Greetings, this is more of a feedback from my friends that joined D2 recently.
They all felt lost, some asked if the game had any kind of story or it was just farming events.
So I'd suggest the base campaign to be set for new players and after they are done direct then to the proper NPC to go for the other stories if they wish so.
Several stuff they required explanation:
How currency and material works, what glimmer does? Should I spend it whenever possible? There is a cap?
Same for Enhancement shards, Silver, Dust and Legendary Shards.
Have the NPCs to explain features if you wish to add some interactivity between the player and the game. Having Zavala telling about strikes even if is in a bit video gamish way. Same for Shaxx and so on. Have the Drifter to do a Drill camp before sending then to a Gambit lol.
That would increase how the new players feel welcome in the game.
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1 답변작성자: Corrick II 10/21/2019 6:09:11 PMThis has been a big pet peeve of mine with Destiny for a while. Bungie leans pretty heavily on the community to explain stuff like that, as well as trial and error. While that might be fun for some people, trying things out to see what happens ends up with people wasting a lot of time and resources. It wouldn’t be such an issue if Bungie made design choices for quests and currency and leveling that were consistent. A lot of things just seem completely random and thus make little sense. It would be nice if Bungie were a LITTLE more helpful pointing players to where they need to go or how things work.
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1 답변Bamp. Games like these seem sort of intentionally vague about stuff like this for the purpose of making players talk to each other, be it in-game or on forums, which has the positive by-product of fostering a community, but if players feel too lost or overwhelmed they might just not play at all. Destiny 2 isn't quite that complex. Warframe might be. It's easy to get to that level.
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7 답변[quote]Greetings, this is more of a feedback from my friends that joined D2 recently. They all felt lost, some asked if the game had any kind of story or it was just farming events. So I'd suggest the base campaign to be set for new players and after they are done direct then to the proper NPC to go for the other stories if they wish so. Several stuff they required explanation: How currency and material works, what glimmer does? Should I spend it whenever possible? There is a cap? Same for Enhancement shards, Silver, Dust and Legendary Shards. Have the NPCs to explain features if you wish to add some interactivity between the player and the game. Having Zavala telling about strikes even if is in a bit video gamish way. Same for Shaxx and so on. Have the Drifter to do a Drill camp before sending then to a Gambit lol. That would increase how the new players feel welcome in the game.[/quote] Umm, they’re your friends, maybe that’s what you’re there for. Just saying
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I think I am saying the truth when I point out that the overall problem of destiny for the past five years has been the fact that the developers have been Half-A**ing the game. The game franchise never reached the pinnacle of it’s true potential because they’ve been doing a mediocre job in execution. The new player experience is a perfect example of how little effort they put into so many areas of the game that are actually very important.
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I had the same feeling when I played D1 for the first time. I bought my son a Destiny PS4 for Christmas, opened up the game and wondered where the manual was. I guess that dates me, but oh well. Seriously, some basic information, even if its not in-game, on how to play the game would go a long way for new players. I remember wondering what the glowing white orbs on the ground were for. I couldn't interact with them and nothing happened when I ran over them (super was full). Being a solo player at the time it wasn't until some time later that I accidentally figured it out.
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Bump. For new light, this game does a horrible job explaining things. You do the first mission, get your ship and then the game loads you into the tower and throws a bunch of quests at you with no explanation on which ones to do first or how to do much of anything in the game. New light wasn't thought out all that well with new players in mind
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The feedback I've gotten from friends that I'm not directly guiding is that there's so much but they don't know what they're supposed to be doing. I'm no dev, but maybe try to simplify stuff out of the gate or develop a stronger tutorial?
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Bump. I notice the only "guide" for new players is going into eververse expansion list, scroll over and it'll say go to Amanda and for it'll say that forsaken and shadowkeep it has big quest markers on their planet. They didn't do new light right and it made new players lost.
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1 답변작성자: Hydrilus 10/22/2019 12:35:06 AMI agree. I just started an alt account for fun and was surprised that D2 starts you off in the first mission of D1, then takes you to the Tower and is like "Okay now go do some strikes." Wha? That's as far as I went initially but, curious to find out what happens during the next hour or two of gameplay. And I'm not sure why Bungie felt it necessary to start players off at D1's first mission. D2 is a sequel so it's expected that if one hasn't played the first game, then it may be the case that not everything will make sense (i.e. the Tower getting blown up).
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3 답변작성자: Emurinus 10/22/2019 2:15:31 AMThe F2P update shouldn't have dropped at the same time as Shadowkeep. If they had to delay SK further to get the huge influx of players stabilized then people would've (probably) been more understanding, and it gives the new players a chance to at least get through the free story. Also would've given Bungie some time to iron anything else out that they may have caught just a bit too late.
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I think they could have done to guide the new f2p players. Most of them without guidance were lost! I notice that bungie made a great tutorial explaining almost everything, but put it here on bungie.net. Maybe add that to the game or let them know that they could check it here.