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  • Making the game appetizing for new players

    Let's not try to troll this one up folks, I'm sure the bunch of you have the restraint.


    Now I mean, I'm no "new-age casual MMORPG" fan, actually I'd say my enthusiasm for FFXI is rivaled only by few, but I'll be lying to myself if I didn't think the beginning-game of FFXI wasn't a large abyss of frustration and boredom waiting to swallow WoWers/ect or even just average people who never played a MMORPG before and spit them out with the feeling of never wanting to return. This leaves a bad impression not only on that player, but everyone that player talks to. This is where FFXI's bad rep seems to come from, but those who push through the dark ages or has a friend who holds their hand through it will be able to experience deeper content(maybe anyway, but thats another topic).

    Problem is, I don't think it should require a guiding hand or blind luck to have a good time at the start of the game. Things have changed and I think the beginning-game should change a long with it. You can't get rid of money beggers, but it would be nice if the good players didn't have to resort to it either. It would be nice if powerleveling was just a rare bonus, not as a condom for the hell that is Dunes. These are not exactly my opinions, so watch out there, these are the opinions that I constantly here as I help new players(which I've been doing as a solid hobby for at least a year now and always since I've started playing).

    So let's say you are a creative Square Enix head and this the situation you have to deal with. You want to make money, but let's imagine, you love your job, so let's have fun with this. Fun, okay? Not making a political statement, so don't bring up how this isn't WoW. It's getting a bit old.

    In closing, this isn't about justifying making the game easier at the beginning, it's just doing it out of fun(hopefully without violating what the game is all about).

    I'll just throw a few out there to start the flame.

    Change the whole Adventurer's Coupon deal. The NPC doesn't hand you the Coupon directly, but tells you it has been sent to you in your Mog House and he directs you there, but you still get the NPC marker and all. So you go to your mog, pick it up, and you trade it to the NPC for 600 gil. This is enough to actually buy level 1 gear from the vendors in-town. Also important to note it becomes rare/exclusive. So a player gets it, he trades it, and he is instructed to where he can buy the armor and weapon he'd like, and it isn't the auction house, but the NPC shop selling for 1/5 of the price usually.

    To avoid this from being exploited, there will be a 1 month limit to how many Adventurer's Coupons can be sent to characters in an account, hence the whole delivery deal. If two character were made, the second character would get his Coupon one month after he got his first one. Kind of complex for such a simple thing, but completely necessary to limit it.

    Resting Bonus. This will probably be the most controversial I'll mention, because it will have a big effect at the higher level, but... with Signet on players are granted a bonus to HP and MP recovered while healing(hHP and hMP often called) while in regions their nation controls. This bonus is equal 1 + 1/2 their level, rounding down. (+1 at level 1, +6 at level 10, +11 at level 20, +38 at level 75). A +5 bonus is granted while players are in the following areas(no matter of nationality, as long signet is on) : East/West Ronfaure, South/North Gustaberg, and East/West Sarutabaruta. At level 1 player in his nation's starting area would get a +6 and at level 8 +10... a blessing for those frustrated BLMs who have not prepared themselves well enough to make it well. Or that soloing WAR without a WHM sub to back him up or a friend to cure him.

    Its important to remember this bonus will not be available Limbus, Dynamis, Aht Urhgan, or Al'Teiru, hopefully prevent anything too overpowering to happen. If its too much of a concern, it can be capped at an earlier level so it doesn't exceed +15 or +20.

    Outpost NPC Assistance. As a trade-off of not being able to do Outpost warps and the natural annoyance leveling 1 to 24 can be without a raiser(could end a party that someone took an hour to form), players will be able to buy a cheaper Reraise effect or Warp (not scrolls mind you). Let's say 200 for reraise(double, 400 if your nation is not in control of the outpost) and 300 for Warp(double, 600 ditto). A party of signet users will only see a wipe or tank death as a minor setback. Players who need to upgrade their armor after hitting level 16 or 17 can do so more freely without having to kill themselves. Lets not even get into how this could be helpful outside a party situation or for someone who is leveling their newest job.

    Scrolls of Warp and Reraise won't take a hard hit as they will still have their uses. This might even actually encourage players to use the previous two, as they now will know how useful such an effect is. Kind of far to reach the outpost if you are leveling in secret beach(many goblins in the way) or worse, you died and reraised there and now the outpost is a bet far and that scroll could really be useful in your hand.

    Once the player hits 25 with that job, they lose that service.


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    Currently: Entry #32, August 31/07.
    Entry 32: Death to Castro

  • #2
    Re: Making the game appetizing for new players

    This is probably the best pro-newbie idea I've ever had. Another thing I think would be a good idea: A way to encourage food use.

