'Instructor' NPCs


Kitsune9tails

 

Posted

Mods, feel free to move or delete this or whatever, but here goes...

The 'ongoing training' provided by Twinshot and Graves does not work for several reasons:

- New players are getting sucked into DFB and missing out
- New players have no way of knowing these missions are intended as training
- The missions themselves do not do a good job of training in a timely manner (at level 5, you are taught how to go to a trainer? Really?)

Thus, knowing full well it will take time, I propose that several new npc Contacts are added to both starting zones.

These guys would have deliberately generic names, such as "Foe Difficulty Instructor", "Power Improvement Instructor", "Long Distance Travel Instructor", "Enhancement Management Instructor" "Inter-Character Communication Instructor" "HUD Instructor" and the like.

Each Contact would send you into an Instance designed to teach you that one specific thing, and reward you with some xp and drops.

This would allow each new player to tailor their training to their needs, enable them to find training just by looking around the zone, help take strain off of Help, and add a unique, casual-friendly feature to the game. Not to mention offering some quick xp and rewards that are an alternative to DFB until 22, then discover you have no idea how to slot Enhancements.

Bonus points for a older but distinguished Instructor in a wheelchair.


Story Arcs I created:

Every Rose: (#17702) Villainous vs Legacy Chain. Forget Arachnos, join the CoT!

Cosplay Madness!: (#3643) Neutral vs Custom Foes. Heroes at a pop culture convention!

Kiss Hello Goodbye: (#156389) Heroic vs Custom Foes. Film Noir/Hardboiled detective adventure!

 

Posted

I disagree. One of the first things I saw when I came out of the Lineage II tutorial way back was the "Newbie Guide" character, and that took me RIGHT out of the experience, setting off on a bad foot for what turned out to be an even worse game.

My point is that exposing mechanics is just... Ugh! I've always hated the "(Click here to proceed)" contact in Breakout. I know we don't need to try and explain every little bit of in-game functionality with some kind of weird lore justification, but for the most part the alternative is to just not bring that specific issue up. Like, how are multiple characters able to run the same mission after the first one arrests the bad guy? The simple answer is: "Don't ask, don't tell."

However, when we're talking about deliberately and intentionally exposing meta-game functions with no in-game justification, that's just... BAD. If people are supposed to know that Twinshot is a continuing training contact, then this needs to be in her initial pop-up and in near her name in the contact menu, but she still needs to retain an in-character identity and manner of speaking.

I really hate fourth-wall-breaking encounters in game. I HATE when Synapse asks me if I'm using Inspirations (utterly ignoring what Inspirations are supposed to represent) or when Fusionette says "Just wait until my Build Up recharges!" Players don't have to roleplay, but the game decidedly HAS to. And if we're looking for ways to teach players, it should happen through the game's canon, not around it.


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

Posted

I actually agree with you, with a couple of caveats:

- Players cannot enjoy the game if they cannot play it.

- I think the Instructors can be completely in-game, it's just a matter of how things are written and presented. In a city that is calling for help from any hero that happens along, it makes perfect sense that they would have instructors on hand for the inexperienced. Even in the Rogue Isles, there would be those eager to lend a helping hand in return for service from a super powered being.

For instance, the "Foe Difficulty Instructor" can say that they are making available to you a database of known threats, level-rated and color-coded for your convenience (of course you can feel free to RP that you aren't using it).

New players need this info, and a good number of them aren't going to be RPing to get it anyway. If you have never played before, and you have no idea why the word Enhancements is red above your power tray, you are eventually going to have to go to some non-in-game source for the info: the forums, another player, the Help channel.

I am just proposing that there be a convenient in-game source for the info as well.


Story Arcs I created:

Every Rose: (#17702) Villainous vs Legacy Chain. Forget Arachnos, join the CoT!

Cosplay Madness!: (#3643) Neutral vs Custom Foes. Heroes at a pop culture convention!

Kiss Hello Goodbye: (#156389) Heroic vs Custom Foes. Film Noir/Hardboiled detective adventure!

 

Posted

Quote:
Originally Posted by Samuel_Tow View Post
...or when Fusionette says "Just wait until my Build Up recharges!"
I think her 'mistell' is a worse offender.

It still made me laugh, though.


 

Posted

Quote:
Originally Posted by Kitsune9tails View Post
I think the Instructors can be completely in-game, it's just a matter of how things are written and presented. In a city that is calling for help from any hero that happens along, it makes perfect sense that they would have instructors on hand for the inexperienced. Even in the Rogue Isles, there would be those eager to lend a helping hand in return for service from a super powered being.
I personally feel that these should be part of a proper tutorial that players are asked to go through, but that they can opt to skip. If tutorials need to be "continuing" because actually knowing how to play a complex game before you start it is seen as boring, then so be it. Have those tutorials pop up for players every time they become available and just ask players if they want to partake in the tutorial. Or, even simpler, let us disable tutorial contacts like we can disable Pop Tips.

The only reason players are missing on crucial gameplay information is because the fine people at Paragon Studios decided to make them missable. We can't have it both ways. Either the tutorial shows up for everyone in its entirety or it doesn't, and if it doesn't, people WILL miss it.


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

Posted

I can understand the appeal of the dynamic short tutorial we have now.

But I like options. I would love if you could choose

Head off to Atlas Park to start your career as a Hero without further instruction
-OR-
Head off to Professor Xenobia's School for Fledgling Heroes to get more instructions

at the end of it. I don't think that would break immersion, YMMV.

I also like having Instructors standing around in the newbie zones because it will gently encourage exploring.


Story Arcs I created:

Every Rose: (#17702) Villainous vs Legacy Chain. Forget Arachnos, join the CoT!

Cosplay Madness!: (#3643) Neutral vs Custom Foes. Heroes at a pop culture convention!

Kiss Hello Goodbye: (#156389) Heroic vs Custom Foes. Film Noir/Hardboiled detective adventure!

 

Posted

Quote:
Originally Posted by Kitsune9tails View Post
Head off to Atlas Park to start your career as a Hero without further instruction
-OR-
Head off to Professor Xenobia's School for Fledgling Heroes to get more instructions
This I can fully appreciate. It's in-character and it's actually a good approach in the style of an ACTUAL tutorial.


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

Posted

Quote:
Originally Posted by Samuel_Tow View Post
I disagree. One of the first things I saw when I came out of the Lineage II tutorial way back was the "Newbie Guide" character, and that took me RIGHT out of the experience...
While I feel that they certainly should aim towards not breaking immersion, I'm perfectly fine with something that's more overt about mechanics if it's actually a good tutorial. Of course, "a good tutorial" is the key part there. It's been pointed out in the past that there's a number of things the game itself doesn't teach you. I'd argue that the various neglected FBSA contacts would be perfect for this blueside since their actual purpose is to work with newer heroes. Something similar could be done redside if handled right.