Buenas
Como zona de inicio creo que estaría bien que estuviera basada en la raza elegida, con misiones que te cuenten una historia explicándote el lore básico de tu raza y, en los últimos niveles de dicha zona de inicio, el motivo por el que perteneces a tu correspondiente facción.
Aparte de estas misiones, estarían bien otras más concretas que te orientasen en cuanto al funcionamiento básico del juego y profesiones de crafteo, ya que puede haber gente completamente nueva en el mundo de los MMO que no conozca estos conceptos.
Un saludo
Bonjour je suis français, je pense que le mieux est une zone de départ de faction, car ça évitera le camping des nouveaux, si c'était par race, à certains moments il manquerait de personnes pour level up, et si c'était par classe, il n'y aurait que rarement le trio heal, dps, tank, en tout cas j'ai hâte de jouer au jue, et je vous souhaite à tous une bonne journée et un bon développement.
En mi opinión la mejor forma de empezar seria por razas, es mas lógico que siendo un joven guerrero te entrenes y aprendas el arte del combate en tu pueblo que fue donde te criaste y naciste, no tendría mucho sentido que todos los cazadores fuesen a un mismo sitio a entrenar ni todos los magos, al final cada raza tiene su propia "visión" de lo que es el combate y el uso de la magia. Un ejemplo no van a tener el mismo concepto de magia un humano que un demonio infernal, el humano vera mas su lado practico o "bueno" para ayudar a su comunidad mientras que el demonio lo vera mas como una fuente de "poder" y de conseguir sus objetivos.
En cuanto a las misiones, me gustaría que estuviesen de 3 tipos: Historia, clase y profesión.
Historia: Creo que se debería de dividir a su vez en 3 partes; pasado, presente y futuro. Las explicare.
Pasado: comenzar con una cadena de misiones que nos cuente nuestro pasado, por ejemplo limpiando un templo antiguo de nuestra zona de animales o monstruos que se colasen en el , de esta forma también podríamos incluir lecciones de combate para los mas nuevos en los mundos de los MMO. Al final de esta cadena deberían de contarnos el "Porque" nuestra raza decidió unirse a su facción correspondiente y que es lo que espera de la unión ( la paz o la conquista de todo, recuperar su estatus, sus tierras, volver a ser una raza reconocida, tener por fin un hogar, dejar de ser perseguidos, etc) y por supuesto explicarnos el conflicto con la otra facción y así veríamos los distintos puntos de vista lo cual creo que puede ser muy interesante.
Presente: Una cadena de misiones que nos lleve a interactuar con distintas gentes de nuestro pueblo, ver nuestras costumbres a nuestros gobernantes las tradiciones y cultura actuales, esto se puede hacer con misiones de hacerles "recados" o prestar ayuda a las gentes de lugar. Por ejemplo: En el mercado están teniendo problemas con los transportes de caravanas debido a los bandido. . . . Ayuda a los guardias a expulsar a los goblins que asaltaron el muelle. . . De esta formas veremos el pueblo y conoceremos a los mercaderes y jefes de la guardia etc.
Futuro: Pues la historia del juego, nuestra aventura principal que nos acabe dando tanto las misiones de mazmorras como las de raid, que nos haga viajar por todo el mundo para conocerlo entero y no como en otros juegos que la gente se pasa todo el leveo en el mismo continente. Que nuestro aventurero acabe conociendo al resto de razas que componen su facción para así conocer de que forma parte y al lado de quienes luchara para salvar el mundo.
PD: creo que es importante tener una cadena principal para así no tener que estar mirando en guías o preguntarle a gente "cual es la zona que me tocaría con mi nivel"?. Me gustaría no tener que mirar eso, sino que el propi juego me llevase y me enseñase el mundo del que formo parte, esto también creo que al seguir cierta ruta seria mas fácil encontrar jugadores para completar misiones "complicadas" misiones de grupo por ejemplo.
Misiones de clase:
Sin duda alguna esto es lo que mas te hace sentirte especial dentro del juego en lo que a misiones se refiere, misiones que te hacen conocer mejor tu clase y te ayudan a desbloquear habilidades únicas y que ayudan a sacarle el máximo potencial al PJ y claro esta que te ayuden a manejar mejor la clase.
Da mucha rabia cuando entras en una mazmorra o raid y hay personas que no conocen todas las habilidades de su clase. . . lo cual creo que es un problema importante dentro de los MMO
De profesión:
Las profesiones son MUY IMPORTANTES y creo que es algo que todos los nuevos deben de tener claro y saber aprovechar tanto para su propio beneficio económico como para mejorar su PJ y saber hacerlo de la forma correcta aclarándole cosas como que si te haces herrero deberás de aprender minería que las menas no las puede coger todo el mundo al igual que las plantas ( se que suena muy obvio pero no sabéis a que jugo o a que no una persona nueva) o que si decides hacerte encantamiento te sea mas sencillo con sastrería.
