Page 3 of 8 FirstFirst 12345 ... LastLast
Results 41 to 60 of 150

  Click here to go to the first Dev post in this thread.   Thread: Early Game Experience Feedback Request

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Member
    Join Date
    Jan 2015
    Posts
    97
    Thanks Thanks Given 
    23
    Thanks Thanks Received 
    12
    Thanked in
    10 Posts

    Default

    I tried to level a toon and i was always alone in every map. No help cause a lot guilds want no low lv in guild. So i fighted my way up alone and lonely. Come to outpost and need tombs. Fine, alone again.

    The level up work fast, yes. Until lv 50. But...if u have not an alt for gold, u have bad stats, dont know where to go, what to do. How to buy.

    Starter need something to motivate them. Maybe better eggs for example. In every town i see more and more high lv begging. And i understand this. Reach lv 56 and cant do glint caverns cause Stats are horrible. But when u look for gear, prices so high for a good wep, u cant afford. And very often u still alone in maps

    Idk how many mages i bought a flame with glintcoins. They cant farm alone so much coins. Why? Cause always empty maps.

    They cant loot enough gold for good gear, for good pets. So they have only low chance to get a guild. And so they stand in town for begging. For pets, for guild, for gold, for help.

    Give them untradeable gear for help them lv up and dont stop it until they reached chancel. From there they should be able to make gold.

    And i wish more pple, so we all, would help them in maps and dont call them nab.

    Reaching a high lv is not hard cause xp, imo. It seems hard to me cause they left to much alone. I felt not motivated to go to endgame with my alt. This is a mmorpg. If i want play alone i play diablo.

    New player need more and better gear, one or two good pets, more explain how game work and they really need a team in maps.

    Maybe a beginnerguild or something like that.
    A guild who can help explain and help with maps.

    Iam strict against more golddrops. This would only help make prices more high and then new player still cant get better gear.

  2. The Following User Says Thank You to eleasah For This Useful Post:


  3. #2
    Forum Adept Majin's Avatar
    Join Date
    May 2017
    Location
    Arlor
    Posts
    314
    Thanks Thanks Given 
    76
    Thanks Thanks Received 
    68
    Thanked in
    51 Posts

    Default

    Till level 40:
    As everyone mentioned trading permit is a big problem.
    And
    Biggest frustration is "Quest log"
    It won't tell exactly which area you have to run or missing. It will just throw you in related expansion.
    Like "talk to the ghost (forgotten warrior something)/ space between and ofcos " Letters from keren" even after leveling 25+ toons to level 40+ completing these letters is frustrating.

    After level 40:
    Leveling slows down, your leveling F1 car is now a bicycle,
    All mobs are tough and you need huge money for mythic arcanes which you don't have and won't have until you gets level 60.

    Its like first get experience for job, and get a job to get experience.
    No pro parties, be prepared for a expected solo run(in party run)

    So just keep farming elite war crates for money(if luckily someone gave you this tip) and daily xp quests for leveling .. Making level 46-60 a huge time without much fun.
    And this whole thing happen without making any friends. I.e. lonlyness

    I wish to have Kraken mines active ... They were a solution for low level money problems and they were a really nice player to learn fighting skills and making lots of new friends. Friends makes game interesting and easy.
    Last edited by Majin; 09-22-2018 at 11:05 AM.

  4. #3
    Forum Adept Majin's Avatar
    Join Date
    May 2017
    Location
    Arlor
    Posts
    314
    Thanks Thanks Given 
    76
    Thanks Thanks Received 
    68
    Thanked in
    51 Posts

    Default

    Revive kraken mines, Arena , egg farming (add some higher rarity with blue dragon pet) increase drop rates of elite war chests and let low levels craft mythic sets,
    Let new players have a similar experience as players from 2014-15 had.

  5. #4
    Member Elitegoldwar's Avatar
    Join Date
    Mar 2018
    Posts
    82
    Thanks Thanks Given 
    0
    Thanks Thanks Received 
    10
    Thanked in
    7 Posts

    Default

    Why no drop locked from km3 ?

  6. #5
    Banned
    Join Date
    Apr 2018
    Posts
    639
    Thanks Thanks Given 
    108
    Thanks Thanks Received 
    137
    Thanked in
    78 Posts

    Default

    Current crates are worth 400g, and they don't contain anything valuable. So think twice of bringing them back in km3.

