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If You Could Change One Thing In A Quest...

Discussion in 'Wynncraft' started by Pepo, Jan 16, 2020.

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  1. Selvut283

    Selvut283 Circadian rhythm stuck on Tokyo time ♪ Music GM

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    Creator Karma:
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    I find getting around without any particular investment in intelligence isn't that difficult. I mean, I managed as a poison Shaman using Hourglass from Lv 18 til Lv 36 or so, with intermittent play and a greater focus on finding sets than actually progressing. Mind that Hourglass's totem cost increases the cost of Totem to 10, so my movement spell costed 12 or 13 mana, and that was still more than enough for me.
     
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  2. JaydonTheWarrior

    JaydonTheWarrior Nerf tanks, buff paladin.

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    Yeah, um.
    Way too much, that's called front loading.
    It's an issue a lot of novice game designers make.
    Generally, you want to just have the main gameplay loop, and then mechanics that add depth to the system are either slowly integrated, with a smooth crave, or explained outside of that.
    Builds, elements, powders, grind spots, the trade market, and the bank, are all kind of unneeded in the tutorial.
    As for loot chest, it wouldn't hurt to have some just around, but I'm not sure about actually explaining what one is.
     
  3. Melkor

    Melkor The dark enemy of the world

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    Yeah. As I said, it shouldn't all be added, but every single thing on there is pretty neglected, while crafting takes front and center. Identifying, for instance, should 100% be in the tutorial and yet isn't even mentioned (and the first identifier you don't even meet until you're halfway to Nivla Wood, 10-20 minutes into the game for a new player). All of the things I mentioned are featured in typical gameplay for most players, and at least some sort of acknowledgement of some of them would be nice. Probably not the market or powders, but I'd add a little bit about builds, maybe a comment about melee vs spell or something, or touching on ids. Nothing major that tells you how to build properly, just a vague acknowledgement that you can totally make a melee mage or a spell warrior; you're not locked into a class stereotype. And yeah, I'd just put a loot chest or two in , not give it more than that (unless they wanna add some lore to explain why random sparkling chests appear and give me free stuff from time to time...). I mostly just wanted to illustrate how many things that are, at least in my opinion, far more important than crafting are not even mentioned in the tutorial, which is a poor indication of what the game is like.
     
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  4. Saya

    Saya you win at uwynn HERO

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    Also wouldn't hurt to just not have professions in the tutorial, instead making a separate (optional?) quest for them. Currently, new players are led to believe they're a crucial part of the game when they're really not.
     
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