AL principio en wow las profesiones te daban leves mejoras por ejemplo si eras desollador al conocer mejor el cuerpo por andar desollándolo tenias mas % de critico, personalmente creo que estas cosas no deberían de incluirse para tener mayor libertad de elección
Creo que todos sabemos lo tedioso que puede llegar a ser subir una profesión que te pongas misiones de profesión que como recompensa te den puntos de experiencia de la misma creo que puede ser una gran ayuda, sobre todo en los tramos finales de la misma, debido a esos farmers que pretenderán que donemos nuestros riñones para poder comprar materiales raros.
Las misiones :
Evidentemente habrá misiones de grindeo (mata 20 jabalís) porque son una forma de obligar al jugador a coger experiencia y ganar practica jugando, pero no deberían de abusar de ello.
Deberían de poner misiones con mas "mini juegos" ejemplos: dispara la salva de flechas para ahuyentar a los ogros de la montaña, y que con un área marquemos donde caen las flechas, Otro ejemplo : resolver pequeños puzles como los que teníamos en las isla de Najatar en el wow o incluso ganar una carrera de caballos.
EL tema es no estar matando millones de jabalís o lobos etc hasta el nivel máximo, que las misiones nos cuenten algo por eso creo importante que tengamos una cadena principal desde el inicio del juego y que nos ayuden a mejorar como jugador y a entender mejor como funciona todo por eso propuse las misiones de clase y de profesion.
Gracias a todos por invertir vuestro tiempo en leerme y mas gracias a los que contestéis ya sea para decir que estáis de acuerdo como para decir lo contrario =)
I personally agree with most of the comments. Having race specific zones will improve the uniqueness of playing every single race, and maybe even help to feel more inside of the character. My one and only concern is finding each other with a friend who wants to play different faction or race. I am a player who plays with a small party ,mostly 2-3 players, and don't wont to be forced to play seperate for a long time. 0 minutes if possible. So as long as it is considered carefully, I am fine with race specific starting zone but I am not against the general starting zone concept aswell.
I personally agree with most of the comments. Having race specific zones will improve the uniqueness of playing every single race, and maybe even help to feel more inside of the character. My one and only concern is finding each other with a friend who wants to play different faction or race. I am a player who plays with a small party ,mostly 2-3 players, and don't wont to be forced to play seperate for a long time. 0 minutes if possible. So as long as it is considered carefully, I am fine with race specific starting zone but I am not against the general starting zone concept aswell.
I totally agree with you
The Starting Zone/On-Boarding/Tutorial is arguably the SINGLE MOST IMPORTANT zone in the game. If you don't capture peoples attention within the first couple of hours of play....you've probably lost them. The younger that person is...the shorter and harder that becomes.
Some key points that should help create the "perfect" On-boarding experience:
1. Most Important: Never make the players character the MAIN hero of the story! Make them a participant in the story, but never the “Chosen One”. It makes no sense to have 10,000 player "Chosen Ones" running around.
2. K.I.S.S. (Keep It Stupid Simple) Don't assume MMO experience. Information Overload is a real thing. The focus should be on...
A. Learning the Class
B. Learning how combat works
C. Learning the UI.
D. Introducing the player as PART of a greater story. (not the main focus of that story)
E. Sprinkle Lore tidbits for players that like to explore. Hidden areas, books, NPC's mobs. The starting area doesn't have to be "boring tutorial".
3. Never overload a new player with junk mail or pop-ups. Nobody likes junk mail or pop-ups. Nobody.
4. Don't try to lure new players by giving away free high level items that will just clog initial bag space, and then sit in a bank and forgotten. It just introduces items and systems that confuse and frustrate new players. (Especially new MMO genre players!)
Example: LOTRO tried this a couple months ago for their anniversary. I logged in, got 10yrs worth of special and anniversary items in my mailbox that I had to organize, delete and store in my bank. It took over an hour. Played for another hour...encountered a multi-boxer and logged out never to play again. I was not happy.
5. Keep the senseless slaughter of small animals to a bare minimum. No player enjoys killing rats and bunnies. An adventure should start out with purpose. No adventurer in the history of adventuring started out by saying, “I think I’ll go kill 100 rats and bunnies today.”.
6. The starting area should be filled with lore hints and have a major hook to pull the player into the world. The player should feel purpose and drive to play their chosen character. Their class and race choice should feel important and needed, but NOT central to the story. The antagonist and enemies should be real...and not rats.
7. IMO...any good starting area will encourage grouping right away. There should be a quest or dungeon in the starting area that requires a group and has an irresistible reward (extra bag!). MMO's are SUPPOSED to be social and we need to get back to that. Set the stage early.
