Tutorial Updates
We’ve updated the post-quest tutorial portal room so new accounts will be initially limited to the portals to Stros M'Kai, Bleakrock Isle, and Khenarthi's Roost, depending on their alliance. Upon using any of the aforementioned portals, you will gain the ability to use portals to any additional zones available to your account as well as the ability to skip the tutorial on subsequent characters.
valenwood_vegan wrote: »Hmm... yeah not quite sure what this change is trying to accomplish. Many new players already have trouble finding the "main" quest, and now they'll be doing a starter island... going to town and picking up the main quest... escaping from coldharbor and being sent back to a starter island. Sounds confusing to me. I wonder if forcing brand new players to start the main quest after the tutorial would make more sense?
Or maybe the portal room could involve some dialogue and guidance about what the player wants to do next, and portals will become available based on that choice... like a conversation with choices such as "I want to start my alliance story" (starter island); "I want to visit a capital city" (alliance capitals); "I want an adventure in distant lands" (DLC areas).
Maybe they could also be provided with a way to get back to the portal room. Like a special "new player recall scroll" or something. Just so that if they get lost in the game and don't know what to do next, they can return to the portal room and get some guidance again. Idk.
A common theme among new players I've encountered seems to be that they are looking for the game to provide a little more guidance on what they should be doing. It's overwhelming and confusing.
So also, when I was a new player, the experience was pretty confusing too. I went through the Morrowind tutorial and following that, for like the first week I was playing... I thought the entire game was Vvardenfell. I finally discovered the base game by accident (picked up a quest that made me travel elsewhere) and I had to start over to try and do things in some semblance of the proper order and make some sense out of the game.
So also maybe at the very least... something should be added to the tutorial about wayshrines / how to use them / the fact that you can travel to a lot of places beyond the starter islands. I dunno. It's hard to think like a new player now, but you definitely don't want them thinking that the starter islands are representative of what the game has to offer.
One aspect that was discussed in another thread I can’t find is that a player who is new to the game needs certain aspects of the starter zones. There should be no World Bosses or dolmens etc. to blunder into, more resources to learn crafting, and if I could find the thread, there were more brought up.
A fresh alt doesn’t need the n00b treatment, so the skip tutorial, and start anywhere options apply. Since the game knows the difference, why not behave that way?
Starting the Main Quest is another choice that an uninformed player would have problems in making. For some players, the MQ is needed to make sense of the game, but others would want to play the chapter that enticed them to buy it. There is no easy way for the game itself to know. Perhaps leaving that choice to a point after playing a starter zone, which can be regarded as an extension of the tutorial process, is appropriate. Does the Vestige concept need explanation before that choice is given?
tomofhyrule wrote: »I can see the idea of restricting the tutorial for new players, but I don't think that that helps narratively as much as it should.
Yes, restricting the tutorial to the Alliance zone will give new players the background for the Alliance war. But the alliance war is not the main quest. Sending the players to the starter islands could only lead to more confusion when the new players do the starter island questline, get to the starter city, and then are thrust into the Main Quest with the Hidden Figure... which then deposits them right back on the starter island, this time with no more quests to do.
This is doubly confusing for Daggerfall Covenant characters, as the Betnikh storyline specifically references the fact that the player has no soul. Furthermore, a DC player who does the Stros and Betnikh stories and gets sent to Daggerfall, and then decides to do the Daggerfall quest hub before searching for the Hidden Figure will be very confused as there is no vector quest pointing you to Deleyn's Mill. This DC newbie will end up back on Stros with no quests at all, and no idea that they need to go to some random quest hub east of Daggerfall to continue the story.
What would proceed best would be for new players to be taken from the Balfiera tutorial directly into Coldharbour, skipping the Hidden Figure and ending up right in the Wailing Prison cell. The Hidden Figure starting the first MQ could still exist for players who are not skipping the tutorial or going through a different portal on a second playthrough.
Norianwe could give them a line to the extent of "Now, come through this portal and see how it all begins..." or something to that effect. They could get the standard Alliance war video, ending with the video we normally see when the character is sacrificed, and then they wake up in the cell and Lyris comes to save them. That way, they're deposited properly into the Alliance starter zone, get the Prophet dialogue as intended, and then they can correctly (and following the narrative) get to the starter city via the starter island wihtout ever having to backtrack.