    Sent from my SM-A800F using Tapatalk
    Last edited by Rauitri; 09-22-2018 at 11:54 AM.

  7. The Following User Says Thank You to Rauitri For This Useful Post:


  8. #6
    Forum Adept
    Join Date
    Jun 2015
    Posts
    441
    Thanks Thanks Given 
    539
    Thanks Thanks Received 
    31
    Thanked in
    29 Posts

    Default

    off topic:

    add a map without pots available where pure skill is everythig. where all classes are needed.

  9. #7
    Senior Member Dalmony's Avatar
    Join Date
    Sep 2014
    Location
    UK
    Posts
    644
    Thanks Thanks Given 
    214
    Thanks Thanks Received 
    362
    Thanked in
    153 Posts

    Default

    For me the issue is that the game doesn't really start until you reach cap level. You start playing and basically there is no other main objective than to level to end game, and there is no source of entertainment along the way.

    To me a more intricate string of quests would be a great solution, with level appropriate gear as a reward, eventually bringing the new player to 5 levels below cap with a good piece of gear in every slot and a decent pet. The same way "old" players begin every expansion.

    I've played other games where I came in with a high cap and the journey from beginning to cap is kept alive by the ability to level by moving from quest to quest. The two are very different in terms of leading players to end game:

    1. Finish the handful of story quests. Log on and just keep repeating the same maps until next area. Repeat. Map repetition becomes longer and longer the higher level you get plus you start to fall behind on gear and get into bad option habits as you don't have the gold for either.

    2. Led quest to quest with xp and gear as reward; complete southern seas; need to build X weapon to drive out bloodhammer; collect 50 arrowheads from archers. Once complete collect 50 ammunition from barrels. Then we need 25 weapon plans from kraken bosses. Lets explore; find the kraken mines and explore for treasure on each of the 3 locations - find map fragments in the mines to unlock the other two locations. Treasure map indicates that here lies an ancient helm.

    By the time you finish the intricate Kraken isles quest line you are naturally lead into entering nordr and so on until you reach 5 levels below cap where you should arrive equipped with decent untraceable legendary gear obtained from quests, and be directed on how to progress to cap using the newest content.

    For further insight maybe have a case study group start a new character and document how far they get before giving up



    Sent from my Mi A1 using Tapatalk

  10. The Following 2 Users Say Thank You to Dalmony For This Useful Post:


  11. #8
    Senior Member Susanne's Avatar
    Join Date
    May 2016
    Posts
    1,819
    Thanks Thanks Given 
    142
    Thanks Thanks Received 
    929
    Thanked in
    526 Posts

    Default

    Well I did reply and it went to moderator. It was..in my opinion.. a good post but never mind. Thanks for starting this thread though, it has some sensible ideas that aren't all about gold and more about content. I think the post by Fyrce is constructive, I just threw in a few more ideas but after all the previous typing I did, which was in no way offensive or rude..it even had a smiley face and may have been useful, especially the signpost to auction, the tutorial for trader's permit, egg drops, the egg crates in story quest being obsolete and some other stuff I have now forgotten, I'm going off to get some lunch. Have a good day. 🙂. P.S. Dalmony's post is constructive too.

  12. #9
    Member
    Join Date
    Oct 2016
    Posts
    190
    Thanks Thanks Given 
    0
    Thanks Thanks Received 
    20
    Thanked in
    17 Posts

    Default

    Xp sistem from level 1 to 50 now work very good but xp sistem for pets isn't that good. For example u reach lv 50 and ur pet are only at lv 20. Make leveling a pets easier until lv 50. That also encourage people to buy new ones. Current situation is few pet high lv rest lv 0

  13. #10
    Senior Member Susanne's Avatar
    Join Date
    May 2016
    Posts
    1,819
    Thanks Thanks Given 
    142
    Thanks Thanks Received 
    929
    Thanked in
    526 Posts

    Default

    Quote Originally Posted by Majin View Post
    Revive kraken mines, Arena , egg farming (add some higher rarity with blue dragon pet) increase drop rates of elite war chests and let low levels craft mythic sets,
    Let new players have a similar experience as players from 2014-15 had.
    Oops didn't see your post, must have missed it. I like it, especially the mythic sets.

