Tutorial Missions

Implemented suggestions or suggestions that refer to implemented suggestions can be found here.

Tutorial Missions

Postby John rackham » Tue Apr 17, 2012 1:22 am

I have noticed that a lot of people seem to join the game and then do nothing - at least, their fame stays at zero (nearly 90% of the last 500 to join). Maybe they don't read the written tutorials (who ever does read the manual :lol:) and then don't know where to start, and give up?

Would it be worth setting up some Tutorial Missions for new players to go through, each of which would give them some rewards in cash and fame? The aim would be to introduce the basic game functions and get players into the game, maybe Missions something like:
- rename your ship;
- rename your fleet;
- apply the starting 5 ship upgrades;
- crew up your ship (have a starting crew of 15 and enough influence at the starting port for a full crew);
- fight a battle: against an NPC ketch with 1 gun or something, which will do very little damage, and with no Danger Rating (DR) penalty;
- repair ship damage;
- build a level 1 warehouse;
- open the 'View Warehouse' page;
- have a go at the Governor's Daughter;
- load your ship with cargo;
- travel to another port;
- set your current port to this new port;
- sell your goods;
- open the world map from the top line of the screen (and make a note of the average time to another port);
- from Headquarters go to the map via Choose Destination for the fleet (notice the travel time difference to the same port);
- type in your current DR, the adjustments for attack and defence, and the maximum 'safe' DR value;
- open the 'Setup Auto Trade Route' page;
- open the 'View Active Ports' page;
- type in the tag of one of the Guilds;
- from the Tavern, connect to the latest game forum post;
- play the Buried Treasure voodoo card (player is given one at this point);
- earn a small amount of fame (500?);
- earn a larger amount of fame (1,000?).

The text of each Mission could give an explanation of the relevant game features.

I don't know if it is possible to analyse new players' starting moves, if not the amount of fame/gold they are accumulating might give a clue as to why they are going inactive.
Last edited by John rackham on Sat Apr 28, 2012 11:08 pm, edited 4 times in total.
User avatar
John rackham
 
Posts: 108
Joined: Sun Mar 18, 2012 5:18 pm

Re: Tutorial Missions

Postby Xepshunall » Tue Apr 17, 2012 2:36 am

Holy Moly!!
How could this game exist so long without this suggestion being made and implemented. Finally a suggestion that cannot be argued against.
Yesterday I gave my all. Today I'll give more. Tomorrow, I'll take back what you took for granted.
User avatar
Xepshunall
 
Posts: 392
Joined: Thu Mar 15, 2012 4:13 pm

Re: Tutorial Missions

Postby John rackham » Tue Apr 17, 2012 3:04 am

I've played other games where the tutorial can last for several days and includes all sorts of goodies as rewards.

Seems to me important at the start that I get a narrative into my head... what I've achieved, what my next move is, what my longer-term plans are. Also some assurance that I'm not going to reach a certain point and then become a helpless farm for the few big players (so many games I have played, that happens). Given those, I'm likely to persist.
User avatar
John rackham
 
Posts: 108
Joined: Sun Mar 18, 2012 5:18 pm

Re: Tutorial Missions

Postby Hellfire » Tue Apr 17, 2012 4:18 am

Back in my day we had no stinki'n tutorials, we only had the grime on our brow, and the rage in our fingers. AND WE MADE IT WORK. And that is also why the remaining older players are still going hard core today. But if we want to break a wider audience into PG, then it would be wise to make a tutorial, maybe send out another email alert when it is completed to see if some of the stillborn accounts will jump back in would be a good plan too.
Kill one man
Murderer.
Kill a million
Conqueror.
Kill them all
God.
User avatar
Hellfire
 
Posts: 166
Joined: Tue Feb 08, 2011 1:41 pm

Re: Tutorial Missions

Postby Captain dungeness » Tue Apr 17, 2012 4:28 am

Agreed!

The rewards after a few solid missions could be enough gold to construct and crew a second ship in your first fleet. I am excited and encouraged to keep playing when I see my status and income increase.

I believe these tutorial missions would be an excellent way to help poor new players get started more quickly. When I first started the price of constructing new ships was 1/10th the cost of what they are now. This meant I had a ton of fun adding a new ship to my fleet a few times per day! The growth early on back in those days was nice and fast and rewarding. Now I believe the ships are too expensive for newbies and they run out of gold before they get to do anything exciting! Gold rewards from tutorial missions would give them a boost for their first few ships to make it exciting again.

Do you all think the pace of the game is too slow for new players or are my expectations incorrect?

-Captain D
User avatar
Captain dungeness
 
Posts: 626
Joined: Mon Feb 28, 2011 3:43 am

Re: Tutorial Missions

Postby Hellfire » Tue Apr 17, 2012 12:29 pm

I do think that the new ship pricing is a bit too steep for a player who is brand new to the game, which leads into either giving tutorial rewards, or dropping the price of merchant ships so that they can get established sooner and easier.
Kill one man
Murderer.
Kill a million
Conqueror.
Kill them all
God.
User avatar
Hellfire
 
Posts: 166
Joined: Tue Feb 08, 2011 1:41 pm

Re: Tutorial Missions

Postby Lefty » Tue Apr 17, 2012 9:46 pm

AArrgggg. Back in my day we had to sail against the wind in both directions of a trade route. There was no tutorials, just a yardarm to the back of the head when you screwed up. Shoot, ports were closed on sundays. In fact if it were not for that parrot and one eyed monkey at Baramas, I never would of figured out how to sell rum for profit. A tutorial for beginners does seem like a no brainer. :lol:
User avatar
Lefty
 
Posts: 533
Joined: Sat Dec 24, 2011 4:53 pm

Re: Tutorial Missions

Postby Captain dungeness » Wed Apr 18, 2012 5:02 am

Haha Lefty! Well spoken!
User avatar
Captain dungeness
 
Posts: 626
Joined: Mon Feb 28, 2011 3:43 am

Re: Tutorial Missions

Postby John rackham » Mon Apr 23, 2012 7:15 am

Also rewards in the form of free officers without bumping up the hire price could be good. Officers get expensive very quickly, Captains being a potential extra drag on a new player.
User avatar
John rackham
 
Posts: 108
Joined: Sun Mar 18, 2012 5:18 pm

Re: Tutorial Missions

Postby Sai92 » Mon Apr 30, 2012 2:35 am

guys wen v r takg abt ware houses I would like to know 1thing, cn v DEGRADE a warehouse and wil v b refunded ?
User avatar
Sai92
 
Posts: 15
Joined: Sun Apr 22, 2012 9:23 am

Next

Return to Implemented

cron