs should be rebalanced so that all Forts are equally necessary to fully build the keep
  • There should always be a Fort Active in the siege window
    • There should be 6 Forts in Sky Point, two of each type of Fort
  • A Keep should be active in the siege window every other hour
  • Fort/Keep Guards should in Sky Point be downgraded from Group Lieutenants to Solo Boss
  • Sky Point should be reworked to encourage immediate PvP for new players

image2.png

  • The faction Rune Gates form a triangle in the middle of Sky Point that surrounds a large Wartribe Camp
    • This is the Wartribe Camp from the 4th Quest
  • There are gaps between the Rune gates so that players cannot travel directly between each Rune Gate
  • Each faction has a rune gate and a respawn point within a Safe Zone, which cannot be accessed by other factions (tinted area above)
  • Sky point should include all 8 Hotzone Parcels

Initial Archetype List

  • Damage: Nethari Confessor (Fanatic)
  • Damage: Fae Assassin (Blackguard)
  • Damage: Half Giant Champion (Alpha Warrior)
  • Support: Human Cleric (Crusader)
  • Support: Elken Templar (Paladin)
  • Defense: Stoneborn Knight (Secutor)
     

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40 minutes ago, ACE-Tiggs said:

When players use a level boost (either the VIP pedestal, or level up tome), all quests from their previous Main Quest Line Track are removed, and then they are granted the Archetype Main Quest Line Track

Please don't automatically remove these quests. Allow players to remove them if they choose to. I know several people, including myself, who level to 25, but still run through the quests. 

We should be able to take the quests off our HUD, not lose access to them completely. 

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Will Archetypes be locked behind VIP subscription or owning a game pack?

90% of my friends quit playing during the NPE and never made it to the actual fun part of the game.

As a 10-day trial account will you be able to create an archetype character?

Is there a limit on how many of these characters you can create? Any option to respec them at 30?

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48 minutes ago, ACE-Tiggs said:

Initial Archetype List

An archer archetype is definitely needed. Maybe a Half-elf?

High Elf Support Class (I don't know all the classes they have access to) and a Minotaur Tank (maybe Conqueror, so they don't have to deal with Berzerk Crash?)

Edited by Solstar
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Was the reason you went with an inside-out design for SkyPoint (as opposed to the outside-in currently used) a result of wanting easier access to this central wartribe camp?  Because it seems strange to me. Like,  aside from your little safe zone, you are in instant peril from other faction members coming and going. Zero breathing room, for a semi-beginner area, seems intense. 

Maybe I'm missing something, like chasms that separate them.  I do see where you mention that players don't have direct access to the other faction gate areas, but it was a little vague what that meant. 

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I'm looking forward to seeing this in practice. Still seems complicated to me, and I don't think Sky Point is the best training area. I feel like many people may opt to stay in Sky point and not travel to the other campaigns. I want to know more about "Encouraging" PvP. I feel like the crafting importance is overlooked a bit and would like to see folks have the choice to be a combatant or a contributor to the war effort. Survival is more the path of someone who wants to craft and make more, and most PvPers I know can't stand crafting. I would like both paths to be an option rather than just "hurry up and get your ass kicked" type thing.

Anyway, I like the idea of a fast track. I had some different ideas of how to do that, but I will be checking this out when it is available. I have also had problems getting guild members excited to play. Mostly because they are too afraid of getting killed, (Mainly because everyone calls it a "PvP") game when it's actually war simulator where other professions besides fighting are needed to win a war campaign.

Anyway, that's just my thoughts. Thanks for the update Tiggs!

Edited by CardinalFear
Grammar
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Should probably have a quest that mentions how disciplines and discipline progression works and directs them to the appropriate side quest(s). Not sure if it's necessary, but I can imagine people saying, "I don't need no stinkin' tutorial!" and being confused about all the non-siege, non-pvp features.

 

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You Can't Be A Genius, If You Aren't The Slightest Bit Insane.

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It says "NOTE: Archetypes are primarily intended for new players" but I think this is as far as can be from what people who came and never finished the New Player Experience were looking for. I also don't think this is what anyone was ever really asking for when it comes to getting into the game and playing.

I don't want to sound rude, but honestly this entire feature could probably be replaced with an infographic on character creation that just says:

 

ARCHTYPE RECOMMENDATIONS

Damage: Nethari Confessor (Fanatic)

Damage: Fae Assassin (Blackguard)

Damage: Half Giant Champion (Alpha Warrior)

Support: Human Cleric (Crusader)

Support: Elken Templar (Paladin)

Defense: Stoneborn Knight (Secutor)

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I think Wizard 101 character creation and archetypes might be the way to go for those in a hurry, as they can re-spec anytime. Maybe give them one free re-spec if not VIP. *Crack Dealing* First one is free.

