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This comment struck me because the last part (bolded) is very close to the document I've just started to design (let's call it "30 things you should know about Guild Wars"): at the most basic level, I'm not even sure if people know about this kind of stuff (hex, pips, compass, spell animation and sound, etc.), i.e. they haven't understood the depth of the User Interface (UI), which itself reflects the complexity of the game mechanics. I hope to be able to finish this not too late (not easy), it'd be something that'd start with a big picture of a GW screenshot and describe each and every aspect of the UI, as an excuse to describe the basics of the game mechanics. Not an in-depth look at the game (which is required if you want to know more than the basics), something rather short with quite a few links to other articles, but just enough to, maybe, make the n00b a little less n00b, give the newbie the right tool to start learning, and the casual player new information s/he may have missed.
...... What do you think? Could "basic" players be interested in a such a "visual guide to swimming"? Could such a "30 things to know about Guild Wars" guide work and effectively improve player skill? |
Surgestions to make people better (and not covered in tutorial quests) have to do with two, maybe three things.
First of all, team building. Learn how to make a balanced team.
And more important, the individual build should benefit the team, not only the ego of the player.
Second, position on the field.
Get those two two right and you've gained a lot.
Third, don't use the user interface, use all information you get. Shut down the user interface and look around. What animations do certain hexes have when being cast, both on caster and target. Same with enchantments. Which sounds are associated with the casts (I really hate the sound of Diversion when I know I'm too late to cancel my skill).
What do conditions like daze and blind look like on a target.
Don't try to learn them, just look at the information presented to you.
The only thing I would keep open (and kinda huge on the screen) is the compass. It tells you the relative position of your team and foes.
Only after that you can start talking about the various skills and how they effect gameplay. The number of skills makes it very hard for a new player to learn each of them. Who cares about Empathy or IP or SS? As long as the healers can heal up, it's not a problem. Same with Backfire. I don't care ~125 damage when I can kill or disable a foe and am not in any danger.
My (human) monks could also know they don't have to react, since my position on the field would indicate no danger.
More important is to look for damage sources (do I get hit or do I hurt myself) and the amount of healing applied.
@Akaraxle on "For PvE, I blame the lack of a proper tutorial...."
Yesterday I created a new monk in both Factions and Nightfall and the tutorials are there. And they ain't that bad, but one should follow them all to actually learn as new player. And who wants to play and read those when the world is at risk?


), their effects, but: 1) I can't show sounds (or maybe I'll try on 2 or 3 obvious ones); 2) this guide will be an entry point, surely not a complete guide on the UI or GW's game mechanics. If people find this guide interesting, maybe they'll be more willing to read more stuff (e.g. wiki).
. (I may use that in the introduction of the guide, something along the lines of "Would you like to play in such a way that you'll understand why Shiro is so strong and beat him more easily? Or why the Margonites are easily killing you while the Vabbian guards were easy to kill?"
)
), but I'd like to throw in a bit of perspective: