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  1. #1
    Player
    Maeka's Avatar
    Join Date
    Apr 2014
    Posts
    1,281
    Character
    Maeka Blazewing
    World
    Cactuar
    Main Class
    Gladiator Lv 90

    Lv50-60 Tutorial Dungeon Suggestion/Brainstorming

    A thought occurred to me when browsing some threads here on the forums, and to be honest, I think we need to do more in teaching people how to play their jobs.

    There are the skip potions that dump players into high level characters and they are obviously not going to know squat about how to actually play the job they are now in control of.

    There are people who Q up for PotD 51-60 and have no clue how to play their Level 1-10 job that is now suddenly Level 60 (I've done this myself, I'll admit it) and even if you do set up all your buttons, I can tell you from experience that PotD is the worst place to try to learn how to play your job, because PotD acts nothing like a real battle scenario, especially not a real dungeon.

    So, here's my idea:

    We should have a tutorial dungeon that's accessible at either Lv50 or Lv60, and said dungeon is scripted depending on what job you do it as. Rather than the Lv16 quests, I think this would work better if we used something closer to the Command Missions, where you get an actual group of NPCs that function as party members.

    The dungeon should be scripted so that each pull, you learn something new, perhaps lock out all abilities except for the Lv1 ability, and as you do the first pull, the next ability is unlocked and shown on screen so you can drag it to your bar along with some text as to what it's used for, etc and by the end of the dungeon, there's a boss that is custom-scripted with the NPC group in mind and the player's job in mind, and the player will have to put forth a reasonable effort to kill the boss, and have at least basic competency at playing the job otherwise they will fail and have to try again.

    If the player is a tank class, maybe it is easy to lose threat to your NPCs who die easily, if the player is a healer class, then maybe the NPCs take consistent damage that must be healed in a reasonable timeframe or they'll drop dead, and if the player is a DPS job, then have the NPCs do very little damage, and have 80% of all the damage coming from the player and put a reasonable enrage timer or some other kind of time limit on the boss and if the player isn't at least basically competent, then he runs out of time and dies and has to try again.

    I would actually use this to learn new jobs I intend to level in PotD and it would give me a non-stressful/hurried environment for me to set up my hotbars, etc and it'd give me an opportunity to practice, especially if I took a long hiatus from the game. That way, I wouldn't be showing up to anybody's dungeon with very little clue as to how to play my character and/or if I'm a returnee, I won't be showing up to a dungeon barely able to function because I'm trying to remember how everything works.
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  2. #2
    Player
    Ekimmak's Avatar
    Join Date
    May 2015
    Posts
    608
    Character
    Carlo Vinne
    World
    Faerie
    Main Class
    Warrior Lv 80
    My idea for teaching high end content was actually to use the new RP'ing mechanic we saw in main scenario: a controllable boss. Let the player choose an attack for the boss, and then see how the party responds to it.

    Your idea sounds a lot more thought out.
    (0)