Perhaps I didn't word my post specifically, I'm referring to the fact that the gear display on the character creation (which is just purely aesthethic and thus indeed irrelevant, especially with the Outfit system) misleads players to think it matters. It thus affects their class and build choices, far from being in the rear view mirror (where it belongs).Taleof2Cities wrote: »As a new player, I wished a lot of things that didn’t have anything to do with the displayed gear on the character creation screen.
Back in 2014, I was trying to improve my build first ... the aesthetic display was far in the rear view mirror.
Taleof2Cities wrote: »As a new player, I wished a lot of things that didn’t have anything to do with the displayed gear on the character creation screen.
Back in 2014, I was trying to improve my build first ... the aesthetic display was far in the rear view mirror.
After I figured out builds and combat, then I could sit back and change outfit styles.
In other words, I don’t think this issue is paramount for new players. Just my opinion though.
Perhaps I didn't word my post specifically, I'm referring to the fact that the gear display on the character creation (which is just purely aesthethic and thus indeed irrelevant, especially with the Outfit system) misleads players to think it matters. It thus affects their class and build choices, far from being in the rear view mirror (where it belongs).Taleof2Cities wrote: »As a new player, I wished a lot of things that didn’t have anything to do with the displayed gear on the character creation screen.
Back in 2014, I was trying to improve my build first ... the aesthetic display was far in the rear view mirror.
This post was inspired by another thread, where a new player was asking what class he should make if he wants to make heavy armor. So clearly the game isn't doing a good job of informing players of how it works; we can see that in a lot of 'newbie' questions about class/roles or class/armors, etc.
This is an improvement suggestion thread for the Character Creation screen, so that it's less confusing and more informative.1) Remove 'Novice Gear' and 'Champion Gear' previews entirely, or change them.
Currently when you're creating a character it changes the equipped armor type based on its class. That's really misleading for ESO, since a character's armor isn't determined by the class but by the role and build. Many new players in guilds, zone chats, and here on the forums too expressed the misbelief that their armor type would somehow be linked to their class. While they may have brought these misconceptions from other games, ESO's own character creator not only doesn't dispel this false information but in fact contributes to it with its armor preview.
- One possible solution would be to remove the 'Novice Gear' and 'Champion Gear' previews entirely, and only leaving the 'No Gear' character creation. There is no reason for these armor previews to exist, really. Experienced players will of course know that their class doesn't determine their armor type, and they don't need a preview to show them what armor looks like, they already know those looks from ingame and from the Outfit system, so they lose nothing. And new players who aren't aware of how armors work in ESO will gain from it, since they won't be misguided to believe that they need to make a Dragonknight or a Templar if they want a heavy armor wearing character.
- Another option would be to change it into 'Light Armor' 'Medium Armor' 'Heavy Armor' and 'No Armor'. Currently the char creator previews Anequina/Pellitine armor as 'Novice Gear', and Sunspire armor as 'Champion Gear' ... but none of these are particularly relevant or informative choices. If devs want to keep some manner of armor preview in there, it would be far better if they previewed armor type options instead. That way, classes wouldn't have a pre-assigned armor type as they do now (Heavy- DK, Templar; Medium - NB, Warden; Light - Sorc, Necro). Instead, players could pick any armor preview on any class; much like they can ingame.2) Change Class Descriptions to be more informative.
Class Descriptions should give new players a decent overview of what they can expect from that class, but currently they fall short. Some Class Descriptions mention only a very niche role of that class: the Necro is described as being able to 'harm and heal' which is good, yet the Sorc Warden and NB are described as a pure dps class. Some have oddly specific lore: the Templar is defined as a 'traveling knight' (which is another distraction from the fact that class doesn't determine role). And some have vague or misleading information : DKs 'phyiscally alter the world around them' and a Warden's 'nature tales become magical reality'... What is that even supposed to add to a player's understanding of that class? I'm sure all of that would fit nicely in a lorebook, but is this really the most relevant information we want a new player to see on an MMO character creation?
- The crucial first step would be to make people aware of class/role flexibility. Wardens have an entire skill line dedicated to healing yet there is no mention of healing in their class desrciption for example. There is a lot of unused space under the Class Descriptions (they added the Criminal Act warning under the Necromancer, and there is still plenty of space left). This space should be used to desrcibe the role-agnostic nature of classes in ESO which differs from many other MMOs and can therefore be an issue for new players. The paragraph could be something like 'Even though some classes can have a greater affinity for certain roles, all classes are capable of dealing damage, healing, and tanking', which would already be enough of a disclaimer to not mislead new players as much as the menu does now.
- If we want to go even further, we could update the Class Descriptions too.By no means do I claim to know the perfect way to capture the essence of a class, I'm in fact looking forward to reading your comments and ideas on how to summarize classes the best, these are just some suggestions. Whatever the exact wording, the Class Descriptions should be changed to give an overall view that is neither too vague nor too pigeon-holed.
