This game is way too harsh on new players. I can't get any of my friends to play this game after the FIRST day, they all love the mechanics but it's this feeling of suffering while playing this game is unbearable. you kill mobs, skin them, respawn, kill, skin, kill skin forever, in the same spot, without any goal, there is no boss at the end or any kind of reward when exploring each buildings. You just stay in the same place keep farming mobs as they spawn wondering why you are doing it. After a few hours they quit and go back to other mmorpg (primarily daoc and eso) and I can't really blame them. - there is 0 help to new players, they have no idea what they should do, where they should go and why - map is useless - you spend too much time wondering in a huge world, hours of horse riding to get anywhere, knowing that you will not find anything and it will take you hours to get back. And if you die, well you just quit. - every gold that you make is required for some nonsense passive skills that you have to get. And if you don't it's just cause you have to travel to another npc that you don't even know it exists. - all the things that you can buy/drop are worthless, can I kill someone with a r0 weap? I don't think so. - there is no purpose on doing anything, what if I like pvp? where should I go? What's the point in doing pvp? if I want to do pvp why are you forcing me to grind instead? As far as I can see the entire game is a huge grind fest to reach the endgame, so there is no game till the endgame, and after that I wonder what I will get. I know sieges are good but what else? more grind? more wondering around trying to find other people? and what if I die? more grind in a different location where I will not be killed? I'm sorry, I really love this game but you should take someone that never played this game, sit near him while he tries this game for the first time and fix things as he progress through the game. I really don't see any other way out, to me there is just the combat mechanics implemented. It's the best mechanics I ever tried but it still requires the rest of the game. As for me I'm gonna give it another try till my first month expire but I'm probably wait for crownfall. Hope it helps. UPDATE Basically this is the reason for playing: I want to do THAT as often as possible, even if I loose, even against strongest opponent. I can't spend months farming a mob spot just to have a small chance to get an encounter like that. full loot, character progression, economy, compared to that everything is irrelevant, every other aspect except for combat mechanics is WAY better in other games. At this stage is better to have 20x skills/gold gain to enjoy the combat mechanics and give you time to actually write the rest of the game which is missing.
Do you think a tutorial island, that is setup WoW style, would help ease people into the game better?
nope, it would not solve any of the mentioned problems. It would only explain the combat mechanics. A noob choosing the development priority could solve the problems, which is pretty sad
You can't solve any problems as a newbie. He asked you a valid, open ended questions and you responded in a totally condescending petulant way. Nobody is asking you what newbie island should look like or need with any specificity. You're a newb. By definition you are incapable of plotting that out. You can't teach what you don't know.
my posts on game design: https://forums.darkfallriseofagon.com/threads/portals.13753/ https://forums.darkfallriseofagon.com/threads/autoress-instead-of-autorelease.13752/ https://forums.darkfallriseofagon.c...ines-acquired-automaticaly.13713/#post-201767 https://forums.darkfallriseofagon.com/threads/meditation-for-gathering-base-materials.13650/ https://forums.darkfallriseofagon.com/threads/skill-cap-by-zone.13649/#post-200491 I've tried the game, and took my time to make suggestions. as for the newb part, well you can listen to vets suggestions instead and you will have more endgame features and no new players. like it happened till now. and there is not really something to be known or be teached, that something is what is missing.
Who's to say the newbie island you just said wouldn't help without having any specifics of what it would actually contain wouldn't have PvP? I could easily see new players finding the motivation to progress by fighting with other newbies on a level playing field.
I thought about going back to daoc myself... I hope the devs make the right changes to the game soon.
sorry if my reply seemed to be rude, it wasn't on purpose. But the point that I want to make is that I feel that there is a distinct missing of a purpose in the game, so if you create a tutorial island and you add within that island a purpose (maybe a small scaled battle to get a castle in the middle) than that would add a meaning within the tutorial island. But the moment that you step out of that, or are back to 0 again.