    Similar to the "telling you where to go get cheap armor besides the AH" idea, it'd be a "why don't you go to Timbre Timbers in Windurst Waters and get something to eat? For a <insert current job>, you might want <insert type of food>" and then introduce a bunch of "Newbie Foods" into these stores. Nothing too overpowering, but something that gives newbies a general idea of the food system. I mean, I know a lot of newbies that wouldn't have known about food if they weren't told about it.

    Also, I think that quests should give EXP. Yeah, it might seem a little too much like other MMOs, but as it is, there's no point in doing quests, otherwise. Now you either do quests for a particular item or expansion, or trade 90 million of an item to boost fame.

    I don't see why, for example, the rabbit hide quest in S. San d'Oria can't give a decent amount of exp the first time you do it, and after that, either just give gil or give a negligible amount of exp (i.e. first completion gets maybe 200 or so exp, and subsequent completions give like 10 exp. It'd prevent abuse of the system, but at the same time give more incentive for newbies to turn them in instead of toss them or sell them on the AH.

    I think that exp could easily be added to certain quests without leaving the possibility of exploitation.

    That's all I can really think of right now.

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    • #3
      Re: Making the game appetizing for new players

      Well I don't know about the xp instead of gil idea there, when I was a noobie the quickest way I made gil since I couldn't really farm was to continually dump my rabbit hides and bat wings off to the NPCs.

      I also quickly became a member of the "Never buy from the AH unless it is absolutely necessary (like if the item is not sold from an NPC)" club.

      I do like the idea of giving a bit more from the adventurer coupon. I mean come on, 50 gil doesn't even buy one piece of equipment. I mean I don't expect them to bestow thousands of gil upon a player, but when I first started playing and realized that gil doesn't drop from mobs, I knew that the 50 gil coupon was really quite lame.
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      • #4
        Re: Making the game appetizing for new players

        Really where this games downfall is is the exp system. Lets face it. Its becoming harder an harder to exp jobs with the player base doing endgame things or meriting, heck even quiting . Its becoming very hard to get jobs from 25 to 37, an as of right now was really hard for me to get my rdm to 40, ( which is stuck at 38). So you might make starting out easier for lvl 1 players. But sooner or later, they will hit those lvls where they just sit for hours on end doing nothing because they cant.

        Nin75, Bst75. Drk61, War61, Rdm40, All other jobs are 37. All 3 starting city missions completed. All Zilart missions completed. All CoP missions completed. TouA completed.

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        • #5
          Re: Making the game appetizing for new players

          Originally posted by little ninja View Post
          Really where this games downfall is is the exp system. Lets face it. Its becoming harder an harder to exp jobs with the player base doing endgame things or meriting, heck even quiting . Its becoming very hard to get jobs from 25 to 37, an as of right now was really hard for me to get my rdm to 40, ( which is stuck at 38). So you might make starting out easier for lvl 1 players. But sooner or later, they will hit those lvls where they just sit for hours on end doing nothing because they cant.
          No offense, but not only did you not suggest anything, but you opened a can of worms. You'll derail the topic with post like these.
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          • #6
            Re: Making the game appetizing for new players

            The Reraise/Warp being sold to level 1-24 could easily be exploited.

            Change to a level 20 job-> Outpost warp -> Buy reraise/warp -> Teleport back-> Change to main job


            I would love to see SE put an NPC in the opening scene that tell players to check with Shops before buying from the AH.

            As for the food issue. Until some one reads every food item from wiki.ffxiclopedia.org there is no way they will know what to eat and what not to eat. Did you know about Shallops Tropicale being an amazing PLD food?

            +20MP/ Dex+1/ Vit+4/ Int+1/ Def+25%(100cap)/ last for 3hrs

            Only reason I know about it is because I was leveling cooking.

            My LS leader, level 60 WHM, didn't know what Marron Glace was!
            MP+13% (85 cap)/ +1 MP while resting/ last 3hrs. Beats a ginger cookie any day.

            There is more to food choice than sushi, sushi, sushi, sushi, pies.

            I only started this game 3ish months ago, this games learning curve isn't too bad. If a new player put in some time to do a little research, they will get far. Forget bee chips/hone/silk threads. Has anyone tried Warp scoll farming anyone?
            /em wave hand across chest

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            • #7
              Re: Making the game appetizing for new players

              Originally posted by Freedan View Post
              The Reraise/Warp being sold to level 1-24 could easily be exploited.