8. I differ in my opinion of how many starting areas there should be in an MMO. I believe there should be ONE starting area with a dynamic quest system that starts players in a random spot in the starting area and allows player to "choose" how they proceed from there. The quests would dynamically change and provide the appropriate information and reward based on when the player encountered and completed the quest. Leading the player and giving the illusion of freedom while teaching the player about the world, class, UI and lore. This is a complex On-boarding process/system but would provide for the maximum player retention possible by spreading the player base as needed, giving the players some "freedom", and allowing players to play and learn in a way that makes them feel comfortable in their new world/home.
9. Give higher level players a reason to come back to the starting area. Let new players SEE what they can aspire to. Plus, nice high level players might help new players with the group content! Player interaction is KING!
Starting Areas/On-Boarding = Player Retention = More Players = Better MMO Experience
The Starting Zone/On-Boarding/Tutorial is arguably the SINGLE MOST IMPORTANT zone in the game. If you don't capture peoples attention within the first couple of hours of play....you've probably lost them. The younger that person is...the shorter and harder that becomes.
Some key points that should help create the "perfect" On-boarding experience:
1. Most Important: Never make the players character the MAIN hero of the story! Make them a participant in the story, but never the “Chosen One”. It makes no sense to have 10,000 player "Chosen Ones" running around.
2. K.I.S.S. (Keep It Stupid Simple) Don't assume MMO experience. Information Overload is a real thing. The focus should be on...
A. Learning the Class
B. Learning how combat works
C. Learning the UI.
D. Introducing the player as PART of a greater story. (not the main focus of that story)
E. Sprinkle Lore tidbits for players that like to explore. Hidden areas, books, NPC's mobs. The starting area doesn't have to be "boring tutorial".
3. Never overload a new player with junk mail or pop-ups. Nobody likes junk mail or pop-ups. Nobody.
4. Don't try to lure new players by giving away free high level items that will just clog initial bag space, and then sit in a bank and forgotten. It just introduces items and systems that confuse and frustrate new players. (Especially new MMO genre players!)
Example: LOTRO tried this a couple months ago for their anniversary. I logged in, got 10yrs worth of special and anniversary items in my mailbox that I had to organize, delete and store in my bank. It took over an hour. Played for another hour...encountered a multi-boxer and logged out never to play again. I was not happy.
5. Keep the senseless slaughter of small animals to a bare minimum. No player enjoys killing rats and bunnies. An adventure should start out with purpose. No adventurer in the history of adventuring started out by saying, “I think I’ll go kill 100 rats and bunnies today.”.
6. The starting area should be filled with lore hints and have a major hook to pull the player into the world. The player should feel purpose and drive to play their chosen character. Their class and race choice should feel important and needed, but NOT central to the story. The antagonist and enemies should be real...and not rats.
7. IMO...any good starting area will encourage grouping right away. There should be a quest or dungeon in the starting area that requires a group and has an irresistible reward (extra bag!). MMO's are SUPPOSED to be social and we need to get back to that. Set the stage early.
8. I differ in my opinion of how many starting areas there should be in an MMO. I believe there should be ONE starting area with a dynamic quest system that starts players in a random spot in the starting area and allows player to "choose" how they proceed from there. The quests would dynamically change and provide the appropriate information and reward based on when the player encountered and completed the quest. Leading the player and giving the illusion of freedom while teaching the player about the world, class, UI and lore. This is a complex On-boarding process/system but would provide for the maximum player retention possible by spreading the player base as needed, giving the players some "freedom", and allowing players to play and learn in a way that makes them feel comfortable in their new world/home.
9. Give higher level players a reason to come back to the starting area. Let new players SEE what they can aspire to. Plus, nice high level players might help new players with the group content! Player interaction is KING!
Starting Areas/On-Boarding = Player Retention = More Players = Better MMO Experience
Quite a nice post and I agree with most of the things you propose.
Pop-ups and junk email are definitely not something players want.
And I agree that the tutorial can be made fun and interactive, not just a boring "click here and here" type that everyone will skip.
I also advocate a different starting area for each race to support the roleplaying feel.
It would be nice if quests from both factions overlapped already in the starting areas to create interaction among players on PVP servers. For example, one faction could have the task of escorting a caravan with food to a settlement and the other faction has to raid this caravan because the food comes from their territory.
Both factions want to fight against hunger in the home settlement.
Optionally, food can be collected elsewhere and PVP activities can be avoided.
For every race a individual and specific zone is the best imo. I´m totally fine with kill and collect quests. And please no tutorial in any kind. I hate getting teached around for every little point of menu or npc. The interface should be simple enough and the mechanics self explanatory to start the game without any need of tutorial zone / quests. GIve some tooltips (mouse hovering over certain interface points and thats it).
And please no pop up windows or red "!" everywhere in the interface / menu to show something.
I think Vanilla WoW did the best job in beeing simple/self explanatory and indivdual enough to get hooked early, getting in the class and no need for everything annoying.