Look man I'm not trying to be hard on you or anything but it's like nobody cares about your design ideas until you can prove you have some idea of how to actually play the game as is. This is why vet opinions are generally more sought after. They are just in a better position to comment.
Yup, just running around is boring as hell and takes so much time it destroys any chance of a casual enjoying the game. The time to gear up takes way too long, further alienating a huge chunk of the player base that is not willing to sit there and grind gear / character all day. The amount to time it takes to gear up vs the speed in which you can lose it needs to be brought closer to one another. --- Post updated --- Wat. His opinion matters. Darkfall needs a lot of work and BPG need to take into consideration everyones opinion of the game, not just the vets.
but you see, if you don't take my points into consideration I will never be able to became a vet cause I would quit the game before that. There is endgame and vets should talk about that, and there is the rest of the game.. and I'm suggesting to start from the beginning rather than from the end.
Opinions are fine. A list of demands to streamline the gameplay for one person is not. Look at his first suggestion. It would literally break siege warfare. He just doesn't know.
I love this man... everything he says I always agree with it. --- Post updated --- You just summed up why I quit as well. LOVE this game yes but they need new reasons for pvp. I want to log on at certain times and know where to go to fight. That way its not just roaming around or sitting in my city waiting for something to happen. Also pve is very boring.
It's funny, I made a proposal that would allow new characters to participate in a limited role in pvp right out of the box, and a bunch of people poo-pooed it, for no apparent reason other than, "it's an mmo, therefore you must grind before you can pvp."
It is people it isn't the game, I haven't played a single mmorpg type of game that doesn't have this kill mobs over n over in it, it is boring in every game, more so in this one but ya don't get to full loot in any of the others during pvp so --- Post updated --- This guy cannot make a single statement without embellishing the fuck out of it. I was the only one stating it was an mmo and their for it is designed to be grindy just like every other mmo worth a shit is. Even the shitty ones like WOW have grind. Was not a lot of people shitting your idea, just a few that understand the type of game we are playing is. I don't go to an arena game and ask for them to add grind to the game and make open world combat with full loot a thing... BECAUSE I know what the game is before I even decide to play it. You kids playing this game complaining about grind seriously need to just move on and find a new game, cause this mmo just isn't for you.
I tried this game out for about a week shortly after the game went live to the masses, and I have been lurking these forums ever since because the game still retains my interest. I am going to give you guys my 2 cents, of course you can take it or leave it. I started this game knowing exactly what it was, a no hand holding, open world , sandbox-ish, slaughterfest. I knew I was going to die and die often, I knew I was going to suck and suck for a long time. What I didn't expect was the total lack of any real options as far as how to progress my character, as well as the totally unguided manner I would be thrown into the early game. My character started out in the wolf lands in the newb city, I quickly picked up a task or two and headed out into the wilderness. Little did I know that the first group of enemies I found, (the goblins) was where I would be parked for almost my entire time playing the game. I quickly found out that I wasn't strong enough to fight anything other than the goblins as I had run for almost a half hour to find another group of enemies, only to have them destroy me within seconds. Gear gone, gold gone as well as the few materials I had picked up galavanting about. It is also of note that I never saw any other players during my half hour stroll other than in the city I started and the beginning goblins. Feeling quite confused I decided to take to the interwebs to try and find some guidance, having noticed several people riding around on mounts I decided that walking was no longer for me and that I should have a trusty steed. I quickly learned how to harvest the bushes for the materials needed for a mount as well as the whistle that would summon my faithful companion. What an exciting moment when my mount first popped into the world, with a giant grin I rode it to the bank to stash some mats and gold. I relinquished my seat atop the beast in order to do my business, only to later turn around and find my mount no where in site, I reached out to the chat channel to find out what the blazes was going on, only to learn that some intrepid fellow or gal had stolen my mount! Although seemingly a terrible thing to happen, I thought it was hilarious and wish I could have patted the thief on the back. Unfortunately that was one of the last bits of fun I would find. After the mount fiasco, I decided to continue skilling up my bow, sword and magic. It quickly became apparent that the only way to do any of this