              Change to a level 20 job-> Outpost warp -> Buy reraise/warp -> Teleport back-> Change to main job
              Nah, they could just have it work the same way 99% of all other buffs work when you get them on one job, then change jobs. They just immediately wear. Cast Utsusemi then change jobs. It immediately vanishes. As far as I can recall, food and signet/sanction are the only buffs that don't wear when you change jobs. (There may be a few others, I've never tested the Xp rings w/ changing jobs, for instance.)
              I RNG 75 I WAR 37 I NIN 38 I SAM 50 I Woodworking 92+2

              PSN: Caspian

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              • #8
                Re: Making the game appetizing for new players

                would it be game breaking/useless if they added these cheaper CP items to be zone specific? Or maybe Region specific? "A Zulkheim Reraiser: gives the effect of Reraise when used in the Zulkheim region." Thus, you could make them dirt cheap but you have to be in said zone to take advantage of it.

                I like the idea of the +hp/mp with Signet. Well thought out in that it not only helps new players like you're targetting, but it also helps Signet compete with Sanction at higher levels (knowing that you'd like to see old content revisited). Though those amounts may be a bit too high. Dunno, not doing math today.
                "And if he left off dreaming about you, where do you suppose you'd be?"

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                • #9
                  Re: Making the game appetizing for new players

                  If you're trying to make the game more palatable for veteran FFXI players that left and are thinking about returning, some of the orginal suggestions are spot on. However, for brand new players to FFXI, I don't believe any of those changes make game any better.

                  The signet bonus is a good mechanical change regardless -- although I prefer the signet change Karinya profiled in a different thread.

                  From ground zero to being ready to party the game is terribly monotonous. This is where I suspect the downfall of FFXI is in keeping players hooked. The casual game player, after several game sessions of play, has to be asking themself "how many more bunnies do I have to kill?"

                  The trick is how, after a few hours of play, do you keep the game more entertaining instead of the bore fest you brought up? Get rid of the monotony.

                  This where Kholdstare's idea of quests rewarding experience shines. If one could split the time spent getting to level 10'ish between the killing the bunnies, and doing [non-repeatable] solo'able quests that provide decent gear or gil, and experience, I think the average gamer would be wiling to stick it out. This change alone is all that I believe would be necessary to make the game appetizing for new players.
                  (really, this just emphasizes the point that Little Ninja brought up. The method of acquiring experience in FFXI is it's downfall).

                  Even fixing the beggining method of leveling wouldn't be enough to attract new blood. For the new player, FFXI has to overcome the gravitational pull of WoW, and also has to overcome it's perception fo being old.

                  Overcoming the later requires a refresh to the game. Radically changing the gameplay (ala SWG) is a gamble in which the likely outcome is alienating the core (loyal) playerbase. Probably the best way to attract new players is by updating the visuals. SE could do this is by forking the game engine, and having the new engine can take advantage of the native graphic capabilities present with the current generation of gaming platforms.

                  From level 10-15 on, the problem becomes different (and much harder to solve); how do you enable people to acquire experience? Not only does the cronic lack of healers still take place, often times there simply isn't enough players at the 10-20 range to make a party.

                  Continuing the quest-for-XP method starts breaking down at this point. Trying to solo is painful. Icemage's idea of deliberate level capping could help the situation by expanding the potential player base at any level. Maybe reducing barrier to getting the Adventuring Fellow NPC so that players could easily fill gaps in a party would work.
                  Last edited by Gentoo; 12-29-2006, 03:36 PM.

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                  • #10
                    Re: Making the game appetizing for new players

                    Change to a level 20 job-> Outpost warp -> Buy reraise/warp -> Teleport back-> Change to main job
                    Cast Reraise III on yourself and change jobs . See what happens to that buff. And that last thing I want is to increase the popularity of Valk/Qufim when areas like Maze, Buburimu, Pashhow, Jugner, and ect are being ignored. Worse exploit possible is that people running to Jeuno will have it on... and I don't see that as an exploit.

                    Gaining exp from quests, especially ones you can repeat with buying things off the auction house, might be pushing it.

                    Anyway, here are two more of my ideas that was I holding back, but it seems its very related to the topic at hand.

                    Rank 2 Reward. When a player hits Rank 2 in a nation for the first time(and only the first time) he will be rewarded a stack of 3 rare/ex versions of food listed below. It will also mention what type of food.

                    -Apple Pie (INT/MP Food)
                    -Roast Mushroom (MND/MP Food)
                    -Carp Sushi (Accuracy Food)
                    -Boiled Crayfish (Defense Food)
                    -Grilled Hare (Attack Food)

                    "Nutritionist" NPC. Another change that would benefit a lot of higher level players. Honestly I just made this one up with the suggestion of the guy above. In every tavern in each town, this includes: Lion Springs Tavern, Rusty Anchor Pub, Timbre Timbers Tavern, Steaming Sheep Restaurant, Merry Minstrel Meadhouse, Marlbe Bridge Eatery, Celodehki's Bed & Breakfest, Sailors' Stay, Sheperd's Muster, and Shararat Teahouse. Simply by trading the food to the NPC with a charge of 50 gil, the NPC will tell you the stats of the food.