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  • Modifying the function of GR this way might give new players whiplash when confronted with the way keeps and siege equipment functions in real campaigns. Its one thing to phrase the current siege tutorial as a test range. Its another thing to present players with auto-spawning siege weapons and setting up an expectation for a behavior that does not resemble how siege weapons work. Giving players a thrill a minute rapid window map where there's always something going on only to later present them with the infrequent windows of the rest ofthe game is going to feel terrible.
  • There isn't going to be much of anyone to fight in these GR objectives because there are no inherent rewards for doing so. Players will do them once for the quests and then go "oh, this is pointless" and thus the entire pvp element of these GR objectives remains null anyway. Players do not advance through PvP in crowfall, and thus there is no compelling incentive to engage in objective PvP in GR. The reason players engage in PvP in campaigns is because you have attached rewards to the objectives. In GR the only reward is the quest completion the first time they show up.
  • This setup will feel bad for new players who have chosen "lets get right to the action" because they'll still find it nearly impossible to find any action due to the disposable nature of these objectives and rapid schedules. Nobody wants to stay in GR because you built GR to be unattractive to stay in. Who will these new players fight? Established players farming non-rarity items? That's not a very enjoyable NPE if your forum feedback on the subject is any indication.
  • Pick one: Is GR a tutorial zone meant to learn the ropes before moving on or a place where you expect players to hang around and fight each other? If it is the first, ban experienced players from interfering with the learning experience and remove the PvP so they can quickly learn the core mechanics and move on. If it is the second, add rewards for its objective based play.
Edited by PopeUrban

LMAO my website is broken please click this to apply to Flames of Exile (maybe, if that's not busted too)

On 5/11/2015 at 1:48 PM, CAWCAWCAW said:

Rub rock on face and say "Yes food is eaten now time for fight"

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I think everything in this plan is good but I feel like we are the wagon before the horse. What are you doing about the zerg? 

With that said. Plan is great. The only question I have is this. If the archetype fast level option is not locked behind VIP anyone can use this option. Since I imagine some people are like me and keep VIP for this specific option I can just cancel my VIP which I totally support that plan but I would like to ask will you be providing an alternate benefit to VIP subscribers in lieu of fast leveling?

 

 

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I think you are over complicating the system even more and creating more work for the few devs you have left with very little gain in the NPE.

 

I agree that the NPE needs a fix and that you should offer new players the ability to level straight to 25 upon character creation. Rather than use a new archetype system, you should leverage the existing systems you have such as level tomes and/or temporary VIP.

 

I would prefer that you approach these problems with a view of streamlining the new player experience and improve the information you present to new players, not forcing them to chose an archetype before they know what they are doing.

 

1) You should shorten the NPE to 1 hour maximum, focus purely on combat: how to perform basic combos, ultimate usage & CC usage/retaliation.

For the allfather's sake, please give people just one swift horse.

2) You should increase the in-game wiki to include things like these archetypes you are suggesting for new players and more crafting information - you can start the crafting tutorial via optional quests somewhere, but basic information can be in the wiki.

3) You should improve the UI around the wiki and make it much more obvious for new players with clearly labelled icons available in the character select/creation screen as well as in game.

4) You should streamline your skypoint -> shadows -> dregs progression paths and make it obvious to players where they are expected to end up. Or do you really want people languishing in shadows and skypoint and never progressing to dregs?

-skypoint should be much smaller and not have keeps - intended for players up to level 30

-shadows should be smaller but have a lot of mob/resource camps - intended for players to use as a pre-dregs training and to get some initial gear / levels prior to entering dregs. intended for players up to 33

-dregs - for the purpose of keeping this focused on NPE, dregs is in a reasonable spot

 

EDIT: too early for grammar

 

 

 

 

 

Edited by cliffeh
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3 hours ago, Drakano said:

With that said. Plan is great. The only question I have is this. If the archetype fast level option is not locked behind VIP anyone can use this option. Since I imagine some people are like me and keep VIP for this specific option I can just cancel my VIP which I totally support that plan but I would like to ask will you be providing an alternate benefit to VIP subscribers in lieu of fast leveling?

You can only get fast level 25 with these specific archetypes. If you want to do any of the other class combinations, you will want to keep VIP. If you want to do respecs or free at any time, you keep VIP. 

All this does is allow you to have a pre-built level 25 character in 6 archetypes. There is a reason it's 6, and not 50. It seems like a good compromise. The VIP benefits are still there relative to this.

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