In the other thread a couple strong key points made that new users had a hard time getting through the tutorial due to a couple of things:
- Massive amount of character customization
- "Trap" weapons and armor that are a waste of money to upgrade
Bonus' and N*B aside, I think the first overhaul that wouldn't be coding intensive would be a total redo of how new players interact with the game.
In here I will contain a few suggestions that I think would work very well for CB, and change very little in terms of gameplay. This is a little long, and very loose suggestions, so have an open mind :)
First Suggestion: New Realm - Proving grounds
All new characters would be created in this realm. This realm would be completely separate from regular gameplay, much like tourney characters. Players in this realm cannot access auctions or the blacksmith and have there own specialized store.
Contained in their store are all the subpar weapons and armors we have now, for much reduced rates. They would also be advertised as sub par 'junk' that would barely provide any protection to new players. The 'shop keep' npc would say things along the lines of "har har har have fun with this junk." Or "hope you are only going up against a light breeze." You get the idea. Give players the impression they really want to dump this gear as soon as possible.
Players must spend 2 weeks in Proving Grounds before they can 'graduate.' They do not receive any type of bonus to cash or BA.
Interface Changes Required
- Create new realm
- create separate store and block access to auctions/blacksmith
- create text upon entering store and when making purchases to create the impression of shop keep npc.
Second Suggestion: Choose your class/team lay out
Before a character can even be made in proving grounds, a class must be chosen. Something like Tank, Mage, Archer, Enchanter. Once a class is chosen they will have a limitation on what they can train. For example, a tank can not train magic missile or guardian angel and a mage can not train strength or archery.
There should also be some kind of light story associated with this;
There is a massive arena where teams from all over the world battle it out thousands of times a day. The rules are simple: Wealthy individuals hire up to 4 minions to fight for them. They train them however they like, and unleash them against other teams in gladiator style arena combat. The team left standing is declared the victor.
It is now your turn to decide how you will train your team in Carnage Blender. There are many paths that lead to wealth, power and fortune before, the choice is yours to make.
Something like that. I'm sure some one could do much better.
'Train' and 'equip' would be changed to 'Camp.' Inside your camp, you could tell your minions how they should train, and equip them with various weapons and armors. In the training section, there would be a section on how your trainers can only spend so much time with your team, having more minions to train will result in them being weaker then just one minion, but have the advantage of being able to diversify.
Interface Changes Required
- Create class selection
- disable certain spells/skills form other classes
- combine 'equip' and 'train' into 'camp'
- misc. text added to game
Suggestion 3: Create a sense of leveling up
Players should feel they are working towards something. Have certain spells unlock at certain mpr goals in proving grounds. By the time they are done proving grounds everything would be unlocked. Make it so players are extremely limited in choice when they first get started.
Interface Changes Required
- Lock spells/skills until certain mpr goals
Suggestion 4: Graduating from proving grounds
After 2 weeks players that have met a certain predetermined mpr requirement will be able to leave Proving Grounds. This should be something jazzy though. I was thinking something along the lines of a special battle you click on that isn't really a battle. It looks like one, but is really just set text with your minion names put in. The battle is a no win, and the team gets slaughtered by some npc team around some higher mpr. After the dust clears the players find a tattoo of their choice and are done with proving grounds. They get some kind of text like;
You couldn't believe your eyes as your minions were ruthlessly butchered in the arena. This was the furthest spectacle from a fair fight you had ever seen. The opponents magic was powerful, their weapons even more so. The battle was over in mere seconds.
As you dragged your minions bruised and bloody body(bodies) out of the arena you noticed something had been burned into them. Upon further research you learn it is a (tattoo of their choice).
To further humiliate you, the victors started dancing and spitting at you, the whole arena was roaring with laughter. This only served to make one thing clear; through hard work and determination you would enact your revenge.
Rough I know. But you get the idea. Proving grounds is now done, and this is when the NUB kicks in. First goal of the NUB: Defeat npc that shamed you. By the time the player achieves that goal they should have a decent strat and a decent understanding of game mechanics. Players not at the required mpr would have to spend more time inproving grounds until they trigger the special battle.
Interface Changes Required
- Create npc battle
- create npc team to eventually defeat
- allow player to select tattoo of their choice
- transfer character to 1st realm
- misc. text
All very rough suggestions but I think they would be very helpful in giving new players a sense of direction and understanding in those first critical couple of weeks. CB doesn't need a story, but some explanation certainly wouldn't hurt I think.