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Face it we need to think about "Adopt a Newbie"

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RottenLuck
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Face it we need to think about "Adopt a Newbie"

Some of the most fun I had was helping new players learn the ropes. There was the regular Adopt a newbie event in City of Heroes. Face it it was part of what made the community great was we welcomed new players and encourage them. Heck what was the saying "Dying just a speed bump on the road to 50". Unlike other games where if your new and make a mistake Noob, Noobie, Newbie get thrown at you as and insult. CoH we toss over a wakie and say "Boy that was fun. Now lets try something else."

Those who got the early entrance reward from the kickstarter we be the first to reawaken the spirit in the new City. Lets be prepared! Already I see people making plans for regular party events, Super group recruitment drives, and a host of ideas.

So lets begin now. There are people on these forums some just reading others posting who never felt the thrill of having your character appear at the steps in front of the Atlas statue, and for those who chose Galaxy city (Pre-issue 12) appearing in front of The Freedom Corps building.

So for those who never played CoH what is it you would like to know when you first log in to a game, and/If you log into City of titans?

For our CoH refugees what do you think would be good ideas to help organize an Adopt a Newbie program? How can we see who is really a new player and who an old pro? Would that even matter if the old player trying a new class they are not familiar with?

And many more questions I can't think about because it's already past midnight for me and I'm tired!

Brain storming begins now!

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2.) If it goes as planned it's not good RP

Foradain
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Hopefully most of the first

Hopefully most of the first few things on my list will be in the tutorial: Game mechanic stuff like how do you move and how do you target and how do you tell how tough the bad guys are before they demonstrate on your face ^_^

After that, it really depends on what we have. In CO, originally, there was a mission in the post-tutorial Crisis (Canada or Southwest Desert) that taught you the basics of crafting. I would presume there would be an equivalent mission in Cot, but it will likely still be just the basics. Any "tricks of the trades" that the Old Titan Hands (the folks who were in the beta, at first, then those who had early access, eventually anyone whose been playing long enough to have some idea of what's what) have picked up will surely be appreciated.

How will we gain new powers, and how will we make our powers better? This is one thing that I think did improve in CO after Imperfect World took over: They had a mission sending you into the Powerhouse to watch videos explaining the basics (although they also had videos explaining things that should've been explained in the tutorial). Again, even if CoT has something similar, I expect the OTHs will have picked up some advice to supplement this.

The most useful thing, I think, will be explaining the roles of the class/spec combos in teams. Who is best at healing, and who can do a bit in an emergency? Who can buff their allies and who can debuff their foes? What is the practical difference between a Gladiator and a Bulwark? Outside of teams, how should your class/spec approach a fight to best make use of your non-damage (or damage plus other effect) powers? Some of this should be in character creation, but anyone without CoX experience is, I think, very likely not to get everything the first time they make a character, unless they've been lurking around these forums for a while.*

*Personal experience. I'm still not sure how the enhancements in CoX worked, or whether healing is considered Defense or Support, and I've been reading these threads since before the KS ended ^_^

Foradain, Mage of Phoenix Rising.
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JayBezz
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I'd love the option to have

I'd love the option to have my high level character go into the tutorial and coach/team a new character. If there was a "pit stop" in the game where new players could talk to the experienced people that'd be awesome.

The sooner new players join the social fabric of the game the better the game is for everyone.

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RottenLuck
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CoH did have a "Help Me",

CoH did have a "Help Me", "Helper", and "Not looking for help." tags, but I think not many people really knew or used it.

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2.) If it goes as planned it's not good RP

Gangrel
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RottenLuck wrote:
RottenLuck wrote:

CoH did have a "Help Me", "Helper", and "Not looking for help." tags, but I think not many people really knew or used it.

Yeah, they were not explained well in the game. About the only place i can remember of it was hidden in the patch notes for the issue that they were released in.

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2) Not to be used when upset... will void warranty
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4) I have seen more intelligence from an NPC AI in TR beta, than from most MMO players.

