Quote Originally Posted by DPZ2 View Post
So, which patch do you want the dungeon instance to be missing in 7.0 because of the hours of programming this suggestion will take? 6.0 is pretty much set in stone at this point, content-wise.
Shouldn't take much programming at all. This could easily be incorporated into Hall of the Novice.

Create a tutorial for job testing. Have the Master of Arms act as a vendor selling Weathered Weapons and fake Soul Crystals that will be removed from inventory when the tutorial ends so the player can switch between the jobs they want to test. Set up a hotbar system that temporarily replaces the player's normal hotbars while in the tutorial (similar to what happens when we're at the Wolves' Den). Put out the striking dummies used in one of the tanking tutorials. Add in a healing dummy and a mammet that tosses an occasional AoE for the player to dodge.

Done.

There's no new art assets that need to created, no complicated combat to program. The player gets to see what the full toolkit is like without committing to the job in advance. If they like it, they can then go do the normal unlock quest to start the leveling process.

If the game code has a problem giving a character temporary access to a job they haven't yet unlocked, then access to the tutorial could be set up through character selection using a stock character with every job unlocked. Player chooses this stock character (allow race/gender options for animation purposes but no other customization to simply things) and it places the character directly into the Hall of the Novice tutorial. Exit the tutorial? Back to character selection.