Hests aren't solo, and they really don't teach you anything about your job. Many of the situations they have never pop up in gameplay, and a lot of times you are best off just ignoring the adds in any hest and burn down the boss.
The OP idea is great. But in practice, new players will run their dungeons mostly with players doing their roulette and wanting to rush. So even if they would learn the right way to play thanks to the Hall of Novice won't change that sadly.






Again, that’s exactly why it’s a good thing to have the concepts explained in advance, because once you’re in the dungeon it can be too fast-paced to understand what’s going on. It’s very different to a solo game where you progress at your own pace and can learn by trial and error.

I am very much on board with this, particularly after my last painful run of Sastasha. The Hall gear is good enough to take you through enough dungeons/levels until you get better drops or quest rewards, for the lazy novice, and as I recall, forces you to learn the basics of each role, even if you decide to skim/ignore the unskippable text. It also gives you an idea of group dynamics, however poorly that may be carried out by NPCs. Playing on a controller, I know I have difficulty explaining anything in a dungeon even when newbies are receptive to advice, since they'll just rush off before I can get a word out. It's just a pity that this likely won't help older players levelling new roles.



Which is true, seeing how MANY people don't pay any attention to what the pop-up text boxes say, like not killing the gil turtle (Failed that many times in 2.X because of people just zerging it down), as well as players ignoring the one where you have to kill all 5 of the enemies right after one another to prevent them from re-spawning.
Though the Hall of the Novice should be re-worked a bit more and be more informative without huge blocks of text, possibly a bit harsher to make people forcibly learn some things.
But with the jump potions enabling you to skip MANY things, this included, I personally think there should be a requirement added where a new account (Meaning an account that doesn't have an alt character at 50+) when using a jump potion, you're still made to go in there to learn the very basics.


I honestly don't think it needs to be mandatory. As a player that was around well before hall of the Novice, a player that's paying attention picked up their basics in guildhest's and went from there. And it was hella harder to hold aggro as a tank then. If anything ranged needs to learn to click on the monster tank is first focused on it's an extra one second of thier time to do so. Oh and wait till tank actually gets thier aggro started to attack would be good to.


First of all, most players aren't paying attention. (click-click-click-click "wait what did it say in that text box I clicked away? Hope it wasn't important" click-click-click)
Secondly, you don't learn much from the first couple of guildhests other than to focus on the boss and ignore everything else - and lots of players never do more than the first few hests.


That quest was a lot more noticable back before they raised the ilevel of your starting gear from 1 to 5 for no good reason.
Today that quest, in practice, just requires you to equip a piece of head gear of ilevel 5 or greater - which most people already have.
Used to be that you had to obtain a pair of pants from an NPC vendor or similar - because the first pants you get as a quest reward aren't until level 9 or so, so few people had pants of ilevel 5+ when they did the quest.
This idea gives me immediate vibes from WoW’s Warlords of Draenor, where you had to get silver ranking just to do the max level dungeons. Not close to being a fair comparison, of course.
Don’t think this would really solve anything, honestly. Sastasha can pretty much be cleared by a group of nothing but dps.
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