RottenLuck
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So we need an easy to

So we need an easy to understand and recognized Help me system. A HELP channel in the chat could work.

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Personal rules of good roleplay
1.) Nothing goes as planned.
2.) If it goes as planned it's not good RP

Comicsluvr
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RottenLuck wrote:
RottenLuck wrote:

So we need an easy to understand and recognized Help me system. A HELP channel in the chat could work.

The Chat/communication system in general needs to be better IMHO. I spent MANY nights playing solo on LFT with no nibbles only to have people say later 'Man we could have used you but we didn't know you were on!'

There need to be options for the various levels of Status. 'I'm playing solo' should block ALL tels and messages except from people on the Friends list or in the player's SG. Those should be blockable too on demand. There should be an LFG tab, and 'Team LFP' tab with sorting.

My friend and I ran MasterMind Mondays for a couple of years Redside. We encouraged new MMs to join us before and after the play window for MM School and many new MM players appreciated it.

As game design progresses and we learn how things work we should set benchmarks for some of the more difficult areas. Like when to use an AoE and when not. When Pulling is NOT your friend and character building.

I remember when Star Wars was cool...a long, long time ago...

Anghellic
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I totally agree! even if its

I totally agree! even if its not an official place, we as a player base could set up an unofficial one, like under the Phoenix statue for high levels to hang out and help the newbies

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No matter what the system, it

No matter what the system, it has to be obvious, accessible, and optional.

I don't get mad, I restructure the laws of quantum physics and resolve the situation with temporal engineering.

Izzy
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umm.. what about Adopt-a

umm.. what about Adopt-a-Server? :)
help support a local CoT server. if they get more than one ;D

Grimfox
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As I recall there were helper

As I recall there were helper flags and a help channel. Although, for very brand new players figuring out the chat interface could be difficult. It was incredibly powerful but at the same time there were lots of features that made it difficult figure out. Getting over that hurdle made it easy to help new players. Even though I was flagged as a "helper" I rarely was ever contacted by newbies that were in need of help. Very late on I remember there was some sort of mentoring system that allowed new players to call a mentor into the tutorial area to help. However, most of the players that called for this help were not paying attention and didn't listen to any advice I could provide, even if I knew what they needed help with.

I think a robust chat system, that is easy to use, is the best way to get help to new players. Beyond that in game message board or event calender would be the be great for organizing activities and giving SG's a way to promote and recruit with broadcasting, or along with broadcasting.

RottenLuck
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Wow this an old topic that

Wow this an old topic that came back alive.

Those are good points Grimfox, what ever system is set up it needs to be easy to understand and helpful. I often forgot what I was tagged for, and I remember seeing people with Help me who simply forgot to turn it off after they got the help they wanted.

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2.) If it goes as planned it's not good RP

Interdictor
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Gangrel wrote:
Gangrel wrote:

RottenLuck wrote:
CoH did have a "Help Me", "Helper", and "Not looking for help." tags, but I think not many people really knew or used it.

Yeah, they were not explained well in the game. About the only place i can remember of it was hidden in the patch notes for the issue that they were released in.

A LOT of things were not well-explained in-game. For instance - even near the end I ran into people who didn't know you could convert 3 of the same inspirations into another type.

What CoT needs when it is up and running is a very dedicated, organized and advertised wiki.

Izzy
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Interdictor wrote:
Interdictor wrote:

Gangrel wrote:
RottenLuck wrote:
CoH did have a "Help Me", "Helper", and "Not looking for help." tags, but I think not many people really knew or used it.

Yeah, they were not explained well in the game. About the only place i can remember of it was hidden in the patch notes for the issue that they were released in.

A LOT of things were not well-explained in-game. For instance - even near the end I ran into people who didn't know you could convert 3 of the same inspirations into another type.
What CoT needs when it is up and running is a very dedicated, organized and advertised wiki.

i rather have an In-Game Tutorial that shows this.

