As a Beginner, What Would You Like to Know?
Posted: Fri Sep 14, 2012 5:00 pm
I'm working on a tutorial level for players that are new to the server.
My question is:
What would you like to know when you first entered the server and how did you find your answer?
Topics I plan on covering as follows (in order):
1. Player spawns with certain weapons (introduce that each spawn differs from map-to-map)
2. The door to the next room is set on a timer (how long should it take for a player to get settled? Should it be a Team Progress Volume instead? I was planning on introducing the Team Progress Volume at a later state to keep things very simple at the beginning. Should the door wait until a rank 1 player is ready?)
3. Introduce the Assault aspect. The players will complete various 0-score objectives at the beginning.
4. The players will encounter defending monsters. 0-score, no damage.
5. At this part I would like to separate the rank 1's from the rank 2-4's. Rank 2-4's either have a choice, enter an infinite Iso Combat-like section, or become a friendly player monster for the Rank 1's (via Monster Selection menu). Only human players may progress the map. This will prevent the high levels from rushing the map.
6. At this stage, the monsters will deal damage (and gives points).
When the player dies:
If there aren't any survivors: a no xp resurrection event is triggered.
When there are other survivors: Display a warning about the piercing factor. Also give them a warning that the dead could become hostile monsters.
When a rank 1 player dies, then they are given an introduction to the player monster system.
7. There is an infinite resurrection shrine at various places. Introduce concept of resurrections (through shrines and critical objectives).
8. Every time the resurrection shrine is used (& it resurrects at least a player), all score modifiers for every monster for the current section decreases (less xp).
9. Introduce Experience Triggers (justify why it's important not to rush?)
10. The 3 main RPG classes should be introduced (briefly). The player will learn about the particular class when entering through a doorway. Not sure how this will be done without text. Perhaps a instigator-only cutscene? Showing the strength/weaknesses of the class. For example for the Paladin class: there is an AI player that'll represent the Paladin. The player will see that Paladin complete the following tasks:
Section 10 can be skipped. The player doesn't have to watch any cutscene to progress.
Should these cutscenes be watched while the rank 1 player is dead?
At this point, the player will get into advanced topics:
11. Infinite monsters. Small critters like the flies or pupae.
12. During the infinite monster section, the player must take some sort of objective piece up to another point in the map (a very easy/small jump trial).
13. That objective piece spawns a elemental resistant robot. This robot is immune to all resistances (but lightning). The player must find a link gun to kill the monster.
14. When players reach to safety from the infinite monsters, the game will introduce the concept of elemental resistant monsters.
16. Next room, many supplies are given: Weapons, Ammo, Respawning adren pills and DWAdren pills (good spot to introduce weapon-stay weapons vs one-time pickup weapons... Introduce which items respawn?)
17. I think this is a good spot to introduce Team Progress volumes. Can't advance until majority of the players are ready.
18. At this point, the infinite resurrections are not accessible. Players are given a warning that they can lose the game if everyone dies. The last room is a boss fight. The boss spawns weak minions. The player must go through a simple sequence to make the boss vulnerable (TBA).
Some misc notes
My question is:
What would you like to know when you first entered the server and how did you find your answer?
Topics I plan on covering as follows (in order):
1. Player spawns with certain weapons (introduce that each spawn differs from map-to-map)
2. The door to the next room is set on a timer (how long should it take for a player to get settled? Should it be a Team Progress Volume instead? I was planning on introducing the Team Progress Volume at a later state to keep things very simple at the beginning. Should the door wait until a rank 1 player is ready?)
3. Introduce the Assault aspect. The players will complete various 0-score objectives at the beginning.
4. The players will encounter defending monsters. 0-score, no damage.
5. At this part I would like to separate the rank 1's from the rank 2-4's. Rank 2-4's either have a choice, enter an infinite Iso Combat-like section, or become a friendly player monster for the Rank 1's (via Monster Selection menu). Only human players may progress the map. This will prevent the high levels from rushing the map.
6. At this stage, the monsters will deal damage (and gives points).
When the player dies:
If there aren't any survivors: a no xp resurrection event is triggered.
When there are other survivors: Display a warning about the piercing factor. Also give them a warning that the dead could become hostile monsters.
When a rank 1 player dies, then they are given an introduction to the player monster system.
7. There is an infinite resurrection shrine at various places. Introduce concept of resurrections (through shrines and critical objectives).
8. Every time the resurrection shrine is used (& it resurrects at least a player), all score modifiers for every monster for the current section decreases (less xp).
9. Introduce Experience Triggers (justify why it's important not to rush?)
10. The 3 main RPG classes should be introduced (briefly). The player will learn about the particular class when entering through a doorway. Not sure how this will be done without text. Perhaps a instigator-only cutscene? Showing the strength/weaknesses of the class. For example for the Paladin class: there is an AI player that'll represent the Paladin. The player will see that Paladin complete the following tasks:
- Taking numerous damage from monsters
- Attacking a monster (for awhile)
- Spawn health for others and self
- Various powerup abilities such as Armor Supremacy, Life Cord, and Spirits
Section 10 can be skipped. The player doesn't have to watch any cutscene to progress.
Should these cutscenes be watched while the rank 1 player is dead?
At this point, the player will get into advanced topics:
11. Infinite monsters. Small critters like the flies or pupae.
12. During the infinite monster section, the player must take some sort of objective piece up to another point in the map (a very easy/small jump trial).
13. That objective piece spawns a elemental resistant robot. This robot is immune to all resistances (but lightning). The player must find a link gun to kill the monster.
14. When players reach to safety from the infinite monsters, the game will introduce the concept of elemental resistant monsters.
- Robots are typically weak on lightning, but resistant on physical and poison
- Undead are typically immune to poison
- Lightning-based monsters (such as electric slith, electric dragon) are lightning resistant
- Which monsters are cold resistant, fire resistant, etc...
16. Next room, many supplies are given: Weapons, Ammo, Respawning adren pills and DWAdren pills (good spot to introduce weapon-stay weapons vs one-time pickup weapons... Introduce which items respawn?)
17. I think this is a good spot to introduce Team Progress volumes. Can't advance until majority of the players are ready.
18. At this point, the infinite resurrections are not accessible. Players are given a warning that they can lose the game if everyone dies. The last room is a boss fight. The boss spawns weak minions. The player must go through a simple sequence to make the boss vulnerable (TBA).
Some misc notes
- Normal player monsters will be enabled (including dedicated monsters). When the first hostile player monster spawns, messages will warn the players that they should expect to encounter a hostile player monster.
It should be okay to allow player monsters here due to infinite friendly player monsters (if there are any volunteers), low level protection, and infinite respawns. - I don't think it's relevant to introduce the Level Limiter. They can find out when they are beating the easy maps very easily.
- I don't want to introduce the End Game xp score requirement since that is at risk for being changed.
- I don't want to introduce the Necromancer Class since that class is at risk for significant changes. I also don't want to get them excited for that class if they can't even become that class.
- Should the rank system be introduced? If so, when?
- Level limit cut off for this map is 50. You can't gain exp when you hit rank 2 (excluding dedicated monsters and exp healing ability).
- Vehicles? Should we have them?
- When should the ME wiki url be displayed?