Starting area, what's missing?
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I like this a lot. And we wouldn't even really need to make them separate areas to transition to, just segments of the same area, but with clear boundaries to make them seem different. I like Dark's suggestion about making some "required" readings about the server. And if you're a veteran player, you can just spam Continue to get through it.
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Could an optional prelude/intro quest be added by any chance? It would be a great way to introduce our new players to the world.
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The more I think about it, the more I think the best way to introduce new players to the world is to drop the new players into the world. Maybe, instead of a prelude quest, which would isolate the new player from the rest of the world, design the new standard lowbie quests in a way which introduces players to the major powers of the new setting and disseminates the necessary background information about it.
Like, if they were to be designed in such a way for the current setting, instead of chasing bats out of some random halfling's house, players would be taken to the uppermost belfry of the Mage's Guild tower to chase bats. Then they would learn about the guild on the way. Or, instead of hauling meat from some random butcher's shop to the estate of some forgotten noble, players would go down to the cellar of the Red Hart's fortress to haul what the knights have hunted to a nearby tavern for a feast. Then they would learn about the knights on the way.
Except, you know, do it for whatever applies to V5.
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And if you're a veteran player, you can just spam Continue to get through it.
I don't know about the rest of you (I always have a great internet connection and more than adequate computer), but spamming dialogue is not an option. Unless the server has just recently reset, dialogue has a few-several second delay before you can click "continue."
I would find this infuriating, as I still don't want to read some stuff in there. I get annoyed at the wagon axle quest giver's long-windedness: it takes a good minute to spam through his dialogue (and then finding the axle through dialogue takes a good 30 mins. unless I get lucky).
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Dialogue is a BAD bad Bad baD bAd idea. It takes 5-10 seconds for each part of the dialogue to load sometimes. Use Examine Me placables.
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To get a new character's attention, the NPC calls out to them?
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NPC dialogue is not CoA's strong point, as others have said. I'd recommend signposts for the simple reason that they're not absolutely infuriating to read. There's not a massive delay before you can read the next bit. And more than one person can read them at a time, as well.
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"Hey, you sexy/ugly mofo get over here!" hawt
lesbianelf waggles fingers seductivelyI'm guessing that doesn't appeal.