- Dragonknight: 'These skillful masters-at-arms use the ancient Akaviri martial arts tradition of battle-spirit, and wield fearsome magic that pounds, shatters and physically alters the world around them.' Less emphasis on martial expertise, reference stamina and healing options, change the misleading 'alters the world around them' bit. 'Dragonknights use the ancient Akaviri tradition of battle-spirit to wield poisons and fire spells against their enemies, and invoke the elemental forces of the earth to protect or mend their allies.'
- Sorcerer: 'Sorcerers can use conjuration and destruction spells to hurl lightning bolts and create shock fields, wield dark magic to snare and stun, and summon Daedric combat followers from Oblivion to assist them.' Put less emphasis on spells, add reference to stamina options. 'Sorcerers can harness the power of the storms to cast lightning spells or improve their combat prowess, wield dark magic to keep their enemies at bay, and summon Daedric followers from Oblivion to assist them and their allies.'
- Nightblade: 'Nightblades are adventurers and opportunists with a gift of getting in and out of trouble. Relying variously on stealth, blades, and speed, Nightblades thrive on conflict and misfortune, trusting to their luck and cunning to survive.' Remove the misleading swashbuckling rogue bits, add reference magicka and healing options. 'Thriving on conflict, Nightblades can rely on shadows, blood magic or skillful weapon strikes to dispatch enemies, to restore allies, and to hold their own against their attackers.'
- Templar: 'These traveling knights call upon the powers of light and the burning sun to deal massive damage to their enemies while restoring health, magicka and stamina to their allies.' Remove the knight reference, remove 'massive', and add reference to spears, and to stamplars and tankplars. 'Templars call upon spears of light and the power of the burning sun to deal damage to their enemies, to heal and empower their allies, or to stand as a protector against those who would do them harm.'
- Warden: 'Wardens are defenders of the Green, master storytellers whose nature tales become magical reality. They wield frost spells against their enemies and summon animals to aid them.' Remove that whole storytelling bit, add references to healing and tanking. 'Wardens are defenders of the Green, calling upon nature to rejuvenate their allies, summoning animals to aid them in combat, and wielding frost magic to damage enemies and bolster their own defenses.'
- Necromancer: 'Masters of death, Necromancers can call upon corpses to serve as undead thralls and weave ghastly spells to both harm and heal.' This is pretty good by default, maybe add some info about stamcros and tankcros. 'Masters of death, Necromancers can call upon corpses to serve as undead thralls and weave ghastly spells and diseases to harm, heal, or enhance their own survivability.'
tl;dr: Char Creation has some features and descriptions which don't particulalry help new players, and even mislead them.
Are you an experienced player? How would you revamp the char creation screen to be more useful for new players?
Are you a new player? What information do you wish the character creator had told you when you were starting out?
This is an improvement suggestion thread for the Character Creation screen, so that it's less confusing and more informative.1) Remove 'Novice Gear' and 'Champion Gear' previews entirely, or change them.
Currently when you're creating a character it changes the equipped armor type based on its class. That's really misleading for ESO, since a character's armor isn't determined by the class but by the role and build. Many new players in guilds, zone chats, and here on the forums too expressed the misbelief that their armor type would somehow be linked to their class. While they may have brought these misconceptions from other games, ESO's own character creator not only doesn't dispel this false information but in fact contributes to it with its armor preview.
What's the 'good idea' in making that armor preview change based on your class? How does that help new players get a 'sort of idea' about the game? If anything, it gives the totally wrong sort of idea. That's the point my point I was making. I already said that if devs do want to keep armor previews in there, they can keep them there, but they shouldn't make it change based on the class.Edit: adding to this. I do not recall fretting about this when I was a new player. It seems to be a good idea to provide some sort of idea what the character looks like with armor and providing an appearance without armor so new players can get a sense of things. It is not to complicated and does not overload a new player.Taleof2Cities wrote: »As a new player, I wished a lot of things that didn’t have anything to do with the displayed gear on the character creation screen.
Back in 2014, I was trying to improve my build first ... the aesthetic display was far in the rear view mirror.
After I figured out builds and combat, then I could sit back and change outfit styles.
In other words, I don’t think this issue is paramount for new players. Just my opinion though.
Not sure what you mean that it isn't true, it's absolutely true. Armor type previews do change (and always have changed) based on your class (which they shouldn't do because that's not how classes work.)This part is not really true. Armors in character editor was for preview always. Always your race armor was in light, medium, heavy. But now. since Elsweyr its the new style for everybody and its so washed out.This is an improvement suggestion thread for the Character Creation screen, so that it's less confusing and more informative.1) Remove 'Novice Gear' and 'Champion Gear' previews entirely, or change them.
