If I could make one wish for the future..
Posted: 25 Feb 2023 16:34
Let me start by applauding any wizard creating content for us to enjoy. Thank you, your work is appreciated, and what I’m about to write doesn’t change that one bit.
*cracks fingers*
It is publicly stated that the game needs fresh blood in order to survive. I think there’s a lot of truth in this statement, although leaning on nostalgia and returning legends shouldn’t be dismissed as a great source of players, but I digress. When I look at the latest additions to the realm - the dunland area, the thanar cathedral and the saurian caves there’s one common denominator that is in direct opposition to the above-mentioned public statement.
“But Nils, those are great areas! I practically live there!” you say? Aye, they’re pretty great and I enjoy my time there too, but do you know who doesn’t? New blood, fresh players.
Say an experienced player wishes to interact with a fresh one. Maybe an attempt to impress him or her with his/her guild’s prowess, size or whatever else kids brag about these days. Likewise, one could simply just attempt to realize a desire to fraternize, fornicate or sow seeds for something more sinister down the road. No matter the motivation, taking newbies out on a hunt for an hour or two of turbo-boosted experience is something we’ve all done and hopefully at some point in our own career, been lucky enough to have partaken in.
Going on a hunt (or let’s call it what it is – grinding) is a fact of life in Genesis, and taking new ones along can be rewarding in and of itself, but while routine for the experienced player, it might be the very deed that made a new one return the next day instead of going back to a life of graphics. The mob he was unable to kill to complete a quest is suddenly killable. His mental stats might have improved just enough to max skill in swim or climb, subsequently enabling him or her to progress further in a quest previously failed. Thanks to the experience gained and maybe even the money donated after, the new player can actually begin to successfully grind sparkle orcs on his or her own and thus take strides towards becoming an active member of our weird little community - just like we want, and need.
Knowing this, I have to question the fact that many of the new additions to the game have combat mechanics made to specifically eliminate “taking newbies along”. The areas are made "newbie unfriendly" by having the mobs aggressively and consistently attacking the smallest one in the team. There are other grinds that have worked that way for decades, sure, but with eyes towards the future:
*Do we need to make newbie un-friendly content?
*Can content deemed newbie un-friendly be made newbie friendly?
I write this here because I’m sure if I asked Cherek about it directly he’d say it’s up to whoever made the area. So, if you feel like I struck a nerve and you are indeed a Liege of a domain and enjoy full autonomy, my one wish for the future is that you enable those of us who sometimes take new players along, to do so in a way that won’t kill our new players on the spot. You do this by taking away target-switching mechanics from your domain.
Thanks
Addendum: I realize that what I am suggesting is “making the game easier” and that one could say that what I’m really asking is if I can take newbies with me on my daily grind and benefit from a low team average. And you’d be right – but is that really a bad thing? Gaining any real experience - since the last adjustments to combat - has become an exercise in futility anyway, so whatever benefit comes my way is negligible compared to what is theoretically being kept from new players anyway.
*cracks fingers*
It is publicly stated that the game needs fresh blood in order to survive. I think there’s a lot of truth in this statement, although leaning on nostalgia and returning legends shouldn’t be dismissed as a great source of players, but I digress. When I look at the latest additions to the realm - the dunland area, the thanar cathedral and the saurian caves there’s one common denominator that is in direct opposition to the above-mentioned public statement.
“But Nils, those are great areas! I practically live there!” you say? Aye, they’re pretty great and I enjoy my time there too, but do you know who doesn’t? New blood, fresh players.
Say an experienced player wishes to interact with a fresh one. Maybe an attempt to impress him or her with his/her guild’s prowess, size or whatever else kids brag about these days. Likewise, one could simply just attempt to realize a desire to fraternize, fornicate or sow seeds for something more sinister down the road. No matter the motivation, taking newbies out on a hunt for an hour or two of turbo-boosted experience is something we’ve all done and hopefully at some point in our own career, been lucky enough to have partaken in.
Going on a hunt (or let’s call it what it is – grinding) is a fact of life in Genesis, and taking new ones along can be rewarding in and of itself, but while routine for the experienced player, it might be the very deed that made a new one return the next day instead of going back to a life of graphics. The mob he was unable to kill to complete a quest is suddenly killable. His mental stats might have improved just enough to max skill in swim or climb, subsequently enabling him or her to progress further in a quest previously failed. Thanks to the experience gained and maybe even the money donated after, the new player can actually begin to successfully grind sparkle orcs on his or her own and thus take strides towards becoming an active member of our weird little community - just like we want, and need.
Knowing this, I have to question the fact that many of the new additions to the game have combat mechanics made to specifically eliminate “taking newbies along”. The areas are made "newbie unfriendly" by having the mobs aggressively and consistently attacking the smallest one in the team. There are other grinds that have worked that way for decades, sure, but with eyes towards the future:
*Do we need to make newbie un-friendly content?
*Can content deemed newbie un-friendly be made newbie friendly?
I write this here because I’m sure if I asked Cherek about it directly he’d say it’s up to whoever made the area. So, if you feel like I struck a nerve and you are indeed a Liege of a domain and enjoy full autonomy, my one wish for the future is that you enable those of us who sometimes take new players along, to do so in a way that won’t kill our new players on the spot. You do this by taking away target-switching mechanics from your domain.
Thanks
Addendum: I realize that what I am suggesting is “making the game easier” and that one could say that what I’m really asking is if I can take newbies with me on my daily grind and benefit from a low team average. And you’d be right – but is that really a bad thing? Gaining any real experience - since the last adjustments to combat - has become an exercise in futility anyway, so whatever benefit comes my way is negligible compared to what is theoretically being kept from new players anyway.