                    EDIT: Damn it, is there a way to always turn off smilies without having to hit that little option?

                    Updating Graphics. Without needing to get rid of the engine or even too much effort. SE could, a optional patch for only PC and Xbox360, reskin everything older than CoP to have the new and prettier look that the latest expansions had. In addition, adding music to areas without would be of help. The latter could be bearable without however.

                    I have two more, which I'll post later, involving adding an exp quest system and getting exp/better rewards from EFs.
                    Last edited by Legal Fish; 12-29-2006, 01:53 PM.
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                    Currently: Entry #32, August 31/07.
                    Entry 32: Death to Castro

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                    • #11
                      Re: Making the game appetizing for new players

                      How about an Auto-sort setting? I hate having to do it over and over again during crafting time.

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                      • #12
                        Re: Making the game appetizing for new players

                        Auto-Sort Option. An option has been added called "Auto-Sort Setting". Much like Block Aid, to see you "Auto-Sort Setting", you simply type /Autosort. To turn it on: /Autosort On. To turn it off: /Autosort Off. With Autosort on, it instantly stacks all items that enters your inventory(may it be from trading or monster drop or quest) after it is turned on. When it is turned on, all items currently unstacked will be sorted into a stack(but if you turn it off, all your items remained stack). Players begin the game with their Auto-Sort Setting on.
                        Read my blog.
                        ffxibrp.livejournal.com
                        Currently: Entry #32, August 31/07.
                        Entry 32: Death to Castro

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                        • #13
                          Re: Making the game appetizing for new players

                          That would be actually a really great feature. Nine times out of ten while exping, I don't think about sorting my inventory and I miss out on a lot of the drops.
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                          ~Aksannyi~~Hades~~75WHM~75RDM~75BLM~75SMN~73WAR~67SCH~47BRD~
                          ~Mama Gamer~~Quitted July 2009/Bannt October 2009~~Excellence LS~
                          ~I has a blog~~http://aksannyi.livejournal.com/~
                          ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~




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                          • #14
                            Re: Making the game appetizing for new players

                            Originally posted by Legal Fish View Post
                            Auto-Sort Option. An option has been added called "Auto-Sort Setting". Much like Block Aid, to see you "Auto-Sort Setting", you simply type /Autosort. To turn it on: /Autosort On. To turn it off: /Autosort Off. With Autosort on, it instantly stacks all items that enters your inventory(may it be from trading or monster drop or quest) after it is turned on. When it is turned on, all items currently unstacked will be sorted into a stack(but if you turn it off, all your items remained stack). Players begin the game with their Auto-Sort Setting on.
                            That would be a godsend. Constantly sorting my inventory makes me want to cry.

                            Another possibility would be an auto-drop function. When you enter a certain zone, you can select certain mobs from a list, and view the drops that they give. Look at the drops, then select which ones you want to auto-drop and which ones you want to be eligible for upon dropping (whether it be partying, or soloing). I can't stand constantly dropping worthless crap: insect wings, rarab tails, etc.. and possible losing out on something else that's a lot more valuable.


                            even another suggestion is a flag whenever your inventory reaches full or not. Maybe a red message that pops up to let you know that you're going to lose out on the next drop if you don't sort out your inventory.
                            ~~~BLM SAM RNG NIN PLD~~~

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                            • #15
                              Re: Making the game appetizing for new players

                              Originally posted by Mog View Post
                              That would be a godsend. Constantly sorting my inventory makes me want to cry.
                              Another possibility would be an auto-drop function. When you enter a certain zone, you can select certain mobs from a list, and view the drops that they give. Look at the drops, then select which ones you want to auto-drop and which ones you want to be eligible for upon dropping (whether it be partying, or soloing). I can't stand constantly dropping worthless crap: insect wings, rarab tails, etc.. and possible losing out on something else that's a lot more valuable.
                              Only thing I wouldn't like as much, is when new zones are brought out, its a mini-adventure to figure out what the new drops are and such. Plus, for many zones thats a mighty long list you'd have to wade through to find the drops for the few mobs you'd be killing. Maybe make it so if you drop it or pass on it once, you have the option to tell it not to give it to you until you zone.
                              I RNG 75 I WAR 37 I NIN 38 I SAM 50 I Woodworking 92+2

                              PSN: Caspian

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