Further reworking the starting zones

Further reworking the starting zones

in Guild Wars 2 Discussion

Posted by: Assic.2746

Assic.2746

A lot of new people is just not aware of the mechanics other that attacking the target with #1 skill and occasionally dodging.

In my opinion ANet should further rework the starting zones. Add more tutorials.

We have already seen the Dodge Tutorial. The important part of it is the map icon. But dodging in and out is not enough. There should be more. An NPC that would explaing to the new players that they have to observe opponent’s animations and dodge when the attack is comming. And also explain them that dodge is not the only option.

Combat Movement Tutorial- teaching players about the reduced movement speed while in combat, skill range and avoiding attacks by getting out of range (That’s really simple to make. Just draw two lines on the ground. One where the attacks hit you and one where you are out of range.), showing them how they can simply preemptively move out of the AoE fields instead of dodging also this guide has to explain what the Line of Sight is and how to hide behind the objects.

Blocking Tutorial- already in game, but avaible mostly for human characters. In the Township of Claypool you can take part in the training that will teach you when to block and when to attack when your opponent is not blocking. Sadly this is only a part of the Renown heart and does not have a special map icon also this tutorial is not avaible in other starting zones. That’s a shame since it provides a perfect solutions: You pick an environmental weapon shield/sword so classed that might not have access to the blocking skills at the start of the game can still learn how to block. Also it has a voice-over.

ConditionTutorial- teaching players about the damaging & movement imparing conditions. Player should be able to pick an environmental weapons offering different skills. Also it requires a map icon & voice-over.

BreakbarTutorial - same thing

There is more: reflecting, jumping over the tidal waves & shock waves.

And trust me it is not that much to learn for a new player.

Further reworking the starting zones

in Guild Wars 2 Discussion

Posted by: OriOri.8724

OriOri.8724

The only additional tutorial that I think needs to be added is a breakbar tutorial, but starter zones are the wrong place for it. Instead, put “Interrupt” tutorials in the game. Make them one of those notifiers that pop up near the top of the screen, and have it pop up when the player first “equips” a skill that can interrupt. It could be a utility skill, or equipping a weapon that has an interrupt skill on it. Then guide the player through it, just listing all of the things that can cause interrupt, and then at the end saying that Stability is the only way to prevent being interrupted.

Now, when you enter VB, there should be a real breakbar tutorial at the start of the map. I say VB because core tyria has almost no breakbars in it at all, so its mostly pointless to provide a tutorial for something core players will almost never see.

Further reworking the starting zones

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Posted by: Nemo.5609

Nemo.5609

Putting all of that information, especially advanced mechanics like breakbars, reflection, and jumping over waves in a starter area or in the beginning of the game is not a good idea. By the time that a player actually encounters these things, the tutorial will be half-forgotten. What would make more sense is to put these in certain Personal story chapters. For instance:

Reflection tutorial – The Battle of Claw Island (lvl 60) – Instead of the step when you fire trebuchets at the dead ship have you reflect its attacks using a shield generator-type turret. Maybe have a guardian and mesmer NPCs to the side using Wall of Reflection and Feedback to illustrate how class skills have the same functionality.

Wave Jumping – Retribution (lvl 60) – Change Blightgast’s attacks to be a bit more like Tequatl’s, put jumpable waves instead of the Orrian fish pulling you along with some NPC announcement that you can actually jump the waves so you don’t get hit.

Breakbars – The Battle of Fort Trinity (lvl 70) – Rework the orrian mesmer fight to be a meaningful boss, elevate the mesmer to champion status and add a mechanic. Every 33% the mesmer gains a breakbar and takes no damage from physical attacks and conditions until the bar is broken. Have the bar not regenerate so that the damage from cripple/chill/etc. is apparent, and have a couple of friendly NPCs cripple the boss so there is no way to not progress. Probably have one of the friendlies shout about “breaking the mesmer’s concentration” or something and how you can do it.

This way the information is given gradually, promotes playing the Personal story, and should be close to the time it will be useful.

Nemo me impune lacessit

Further reworking the starting zones

in Guild Wars 2 Discussion

Posted by: joneirikb.7506

joneirikb.7506

Another option would be to put 1 training spot on each map, with an icon like hte dodge thing. Each one teaching a different mechanic. Then add some minor AP or a minor collection or something to it. That way most players will have an easy reward/reason to hunt it down and at least familiarize themselves with the mechanics.

Naturally many will just rush through, but at least then they have a slight chance at “oh right I remember this from that …. teaching thing… that I ran through. Perhaps I should look that up again?”

Elrik Noj (Norn Guardian, Kaineng [SIN][Owls])
“Understanding is a three edged sword: your side, their side, and the truth.”
“The objective is to win. The goal is to have fun.”