Ideas on how to draw in New Players

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Re: Ideas on how to draw in New Players

Postby Banger » Wed Mar 22, 2017 5:00 pm

DezNutz wrote:
DoS wrote:I think the role that you pick in the start of the game (Pirate, Merchant, or Noble) should effect the recruitment screen.


IE: Those who picked pirate and directed to guilds that identify as pirate guilds, those who picked Merchant are directed to guilds who identify as merchant guilds, etc.

And of course a mix.

If a guild identifies as multiple.


I made a suggestion previously about defining Guild Types and everyone hated it. Don't know how you would do this without making guilds define the type of Guild they are?


Most guilds already do in their description anyway.
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Re: Ideas on how to draw in New Players

Postby Haron » Wed Mar 22, 2017 5:09 pm

I think the start choice of merchant, pirate or noble should be removed. That choice does not determine your play style at all. Which is fortunate, since no player is able to understand what such a choice would mean when starting the game. Players should be given a default start setup, and placed under the Jolly Roger.
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Re: Ideas on how to draw in New Players

Postby Banger » Wed Mar 22, 2017 5:10 pm

I don't remember having to pick merchant, trader, pirate when I joined a month ago. Perhaps it is already gone.
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Re: Ideas on how to draw in New Players

Postby Haron » Wed Mar 22, 2017 5:12 pm

Basically, it only determines if you start with a howker, sloop or cutter, and there is possibly also a slight difference in the starting resources. That's it.
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Re: Ideas on how to draw in New Players

Postby Mugiwara » Wed Mar 22, 2017 5:14 pm

starting gold and ship type nothing more than that:)
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Re: Ideas on how to draw in New Players

Postby Banger » Wed Mar 22, 2017 5:16 pm

Oh yea, I remember that now. I did have to pick. I think I went with the sloop.
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Re: Ideas on how to draw in New Players

Postby DezNutz » Wed Mar 22, 2017 5:20 pm

Banger wrote:
DezNutz wrote:
DoS wrote:I think the role that you pick in the start of the game (Pirate, Merchant, or Noble) should effect the recruitment screen.


IE: Those who picked pirate and directed to guilds that identify as pirate guilds, those who picked Merchant are directed to guilds who identify as merchant guilds, etc.

And of course a mix.

If a guild identifies as multiple.


I made a suggestion previously about defining Guild Types and everyone hated it. Don't know how you would do this without making guilds define the type of Guild they are?


Most guilds already do in their description anyway.


From a programable standpoint looking for keywords in an open ended description is painful and can provide inaccurate data.
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Re: Ideas on how to draw in New Players

Postby Banger » Wed Mar 22, 2017 5:25 pm

I am saying that most guilds already define themselves arbitrarily so having them specify for the sake of searching or sorting shouldn't be an issue as they have already self-defined.
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Re: Ideas on how to draw in New Players

Postby DezNutz » Wed Mar 22, 2017 5:32 pm

Haron wrote:I think the start choice of merchant, pirate or noble should be removed. That choice does not determine your play style at all. Which is fortunate, since no player is able to understand what such a choice would mean when starting the game. Players should be given a default start setup, and placed under the Jolly Roger.


I understand the basic reasoning for this as you can change how you play the game whenever you want; however, I think that choice should exist but it should only be between Pirate and Merchant. The path of Nobility is a sub-path of being a merchant. The two options would provide you with different setup options and some additional tutorials/quests that focus on the option you have chosen.
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Re: Ideas on how to draw in New Players

Postby Maha » Wed Mar 22, 2017 5:57 pm

maybe new players should make a journey to avonmora.
during this journey they have to make about 10 choices.

each guild can tick 4 of these choices which represent their play style best.
upon arrival the new player get a list of guilds that resembles most closely their choices during the journey

one of the choices is cutter, sloop or howker; another is the choice between merchandize or gunpowder and cannonballs a third could be the addition of att points of their ship etc etc
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