  14. The Following User Says Thank You to Susanne For This Useful Post:


  15. #11
    Senior Member badgirlchlo's Avatar
    Join Date
    Oct 2017
    Location
    To be honest probably my bed..
    Posts
    806
    Thanks Thanks Given 
    98
    Thanks Thanks Received 
    108
    Thanked in
    66 Posts

    Default

    Though I think everything I can think of has been said on forums previously I do appreciate sts trying to cater to newer players and helping the game become thriving again Good job devs

  16. #12
    Luminary Poster Fyrce's Avatar
    Join Date
    Aug 2010
    Location
    Sanctuary
    Posts
    5,111
    Thanks Thanks Given 
    2,974
    Thanks Thanks Received 
    766
    Thanked in
    549 Posts

    Default

    Sometimes when I level my alts, I actually just use equips I find. This generally works perfectly well until around L40s, when I find it's useful to get like 3-5 weak jewels, check my ring and necklace and upgrade my pet. The free equips work until there are no more chests, although I do look in chests and auction about every few levels, just to see if there is anything cheap I can upgrade to. I limit my equip spending, until I get to the level I want, to no more than 1k gold per item. Chests I spend no more than about 500g per chest. There is no point in spending a lot of gold for stuff I will switch out.

    Today, I would also pick up a cheap artifact and of course, maybe an awaken item w/ my primary stat.

    In the past, I have limited my alts just to equips I find from mob drops and chests I drop. I also prohibit myself from using my Stash. It seems to work well until around L30s/40s, though yes, it is a bit more difficult than a toon with trading available and endless stash available.

    I think around Nordr is where killing is noticeably slower and moving forward more difficult.

    Jewels such as damage and a good pet help a lot around L30s/L40s. Perhaps some kind of dialog about damage/stat jewels and advice about how to go about hunting for such eggs like Ribbit and Malison. Most people level so fast these days, they never hunt for Ribbit or Malison, which are great stat pets for those mid-levels. Most current players have never hunted in maps for good pet eggs.

    It actually does not help new players to get advice from your usual player, because all those players just advise getting Nekro or some other expensive pet and buying like dragon staff, completely unrealistic for a new player. A mid-level pink pet that drops in the maps and normal pink equips is perfectly fine for normal leveling and pve killing within their level. Most players no longer know how to hunt for pink egg drops in maps and do not bother getting them. They would much rather just get the eggs from auction or trade and that is what they advise the new players, i.e. get trade.

    Since I did not start completely new accounts, I do not know about the traders' permit dialog, but there should be one. People should also always get Shazbot's free gift. The chances are good that there will be 10 Story Tokens.

    The more I think about how much content in the maps is no longer used - hunting for pink boss drops, hunting for egg drops, hunting for chest drops - the more I think maybe the traders permit should return to being a barrier. Instead of awarding the traders' permit earlier, perhaps more dialog on where to hunt for x or y. Kraken has some beautiful drops that I often hunt for alone. For those people complaining about low levels not having gold, many of those items to hunt for actually can bring in quite a bit of gold (once they get trade enabled), except of course, almost no one hunts them.

    New players get their xp, level to 50+ and never know that much of the stuff in auction or that they require to play the game is free in the zones for time investment.


    Anyways, just another thought.

    I suppose if all people care about is endgame, which right now is swamps, then why not just insta-level to endgame? Otherwise, it would be good to have some dialog that hint at hunting for various things in the various maps. I don't think anything tells new players about the arcane weapons chests, that jewel crafting, awaken kit crafting can be an ok income, about various eggs, various equips. I am not even sure whether there is clear dialog about skill masteries, equip awakens, pet egg slotting, and the different types of jewels unless you check in auction (after getting the trader's permit).

    Star light, star bright...

