We are well aware the new player experience is something we have not touched on in a long time and that currently, we leave players to go it alone very early on. As a result, the younger audience tends to drop out early on as they don't have a clear direction. This is something we are going to be addressing next, so I'd like to give everyone the opportunity to leave some ideas and thoughts on what it should look like (in your opinion) below.
The Current Intro Course
As you know we've been running this server for over 9 years now and in that time have tried pretty much every intro experience under the sun. As a result, we are fairly confident we know what works and what doesn't. We believe the intro course should accomplish the following 3 things:
What a lot of comments from the community appear to suggest is that the intro course should act as a giant tutorial, teaching players the servers custom mechanics. We strongly disagree with this and even the notion of teaching them some more basic mechanics. It is critical that the intro course is short. People have short attention spans and if it's any longer than it currently is, people will leave before completing it. Players are also are going to have no interest in trying to take in the info and learn new things if they don't know if they are going to stick with the server or not. It's incredibly naive to think that we can teach people T Gen mechanics or how towns work when a player joins for the first time.
What We Plan On Adding/Changing
Other than small tweaks to messaging to players in the intro course our planned changes are focussed on the player experience post-intro course. This will start with taking over Minecraft's advancements system and using it as a guide/tutorial on what to do next. This would start off with things such as go to the docks area, get on a boat etc. and possibly reward players along the way with things like the basic keep on death armour. Then move them towards our next new feature which is camps.
Camps (which stem from froggyfruits original suggestion) can be started by any nomad in any non-town tile (perhaps some further restrictions) and would be a land claim on a 'mini hex' within a tile (wouldn't appear on the map). This would grant block protection and could be run with a single member. Advancements would be used to show you how to progress your camp and provide tasks to do. Any nomad can be invited to your camp (this may unlock an extra mini hex per player). You would be able to talk to other camps through a global camps chat channel, which would hopefully encourage them to join each others camp so they could form a town. Once you have completed the progression and have at least 3 players in your camp you can upgrade it into a fully-fledged town. (This means the new town fight will no longer be a thing and instead, you have to build a camp and work up to a town)
This would then unlock a new advancements page for towns and would contain advancements that would help build up your town and in the process teaching you about the various town mechanics. Once they are complete NPC's within the town will replace the advancements and help players by suggesting things they could be doing. This would also start to lead in to post level 25 town progression but I won't get into that here.
Other ways we will be improving the new player experience is expanding upon our dynamic tips system and using it in as many places as possible. These tell players about a mechanic as they discover it. For example, if you walk into a red wilderness for the first time, a tip will pop up telling you about it. This way players are not overwhelmed with info and are only told what they need to know when they need to know it.
The final improvement comes in the form of YouTube videos. We want to produce some quick, to the point tutorials, that explain various mechanics on the server. These could be linked when dynamic tips show up and act as a more accessible Wiki page/tutorial. We could also make them accessible in a /help menu. In a perfect world, we would also have multiple in-game tutorials, in the form of a command that takes you to a special tutorial world. This would take you through each mechanic and have you physically do it, such as locking doors or setting a town zone. However, currently, we feel this would be a waste of time/resources (would mean we couldn't work on other things as our time would be taken up on this) and 95% of players would ignore it, preferring to watch a YouTube video. As a result, the current plan is to only do YouTube videos.
Feedback
One thing that our changes doesn't address, is getting the key concepts of the server across to new peeps. Such as, teaching players what the goals/aims are, what gameplay is like etc. Perhaps encouraging them to watch a server overview video in the intro course would satisfy this, but it's definitely one of the harder problems to solve.
Hope this helps everyone to better understand our views and why things are the way they are. I want to encourage everyone, but specifically, those of you who have given feedback in the past on this subject to respond. Do you agree with us? Have ideas on how to improve it? Are there things missing?
The Current Intro Course
As you know we've been running this server for over 9 years now and in that time have tried pretty much every intro experience under the sun. As a result, we are fairly confident we know what works and what doesn't. We believe the intro course should accomplish the following 3 things:
- Tell them the most basic rules and server concepts/aims (e.g. don't hack, it's PvP survival etc.)
- Engage new players with something exciting and give them a taste of the server to get them hooked. (at least willing to give the server a shot)
- Weed out people joining just to spam, advertise and hack.
What a lot of comments from the community appear to suggest is that the intro course should act as a giant tutorial, teaching players the servers custom mechanics. We strongly disagree with this and even the notion of teaching them some more basic mechanics. It is critical that the intro course is short. People have short attention spans and if it's any longer than it currently is, people will leave before completing it. Players are also are going to have no interest in trying to take in the info and learn new things if they don't know if they are going to stick with the server or not. It's incredibly naive to think that we can teach people T Gen mechanics or how towns work when a player joins for the first time.
What We Plan On Adding/Changing
Other than small tweaks to messaging to players in the intro course our planned changes are focussed on the player experience post-intro course. This will start with taking over Minecraft's advancements system and using it as a guide/tutorial on what to do next. This would start off with things such as go to the docks area, get on a boat etc. and possibly reward players along the way with things like the basic keep on death armour. Then move them towards our next new feature which is camps.
Camps (which stem from froggyfruits original suggestion) can be started by any nomad in any non-town tile (perhaps some further restrictions) and would be a land claim on a 'mini hex' within a tile (wouldn't appear on the map). This would grant block protection and could be run with a single member. Advancements would be used to show you how to progress your camp and provide tasks to do. Any nomad can be invited to your camp (this may unlock an extra mini hex per player). You would be able to talk to other camps through a global camps chat channel, which would hopefully encourage them to join each others camp so they could form a town. Once you have completed the progression and have at least 3 players in your camp you can upgrade it into a fully-fledged town. (This means the new town fight will no longer be a thing and instead, you have to build a camp and work up to a town)
This would then unlock a new advancements page for towns and would contain advancements that would help build up your town and in the process teaching you about the various town mechanics. Once they are complete NPC's within the town will replace the advancements and help players by suggesting things they could be doing. This would also start to lead in to post level 25 town progression but I won't get into that here.
Other ways we will be improving the new player experience is expanding upon our dynamic tips system and using it in as many places as possible. These tell players about a mechanic as they discover it. For example, if you walk into a red wilderness for the first time, a tip will pop up telling you about it. This way players are not overwhelmed with info and are only told what they need to know when they need to know it.
The final improvement comes in the form of YouTube videos. We want to produce some quick, to the point tutorials, that explain various mechanics on the server. These could be linked when dynamic tips show up and act as a more accessible Wiki page/tutorial. We could also make them accessible in a /help menu. In a perfect world, we would also have multiple in-game tutorials, in the form of a command that takes you to a special tutorial world. This would take you through each mechanic and have you physically do it, such as locking doors or setting a town zone. However, currently, we feel this would be a waste of time/resources (would mean we couldn't work on other things as our time would be taken up on this) and 95% of players would ignore it, preferring to watch a YouTube video. As a result, the current plan is to only do YouTube videos.
Feedback
One thing that our changes doesn't address, is getting the key concepts of the server across to new peeps. Such as, teaching players what the goals/aims are, what gameplay is like etc. Perhaps encouraging them to watch a server overview video in the intro course would satisfy this, but it's definitely one of the harder problems to solve.
Hope this helps everyone to better understand our views and why things are the way they are. I want to encourage everyone, but specifically, those of you who have given feedback in the past on this subject to respond. Do you agree with us? Have ideas on how to improve it? Are there things missing?