If something like that is Mandatory, people won't do it at later levels. The first one is simply for the gear that is the best most sprouts have at that time.
If something like that is Mandatory, people won't do it at later levels. The first one is simply for the gear that is the best most sprouts have at that time.
~ ALLOW ME TO BE YOUR LIBERATOR! ~
Road to 70 is pretty bad, it trivialises content IMO, and one of the best ways for people to learn is to struggle in overworld content. Stand in AoE's in the overworld and die? You'll stop doing it (in theory), whereas if you're twenty levels over thanks to doing one side quest, you'll probs eat the AoE/Special attack and think nothing of it.
I thought MSQ skips and level 80 skips etc were a bad idea at the time, never mind now, as being thrown into that content straight off the bat is iffy.
Anyway, there are other things that need teaching;
1. How to read.
(I'm not joking, there are too many people skipping everything and not paying attention. Some mechanics are explained via NPC dialogue boxes etc, but some people seem to think reading = hard and skipping = big brain move. For example; The guildhest with the Adamantoise that you need to 'save' and not kill...)
2. How to use the chat systems.
I've run a few dungeons with newer players and noticed that they were radio silent. Then I figured out why. They couldn't use party chat and were typing everything in /say. And that were the responsive ones. I know some people take this for granted, if you've played MMOs before or whatever, you'll figure out chat channels, but some newbies genuinely won't have a clue and that's not good for when you need to chat to them.
I agree with you on the common target indicators, tbh I've been getting by via copying my team when it comes to hiding etc, but very often I'm not seeing what each marker means for each mechanic. Tethers in particular are the bane of my existence at the moment, do I run away? Do I run towards? Do I break them? Ugh. (It's fun to figure them out, but I dread the day I do mechanics wrong and someone chews me out over it. ;_![]()
On the topic of hall of the novice, I've noticed that when it comes to the role I play (healer), there's a huge discrepancy between what the hall leads you to believe you'll be doing versus what you'll actually be doing. Other than the generally useful stuff, like dodging aoe indicators, it prompts you to keep your allies alive. By spamming gcd heals. Surely, those are the only ones that are available at lvl15. But that is SO not how the game seems to work for healers later on, and I'm saying this as I've only just now reached Heavensward myself, let alone endgame. I imagine the contrast is even more stark. So what I'm saying is, even if you do hall of the novice, which is totally not a given, it doesn't REALLY prepare you for much as it currently is. Especially considering how frowned upon sitting there spamming gcd heals is. I don't know if this is an issue other roles face as well but it's definitely very noticeable in mine.
It's like that for all roles. The lessons tell you that damaging from the rear deals more damage, without informing you that this is only for a select few attacks that are present only for melee DPS. It tells tanks to pull only the minimum amount possible despite mass pulling being viable from the first dungeon (I don't expect a new tank to pull everything, but they should know that it's possible). It teaches DPS to not even think about attacking something other than what the tank (who will exclusively use single target attacks during the lessons) is attacking, which dissuades AoE use.So what I'm saying is, even if you do hall of the novice, which is totally not a given, it doesn't REALLY prepare you for much as it currently is. Especially considering how frowned upon sitting there spamming gcd heals is. I don't know if this is an issue other roles face as well but it's definitely very noticeable in mine.
I see these as somewhat common points of confusion in the novice network. Those new players willing to learn will pay attention to these things and try to apply them, not realizing that it's only half-advice.
Someone mentioned guildhests. Those would be even more useful than the Hall of Novice, if only. If only a few mechanics weren't trivialized nowadays by overlevelling (ex. the ones that require you to kill adds, adds can now mostly be ignored), and if only they gave you time to actually read the instructions that pop up. The problem with the latter is that they pop up once you're free to go, while insted they should pop while you're waiting in the circle, and not let you get out until somebody has had the time to read. As someone who did them all already you don't need to read, but it would be just like when you're witing on a first timer to watch a cinematic.
Personally I’d be fine with a kind of general how to party, then maybe 1 tutorial covering specific mechanics... like using limit breaks or the duty specific action/ability common in 4.0 on. (Lakshmi for example).
Would much prefer 1 single 5-10 min instance to cover an entire expansion packs worth of tutorial tbh to 10 or so 30 sec things.
Adding to my post for earlier the cannon in castrum meridianum, omg the number of people that's don't know how to use them on last boss.
I don't think that's a case of not knowing as much as not caring, because even after you explain it, even after 5 persons explain it, they usually still continue to ignore the mechanic.
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