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Your View: What's Necessary In A Tutorial?

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I like the idea of adding a few interactive NPCs.

The NPCs could give brief information or directions to new players who aren't sure where to go.

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I think it is a pretty important thing to introduce the /commands list of what a normal player is going to need on a daily basis. Much of that stuff can probably be put in one place on the wiki, but there are a few commands that make more sense when you do them in-game (like the channels).

 

I think that their first RP combat experience should be under supervision too. So that they can get an idea of the expectation on your roleplay if you enter a fight. If the beginner is doing a bit of powergaming then they could be told that their body is still weak from having just been revived by the monks and they will not be able to win this fight. Get them used to losing early.

 

Probably could do with a walkthrough of gates and lifts. I know that stuff is kinda obvious, but if you have a tutorial area this is something interesting to put in it.

 

A quick jump into the mining world. Show them a correct tunnel and an incorrect one. After a while of mining they are told the mine is collapsing because it has not been supported. Something like that.

 

Introduce them to special items that are used in LOTC like beer and fishing nets and soulstones and all those little fun things. Notice how I said soulstones. Because we need soulstones.

 

And yeah, maybe some stuff with books when we've got a bookshelf plugin happening :D

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Teaching commands, also inter grading them with additional lore.

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It has to be short, since most people(like me, but I have experience in RP, so. :p) are lazy and don't want to stay and read every sign/piece of writing. It has to include every definition needed for the application itself. Ooooor, there could be GM shifts and one GM would sit there for a couple of minutes, then another one teleports there and the other one gets to whatever he wants. Or better yet, new players(ws) can be added to a waiting line, where each of them get a test, to see what they know and do not know about RP.

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Explain plugins that are essential, yet are not easily figured out. (Soulstones, Cards, AND why redstone fudoodling drops when you're hit.)

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Well depending on the reader, there should be some who make tutorials that are very straight forward and to the point. For anyone looking for a quick bit of information.

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Hello,

 

Looking at what makes tutorials fun in other games:

 

Usually, interactive tutorials are more successful and enjoyable than a hallway filled with sign posts that tell the user how to play. Interactive meaning the player gets to do something rather than just read about it.

 

No hallways filled with back to back text

 

Yes, spread the signs apart and make the scenes interesting.

 

 

Other miscellaneous suggestions:  Make a storage area for the newbies to store their items away? Just a field filled with a bunch of chests (Or a building that goes really far underground or tall). Just so they don't lose.... all of their items upon accidental, and likely, newbie-related death.

 

One of the main times people quit minecraft is after they die and lose all of their items... It's not fair to expect a newbie to have better survival skills than a veteran. It's also unfair that they don't get anywhere to store their items when veterans do. They have a lot more to lose, they have a more likely way to lose it, and they are probably, if not definitely, going to die either from multiple spawned monsters ganging up on them, having less food to heal, less armor, and lack of shelter or a combination of the four, and suddenly all of their items will be gone, unlike a veteran, who was able to store most of his things and resume as if nothing had happened.

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I think it would be cool if there was a step-by step guide explaining everything the application guide wants in a good application, and what they hate in a bad application, followed by a few examples of each.

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Interactive tutorials, or videos always tend to help me. It's one thing to detail something in text, but I really get it when I see someone actually doing it.

Also walls of text are a huge disadvantage. Try to organize things in paragraphs or make things as small as possible, a TL;DR (Too Long; Didn't Read) at the end also wouldn't hurt.

And try to keep things interesting. Using bland and repetitive word choice makes the guide boring and tend to drag on, if you use flow and alter your word choice it tends to be more lively.

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I think that, like many others have said, there should definitely be a tutorial (with, or without NPC's) on setting up your character card. I also think there should be an example of an RP scene, just to show people what things might go like.

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Moved to the Great Library. It shall be sorted into appropriate category shortly.

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