Currently when you're creating a character it changes the equipped armor type based on its class. That's really misleading for ESO, since a character's armor isn't determined by the class but by the role and build. Many new players in guilds, zone chats, and here on the forums too expressed the misbelief that their armor type would somehow be linked to their class. While they may have brought these misconceptions from other games, ESO's own character creator not only doesn't dispel this false information but in fact contributes to it with its armor preview.
This is an improvement suggestion thread for the Character Creation screen, so that it's less confusing and more informative.
:star: 1) Remove 'Novice Gear' and 'Champion Gear' previews entirely, or change them.
Currently when you're creating a character it changes the equipped armor type based on its class. That's really misleading for ESO, since a character's armor isn't determined by the class but by the role and build. Many new players in guilds, zone chats, and here on the forums too expressed the misbelief that their armor type would somehow be linked to their class. While they may have brought these misconceptions from other games, ESO's own character creator not only doesn't dispel this false information but in fact contributes to it with its armor preview.
- One possible solution would be to remove the 'Novice Gear' and 'Champion Gear' previews entirely, and only leaving the 'No Gear' character creation. There is no reason for these armor previews to exist, really. Experienced players will of course know that their class doesn't determine their armor type, and they don't need a preview to show them what armor looks like, they already know those looks from ingame and from the Outfit system, so they lose nothing. And new players who aren't aware of how armors work in ESO will gain from it, since they won't be misguided to believe that they need to make a Dragonknight or a Templar if they want a heavy armor wearing character.
- Another option would be to change it into 'Light Armor' 'Medium Armor' 'Heavy Armor' and 'No Armor'. Currently the char creator previews Anequina/Pellitine armor as 'Novice Gear', and Sunspire armor as 'Champion Gear' ... but none of these are particularly relevant or informative choices. If devs want to keep some manner of armor preview in there, it would be far better if they previewed armor type options instead. That way, classes wouldn't have a pre-assigned armor type as they do now (Heavy- DK, Templar; Medium - NB, Warden; Light - Sorc, Necro). Instead, players could pick any armor type on any class; much like they can ingame.2) Change Class Descriptions to be more informative.
Class Descriptions should give new players a decent overview of what they can expect from that class, but currently they fall short. Some Class Descriptions mention only a very niche role of that class: the Necro is described as being able to 'harm and heal' which is good, yet the Sorc Warden and NB are described as a pure dps class. Some have oddly specific lore: the Templar is defined as a 'traveling knight' (which is another distraction from the fact that class doesn't determine role). And some have vague or misleading information : DKs 'phyiscally alter the world around them' and a Warden's 'nature tales become magical reality'... What is that even supposed to add to a player's understanding of that class? I'm sure all of that would fit in a lorebook, but is this really the most relevant information we want new players to see on an MMO character creation?
- The crucial first step would be to make people aware of class/role flexibility. Wardens have an entire skill line dedicated to healing yet there is no mention of healing in their class desrciption for example. There is a lot of unused space under the Class Descriptions (they added the Criminal Act warning under the Necromancer, and there is still plenty of space left). This space should be used to desrcibe the role-agnostic nature of classes in ESO which differs from many other MMOs and can therefore be an issue for new players. The paragraph could be something like 'Even though some classes can have a greater affinity for certain roles, all classes are capable of dealing damage, healing, and tanking', which would already be enough of a disclaimer to not mislead new players as much as the menu does now.
- If we want to go even further, we could update the Class Descriptions too.By no means do I claim to know the perfect way to capture the essence of a class, I'm in fact looking forward to reading your comments and ideas on how to summarize classes the best, these are just some suggestions. Whatever the exact wording, the Class Descriptions should be changed to give an overall view that is neither too vague nor too pigeon-holed.
- Dragonknight: 'These skillful masters-at-arms use the ancient Akaviri martial arts tradition of battle-spirit, and wield fearsome magic that pounds, shatters and physically alters the world around them.' Less emphasis on martial expertise, reference stamina and healing options, change the misleading 'alters the world around them' bit. 'Dragonknights use the ancient Akaviri tradition of battle-spirit to wield poisons and fire spells against their enemies, and invoke the elemental forces of the earth to protect or mend their allies.'
- Sorcerer: 'Sorcerers can use conjuration and destruction spells to hurl lightning bolts and create shock fields, wield dark magic to snare and stun, and summon Daedric combat followers from Oblivion to assist them.' Put less emphasis on spells, add reference to stamina options. 'Sorcerers can harness the power of the storms to cast lightning spells or improve their combat prowess, wield dark magic to keep their enemies at bay, and summon Daedric followers from Oblivion to assist them and their allies.'