was going to be back at the pesky goblins I had already beaten into submission for hours and hours. I spent several more hours fighting goblins, looting their gear, selling some of the gear and wearing some of it and then striking out towards a dungeon I found in a nearby city. I dont think I ever made it out of that dungeon alive, even though I became quite adept at tangling with some of the dungeons denizens I always seemed to end up pulling too many and quckly meeting a grizly end. Feeling a bit dishearted, i decided to do some more research on the few DF sites I could find, as well as reading these forums. I quickly came to realize that I had not been focusing upon the skills I should have been and that not only had I wasted tons of time, but the class I had chosen (destro) was going to be almost impossible for me to make competitive within the time frame of my lifetime as it requires lots of gold to gear, as well as skill to take on the overpowered caster class. It is at this point that I started to feel like I was no longer playing a game, but going to work. It seemed that if I were ever to be competitive ,if even in a gear and skill stat way, there was going to be a very long and narrow road to follow, and none of it seemed like it was going to be very fun for a long long time. It didn't take me long upon finding what was going to be required in a skill stat, gearing and time commitment to (get to the fun) that this game wasnt for me. I tried for hours to mine mats for gear only to find most nodes were empty, I also delved into the world of meditation, quickly realizing how much gold it was going to take and how much time would be required to farm that gold. My last foray was into attempting to make spell scrolls, which seemed incredibly confusing. Perhaps I would have lasted a bit longer if I had not been doing this all alone, as the clan I joined seemed to be quite populated but no one would ever answer my questions. I would have loved to traveled to our holding if I had had any idea where it was or how to find it. I had no idea if the landmass I saw on my map was the entire map or only a portion of it, and after realizing how long it was going to take to traverse even a small portion of what I could see, I knew I would never make it even if I knew where the holding was. Lurking these forums I have heard all too many times how the fun is in the endgame, the problem is, the everything up until that point isnt any fun. Perhaps if I could have tasted what its like to go to battle and seen what it feels like to take part in large scale warfare, I would have given the game more of a chance. Unfortunately I cannot committ to so many hours doing things that aren't fun, to maybe or maybe not think the game is fun down the road. Even if I had hung in there through weeks of gearing and skilling, I would have had my brains beat in constantly by players that are much more skilled than me, losing the gear and everything else I worked for each time. If I were an experienced player I wouldn't have found it so hard to replace all that time and time again, but im not experienced. This game needs a total overhaul of the new player experience, it needs to be more guided and the path needs to be fun and rewarding. There should be tasks, events and slaughtering that all make you feel like you have a purpose in the world. Start out with a noob and end up a week or so later with a player that has a mount, some decent sets of gear, maxed skills in the most important skills of their chosen class, as well as some gold and a stockpile of materials. You will retain no one if the player doesnt have some kind of fun at the beginning, you cant promise fun at the end and expect someone to slog through until that point. Of course even if this was implemented we would still be left with a no battle skill noob, losing his gear every five minute to some vet that is trying to chase him away from the game. Something that would help this is a baseline set of gear purchasable from any vendor that would allow for suvivability and a decent amount of damage. This gear would make it a cumbersome process for a vet to kill a noob as the gear would sharply cut the damage an experienced player could do to the noob, I would start somewhere around 60% to 75% damage reduction, the great skill of the vet would still more than make up for this. The gear would only be available to players below a certain hours played threshhold. My final suggestion is to allow even non hard core pvp people some purpose in the game. You allow for pure crafter type players in the game, and those willing to put many many hours into material farming and skilling these crafts will allow these players to create armor and household good that are far more valuable than anything a non crafter specific player could create. The immense amount of time it would take to reach this level of skill would be only feasible to someone concentrated on trading and crafting as these skills would degrade if not given constant attention- a rise in combat skills past a certain point would degrade crafting skills. I realize this is a book and I appreciate the time you took to consume it dear reader. I wouldnt type all that out if I didnt think this game could be something great. I will be waiting in the wings when some changes are made.