So for instance, when someone asks how do i do something in the Help chat, 3 or 4 other players can respond differently, but all can include an In-Game link to the In-Game Tutorial. Players can Rate how helpful that Tutorial was... and we might see a Top 20 most helpful tutorials, and players can watch an automated play and learn things that way. Plus, sometimes i just dont want to exit fullscreen to open up a browser. :/

Gangrel
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Interdictor wrote:
Interdictor wrote:

Gangrel wrote:
RottenLuck wrote:
CoH did have a "Help Me", "Helper", and "Not looking for help." tags, but I think not many people really knew or used it.

Yeah, they were not explained well in the game. About the only place i can remember of it was hidden in the patch notes for the issue that they were released in.

A LOT of things were not well-explained in-game. For instance - even near the end I ran into people who didn't know you could convert 3 of the same inspirations into another type.
What CoT needs when it is up and running is a very dedicated, organized and advertised wiki.

The wiki would be nice for more of the background stuff... however there is stuff (like the above) that I feel should be mentioned/documented in game.

The inspiration combining was never explained in game (or even on a wiki), unless you knew what you were looking for specifically (like how to combine enhancements).

Ironically, I was at an event and I helping setup/guide players through City of Heroes. I hadn't been playing it for a few months, so actually missed out on some *new* features in the game[1]. It is also worth noting that even then back in 2008, there was a LOT that wasn't actually mentioned in game, but you only knew about via Paragon Wiki. Even the official patch notes/website were awful to find this stuff out with...

I was there scrabbling around trying to work it out... I got there in the end, with a bit of help from a friend, who played it regularly but couldn't remember himself.

[1] To be honest, I was also there to help with Tabula Rasa which I knew off by heart; CoX was an "extra" for me.

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2) Not to be used when upset... will void warranty
3) Stoke me a clipper i will be back for dinner
4) I have seen more intelligence from an NPC AI in TR beta, than from most MMO players.

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I like your idea Izzy. I

I like your idea Izzy. I think another MAJOR way to help is just be friendly, I know I was floored when a high lv gave me some stuff, currency, etc. Then when I kept trying to thank them, was told not to worry about it, just do the same for someone else when I could. The trolling and rude broadcasts over the chat did happen, but were much less then most other MMO, i've played. Our costume contests, SG events and block parties were also great for meeting and helping out newer players. Also just trying to not call folks "newbs", can go along way.

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Seems to me that there are

Seems to me that there are two different "flavors" of HELP that need to be addressed.

Player Help
Character Help

Player Help is when you're not so much trying to aid the avatar on screen as assist the person driving the avatar. Player Help ought to fall mostly into the "what do you know and how well do you know it?" category, and is thus more of a Knowledge base than a Skillz base sort of thing. That means explaining the systems, the UI and enabling Players to manipulate what they're doing more efficiently/effectively/confidently. Things like Mids' Hero Planner and Paragon Wiki would definitely fall into this category, as well as understanding the Chat system and learning how to Keybind and all the rest of it.

Character Help is when an avatar gets "stuck" on something ... like not having enough currency or being unable to complete an objective or whatever. Character Help would be oriented around in-game activities/actions/goals. Being able to recruit one more Player to start a Task Force would be an example of Character Help. My personal favorite way of offering Character Help was what I liked to call "Drive By Buffing" where I'd just toss out buffs to other heroes/villains on the street as I'm traveling from Point A to Point B. It helped foster an atmosphere of Casual Altruism that ultimately benefited the entire game, and which "cost" me almost nothing to do (and made me feel good for doing it, even as a Villain).


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I remember there being a '

I remember there being a ''Class Help'' channel back in the Wildstar Online beta but for some strange reason Carbine removed it before launch. Maybe there could be a ''Archetype Help'' channel? A ''Crafting Help'' channel might be out of question as I imagine some bad apples might take advantage of the new guys....

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