  17. #13
    Member Oldnewzeus's Avatar
    Join Date
    Sep 2018
    Location
    Austra
    Posts
    139
    Thanks Thanks Given 
    30
    Thanks Thanks Received 
    26
    Thanked in
    11 Posts

    Default

    Id agree to some other replies, try to make or add a catchier Storyline, after Dead City there is no real connection between the Citys/Maps, like ok u travel from Nordr to Shuyal with the Gleipnir but thats it. Tbh i was lost aswell at the beginning of the game, but luckily i played with some friends so we didnt give up that fast, but thats the point. Many Players sure start solo and get bored or either confused and just quit the game. Deleted and Forgotten

    regards,

    Oldnewzeus

  18. #14
    Senior Member Xxkayakxx's Avatar
    Join Date
    Jun 2017
    Posts
    860
    Thanks Thanks Given 
    349
    Thanks Thanks Received 
    269
    Thanked in
    182 Posts

    Default

    Quote Originally Posted by Oldnewzeus View Post
    Id agree to some other replies, try to make or add a catchier Storyline, after Dead City there is no real connection between the Citys/Maps, like ok u travel from Nordr to Shuyal with the Gleipnir but thats it. Tbh i was lost aswell at the beginning of the game, but luckily i played with some friends so we didnt give up that fast, but thats the point. Many Players sure start solo and get bored or either confused and just quit the game. Deleted and Forgotten

    regards,

    Oldnewzeus
    Glad you confirm that playing not solo is one of the key points
    I insist on my idea that if Sts find a way to “group” people in the same map, or to show if a map is not empty (so you can join someone) beginners would have fun playing whatever equip they have
    If there would be a competition for stupidity, I would be second. Cause I’m stupid

  19. #15
    Senior Member PostNoob's Avatar
    Join Date
    May 2018
    Posts
    997
    Thanks Thanks Given 
    308
    Thanks Thanks Received 
    262
    Thanked in
    165 Posts

    Default

    Quote Originally Posted by Xxkayakxx View Post
    Glad you confirm that playing not solo is one of the key points
    I insist on my idea that if Sts find a way to “group” people in the same map, or to show if a map is not empty (so you can join someone) beginners would have fun playing whatever equip they have
    Yes, a game list (much like Pocket legends) would be awesome for players old and new!

  20. #16
    Senior Member Bundlos's Avatar
    Join Date
    Sep 2018
    Location
    Your worst nightmare
    Posts
    663
    Thanks Thanks Given 
    268
    Thanks Thanks Received 
    231
    Thanked in
    96 Posts

    Default

    Quote Originally Posted by Justg View Post
    Hey folks,

    We're working on some more lifestyle features (improved crafting, quests, and a couple of other things) but we are also taking a look at the early game.

    From your perspective, what are the most challenging things for new players? What are the most frustrating parts of the game that you have run into?

    Thanks, and have a great weekend!

    - g
    Hi G,

    I think the game currently is all about gold. Sets and the better gears in-game are very expensive to be purchased by someone who has just started playing the game. And farming gold is next to impossible at lower levels, so somewhere between level 50-65ish you hit a wall, struggling to level up. To be honest I was very bored of doing the dailies to level up because they were very monotonous and repetitive.

  21. #17
    New Member
    Join Date
    Sep 2018
    Posts
    1
    Thanks Thanks Given 
    0
    Thanks Thanks Received 
    0
    Thanked in
    0 Posts

    Default

    first of all add lvl50advancment pack since most poeple can get to lvl50 before getting traders permit give them a daily log in reward for the first week
    day1:10k gold
    day2:10k gold
    day3:10k gold
    day4: 2 untradable awakening gems
    day5:a random legendary egg(untradable)
    day6:5k xp chest(untradable)
    day7:20k gold
    and aswell give players for each 15levels(after level30) 100potion packs
    make it so once you reach a new city fireworks blow up giving you 25%reduced damage elixir
    25%damage elixir
    (both untradable and last for 20mins)
    make it so once your level50 you gain a
    untradble ankh kit and once your level 61 make it so you a get a level 61 congratulations pack that contains
    500mana/hp potions
    30k gold
    3 awakening gem kits
    1 elite awakening gem kit(untradable)
    and make it more clear to begginers that you get trader permit by story tokens
    sorry if my english is bad

  22. #18
    Member
    Join Date
    Sep 2018
    Posts
    153
    Thanks Thanks Given 
    4
    Thanks Thanks Received 
    11
    Thanked in
    8 Posts