- Nightblade: 'Nightblades are adventurers and opportunists with a gift of getting in and out of trouble. Relying variously on stealth, blades, and speed, Nightblades thrive on conflict and misfortune, trusting to their luck and cunning to survive.' Remove the misleading swashbuckling rogue bits, add reference magicka and healing options. 'Thriving on conflict, Nightblades can rely on shadows, blood magic or skillful weapon strikes to dispatch enemies, to restore allies, and to hold their own against their attackers.'
- Templar: 'These traveling knights call upon the powers of light and the burning sun to deal massive damage to their enemies while restoring health, magicka and stamina to their allies.' Remove the knight reference, remove 'massive', and add reference to spears, and to stamplars and tankplars. 'Templars call upon spears of light and the power of the burning sun to deal damage to their enemies, to heal and empower their allies, or to stand as a protector against those who would do them harm.'
- Warden: 'Wardens are defenders of the Green, master storytellers whose nature tales become magical reality. They wield frost spells against their enemies and summon animals to aid them.' Remove that whole storytelling bit, add references to healing and tanking. 'Wardens are defenders of the Green, calling upon nature to rejuvenate their allies, summoning animals to aid them in combat, and wielding frost magic to damage enemies and bolster their own defenses.'
- Necromancer: 'Masters of death, Necromancers can call upon corpses to serve as undead thralls and weave ghastly spells to both harm and heal.' This is pretty good by default, maybe add some info about stamcros and tankcros. 'Masters of death, Necromancers can call upon corpses to serve as undead thralls and weave ghastly spells and diseases to harm, heal, or enhance their own survivability.'
tl;dr: Char Creation has some features and descriptions which don't particulalry help new players, and even mislead them.
Are you an experienced player? How would you revamp the char creation screen to be more useful for new players?
Are you a new player? What information do you wish the character creator had told you when you were starting out?
1. Allow character to be tweaked during the tutorial, what we see in the game does look different than in Chargen. Or, at least fix the dang Camera Focal Length so we see the same weight in game. You can make a character skinny in chargen, and they are pudgy in game. Same with Lighting, it is not the same as the game, like anywhere in the game. If you have to limit this change to once during the tutorial at the end, so be it, but give us a chance to tweak the character.
VocalThought wrote: »
Templar: Call upon spears of light and the power of the burning sun to deal damage to their enemies, to heal and empower their allies, or to stand as a protector against those who would do them harm.' Priest, Crusader, Light Mage
Lord_Eomer wrote: »They should add small description about each race Lore.
What nords are, came from etc.
This is actually a bad idea, while i agree that gear doesnt define your character having nothing would mean you dont know if you made your ass or chest or arm so big they look daft when wearing armor.- Another option would be to change it into 'Light Armor' 'Medium Armor' 'Heavy Armor' and 'No Armor'. Currently the char creator previews Anequina/Pellitine armor as 'Novice Gear', and Sunspire armor as 'Champion Gear' ... but none of these are particularly relevant or informative choices. If devs want to keep some manner of armor preview in there, it would be far better if they previewed armor type options instead. That way, classes wouldn't have a pre-assigned armor type as they do now (Heavy- DK, Templar; Medium - NB, Warden; Light - Sorc, Necro). Instead, players could pick any armor type on any class; much like they can ingame.
Taleof2Cities wrote: »As a new player, I wished a lot of things that didn’t have anything to do with the displayed gear on the character creation screen.
Back in 2014, I was trying to improve my build first ... the aesthetic display was far in the rear view mirror.
After I figured out builds and combat, then I could sit back and change outfit styles.
In other words, I don’t think this issue is paramount for new players. Just my opinion though.
I have to +1 on this.
Edit: adding to this. I do not recall fretting about this when I was a new player. It seems to be a good idea to provide some sort of idea what the character looks like with armor and providing an appearance without armor so new players can get a sense of things. It is not to complicated and does not overload a new player.
1. Allow character to be tweaked during the tutorial, what we see in the game does look different than in Chargen. Or, at least fix the dang Camera Focal Length so we see the same weight in game. You can make a character skinny in chargen, and they are pudgy in game. Same with Lighting, it is not the same as the game, like anywhere in the game. If you have to limit this change to once during the tutorial at the end, so be it, but give us a chance to tweak the character.
Oh yes. I wasted one of my free race changes because my char came out of char creation with hamster cheeks and a weird sickly skin tone. At least they should make the lighting representative of ingame daylight because the skin tones look totally different in candle light and the shadows make a round face seem much thinner.
Yes. I would just add that the preview of the character in character creation should actually reflect exactly how the character will look in game. ATM it doesn't really.
That would be my wish.- Another option would be to change it into 'Light Armor' 'Medium Armor' 'Heavy Armor' and 'No Armor'.
Its not just you, I found them silly back when I made my first character in summer 2014...Sylvermynx wrote: »I found - and still find - the gear displays silly. That's just me probably, maybe a lot of others think they're great.