Starting villages are currently designed to teach and I agree with this completely. They teach new adventures:
- The games UI
- Movement
- Combat
- Quest system
- Introduction to storyline
- And a bunch more things
Once the player grasps these concepts, they can easily bypass this area if they reroll or start on a new server. The game even encourages this behavior with having a toggle button, found in some UI menu, to “Disable hints/tutorials”. This is designed to minimize the taxing early level grind and stop popup fatigue (as relates to the hints).
With Ashes there is two important concepts I feel the starting village also needs to teach a player:
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- This game is HARD
- AoC is not forgiving of death
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To do this let us make the starting village surrounding mob camps pretty hard. To first timers it will feel like a crawl out of the starting village for sure, but when they scrape their way out they’ll see just how big the game really is and that it was worth slowing down and not just rushing through content. Hopefully with the struggle they had with killing a few bears they wont underestimate what they see before them.
For veteran players I hope it encourages them to see others around them and instead of easily ignoring them because “I just need to get past this BS so I can start having real fun”. If you really want to “just get through this” then find you a noob and party up and play mentor. You know you are all guilty of seeing someone struggling while you bolt past them to get to your mailbox or a teleport. I hope it will also play as an obstacle for quick rerolls. I’m not saying people shouldn’t reroll, but in fact really get into their roll and layout a well thought out plan. Because screw those red bears, with an agro leash for days, that’s just outside starting zone A.
TLDR;
Starting villages are just meant to teach basics and nothing more. They should have hard mobs to also teach caution and death system. Veterans could take the opportunity to assists new players to “get through” the starting zones faster.