    Default

    Quote Originally Posted by dapizzaninja View Post
    first of all add lvl50advancment pack since most poeple can get to lvl50 before getting traders permit give them a daily log in reward for the first week
    day1:10k gold
    day2:10k gold
    day3:10k gold
    day4: 2 untradable awakening gems
    day5:a random legendary egg(untradable)
    day6:5k xp chest(untradable)
    day7:20k gold
    and aswell give players for each 15levels(after level30) 100potion packs
    make it so once you reach a new city fireworks blow up giving you 25%reduced damage elixir
    25%damage elixir
    (both untradable and last for 20mins)
    make it so once your level50 you gain a
    untradble ankh kit and once your level 61 make it so you a get a level 61 congratulations pack that contains
    500mana/hp potions
    30k gold
    3 awakening gem kits
    1 elite awakening gem kit(untradable)
    and make it more clear to begginers that you get trader permit by story tokens
    sorry if my english is bad
    I like this idea ..+1


    Sent from my iPhone using Tapatalk

  23. #19
    Senior Member Dalmony's Avatar
    Join Date
    Sep 2014
    Location
    UK
    Posts
    644
    Thanks Thanks Given 
    214
    Thanks Thanks Received 
    362
    Thanked in
    153 Posts

    Default

    I agree about the solo nature of early gameplay being off-putting. When I first started the cap was 21 and every town was full of people at the same stage and near in level to me. I easily found a guild filled with chatter about best places to level, people to run quests and farm with etc and the bonds I formed are ultimately what lead me to stay.

    Obviously that's the nature of a new game is everyone is at the start together. But finding a way to recreate this would be huge in keeping new players.

    Maybe having different instances of towns for different level bands would help. EG when a sub level 25 enters travellers outpost he would find it full of other low level players which would create a new to game banter and help people find groups to run content with.

    Sent from my Mi A1 using Tapatalk

  24. The Following 2 Users Say Thank You to Dalmony For This Useful Post:


  25. #20
    Luminary Poster Zylx's Avatar
    Join Date
    Oct 2013
    Location
    U.S.
    Posts
    5,705
    Thanks Thanks Given 
    500
    Thanks Thanks Received 
    2,217
    Thanked in
    935 Posts

    Default

    Quote Originally Posted by Dalmony View Post
    I agree about the solo nature of early gameplay being off-putting. When I first started the cap was 21 and every town was full of people at the same stage and near in level to me. I easily found a guild filled with chatter about best places to level, people to run quests and farm with etc and the bonds I formed are ultimately what lead me to stay.

    Obviously that's the nature of a new game is everyone is at the start together. But finding a way to recreate this would be huge in keeping new players.

    Maybe having different instances of towns for different level bands would help. EG when a sub level 25 enters travellers outpost he would find it full of other low level players which would create a new to game banter and help people find groups to run content with.

    Sent from my Mi A1 using Tapatalk
    Also this^. Back in the early seasons, AL's population felt more evenly spread out in terms of how far people were in the game. I always encountered PUGs to run with because there was a lot less content dividing the population. Some people were creating and leveling alts, some were breezing through, and some were just going at a leisurely pace, so you always had people to run with. The leveling system also felt more fluid and it was a lot easier to cap from scratch.

    As the game evolved, and more content expanded the end-game forwards, it made it a bit harder to hit the cap. Old content was old content and most of the gold-making was in end-game. Expansions catered to the people who were consistently capping and growing with the game. Nowadays people wonder why end-game isn't as active as it used to be anymore, and it's because a lot of the older players have already left, and new player acclimation is very weak. New players are being fed the leftovers while end-gamers are enjoying the feast.

    Sent from my SM-G965U1 using Tapatalk

    IGN: Łʊƈɨƒɛʀ
    Join the Discord Community!
    Arcane Legends Discord

Similar Threads

  1. Early Christmas Request.
    By MageFFA in forum PL General Discussion
    Replies: 22
    Last Post: 11-16-2017, 04:05 PM
  2. Replies: 73
    Last Post: 09-17-2013, 01:19 PM
  3. Early heads up on new game
    By Justg in forum PL Announcements
    Replies: 33
    Last Post: 08-01-2012, 08:51 PM
  4. feedback on new player experience
    By Slush in forum PL Suggestions and Feedback
    Replies: 1
    Last Post: 04-18-2011, 03:30 AM
  5. Too much early game content
    By Derajdefyre in forum PL Suggestions and Feedback
    Replies: 7
    Last Post: 11-23-2010, 11:12 AM

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •