Let me first quickly take the opportunity to say that I think most of this update is marvelous. The Trading Post is so much more well-oiled now and I found it genuinely enjoyable to use.
The addition of miniatures to the wardrobe was, at least in theory, great. I often got annoyed with myself for never remembering to lay mine out. I haven’t seen to what extent the latest patch has fixed the mini-hiding issue (considering megaservers).
The update to the crafting UI has made such a difference. Just last night I tackled the last 80-odd levels of Chef to hit 400, and I was surprised by how much of a difference nesting recipes made. Kudos!
The Personal Story is rather a shambles, though, and the NPE is at best unrefined. I can respect the intentions of the NPE, but I think it’s gone a little too far – admittedly I can’t look from the perspective of a new player, I never really had that viewpoint even when I was new. Still, I’ve thought calmly and rationally about it, and I believe it can fit with some adjustments.
This is based on having leveled a new character to 10 in the new system, and on reading forum posts (but taking everything with a grain of salt – way too much rumour and hyperbole going around…).
This is just my opinion, one of many, but the changes that I believe need to happen, roughly in order of importance, are:
- Undo the changes to the end of the Personal Story’s narrative. I considered the story to be the strong point of the Guild Wars series, but cutting parts out and switching others around in my opinions shows rather a disregard for that, and leaves the end of the Personal Story, well, a tangled mess. So, most important adjustment right there!
- Spread out the Personal Story a little so that we can access it a bit earlier, perhaps around level 5, and give back the option of accessing it early. Player choice and diversity of activities is what makes the game great. More on this below.
- Make profession mechanics available sooner. Seriously, some (if not all!) of those are kitten important!
- Put the bundle items and underwater combat back into the early game. I just don’t see the sense in removing them when they were delivered in an intuitive way which was just fine for teaching new players about them, and they made renown hearts much more interesting.
- Find some system which leaves the first three weapon skills accessible during the tutorial. They’re important to give new players a sense of agency.
As I say, I’ve been thinking long and hard about it, and I think the Personal Story issue (second bullet) is at the heart of why so many players consider the new leveling experience boring. It still takes about an hour to reach level 10, and until then you only have one real option to play.
I also believe that the Personal Story is a large part of what hooks new players, so it would help player retention to have it available to them quickly. Gating it for about 5 levels would be fine, in my opinion – that’s roughly equivalent to how you used to have to do a renown heart first. It gives the player a chance to understand that the Personal Story isn’t the only mechanic of the game. I just think that level 10 is too late.
As for making it accessible when the player is under-leveled, I don’t think this would impact the experience much for new players as long as the content guide didn’t point them to it. A lot of older players, myself included, like to try to get through the story early as a challenge, and it can be especially useful to offset the advantage of having a large group of friends. Like I said above, player choice is a very big part of this game, which is why I think this option needs to return.
I hope you will take this into consideration, ArenaNet. I fear my words carry little weight, as I have no real game design experience, but after giving it a lot of thought this seems to me the best way to adapt the current system.