Noaani wrote: » See, I don't mind it if every thing is thrown at me all at once - I would prefer that to a "new player experience" that takes up half of the leveling experience the game should offer. If a merchant has something on them that requires a specific faction, I want to know what it is they offer, and what faction I need to work on to get it. What I don't want is for merchants that I have talked to previously that offered me nothing to now all of a sudden have items up for sale. To me, if an NPC offers something, then they should show what they are offering. From there, if the new player experience takes a player past that NPC but doesn't specifically give them a reason to talk to that NPC, if that player should chose to talk to that NPC to see what they offer and then get confused or upset at being given information that is not yet pertinent to them, that is 100% on the player, as they are the one that went off script from the new player experience. The only way to not have NPC's show you everything they have, and also not have 'players confuse themselves, is for the entire leveling process to be linear - so where ever you are only has information and equipment that is relative to the level you would expect to be while you are in the area. That really doesn't work with Ashes.
Voidwalkers wrote: » My guess is Ashes would probably lock certain NPCs / high level vendors behind certain node levels.
Riessene wrote: » Noaani wrote: » See, I don't mind it if every thing is thrown at me all at once - I would prefer that to a "new player experience" that takes up half of the leveling experience the game should offer. If a merchant has something on them that requires a specific faction, I want to know what it is they offer, and what faction I need to work on to get it. What I don't want is for merchants that I have talked to previously that offered me nothing to now all of a sudden have items up for sale. To me, if an NPC offers something, then they should show what they are offering. From there, if the new player experience takes a player past that NPC but doesn't specifically give them a reason to talk to that NPC, if that player should chose to talk to that NPC to see what they offer and then get confused or upset at being given information that is not yet pertinent to them, that is 100% on the player, as they are the one that went off script from the new player experience. The only way to not have NPC's show you everything they have, and also not have 'players confuse themselves, is for the entire leveling process to be linear - so where ever you are only has information and equipment that is relative to the level you would expect to be while you are in the area. That really doesn't work with Ashes. To each is own of course, but it only works if a player is already familiar with a similar mechanic. Or if tooltip sufficiently explains stuff. But in my experience its rarely this way. Sure I don't need to be taught how to WASD but isn't it more interesting/satisfying for your horizons of available things to do broaden AS you progress? But again its just my opinion as a person who was relatively new to the whole genre a few years ago.
Noaani wrote: » Riessene wrote: » Noaani wrote: » See, I don't mind it if every thing is thrown at me all at once - I would prefer that to a "new player experience" that takes up half of the leveling experience the game should offer. If a merchant has something on them that requires a specific faction, I want to know what it is they offer, and what faction I need to work on to get it. What I don't want is for merchants that I have talked to previously that offered me nothing to now all of a sudden have items up for sale. To me, if an NPC offers something, then they should show what they are offering. From there, if the new player experience takes a player past that NPC but doesn't specifically give them a reason to talk to that NPC, if that player should chose to talk to that NPC to see what they offer and then get confused or upset at being given information that is not yet pertinent to them, that is 100% on the player, as they are the one that went off script from the new player experience. The only way to not have NPC's show you everything they have, and also not have 'players confuse themselves, is for the entire leveling process to be linear - so where ever you are only has information and equipment that is relative to the level you would expect to be while you are in the area. That really doesn't work with Ashes. To each is own of course, but it only works if a player is already familiar with a similar mechanic. Or if tooltip sufficiently explains stuff. But in my experience its rarely this way. Sure I don't need to be taught how to WASD but isn't it more interesting/satisfying for your horizons of available things to do broaden AS you progress? But again its just my opinion as a person who was relatively new to the whole genre a few years ago. If you are playing an MMO and come across a mechanic or a system you do not yet understand, the thing 99% of players will do is look it up on a wiki. If you are in that 1%, all you need to do is ignore it until it's function becomes obvious. There are literally only two ways developers can prevent players from seeing everything in the game if they are curious enough - artificial gates, or linear content. Neither of these are particularly great.
Jxshuwu wrote: » Often, looking it up on a wiki isn't fun to all players. Exploring and 'figuring out' is part of the fun and part of the process. But it becomes unfun if 1000 things are thrown at you at once. Could argue thats a personal problem, but i believe the game is meant to entertain.
Dreoh wrote: » my screen was almost entirely covered in popups showing me new menus and cash shops and tons of notifications about them all at once.
Mahes wrote: » I think having a guild also helps new players to adapt to a content excessive game environment.