I'm going to do my best to be brief, something I'm obviously not very good at.
While I appreciate your effort, no, a virtual hug is not what I'm looking for. In terms of specific game changes, I don't care to weigh in there because so many great ideas are formulated, promoted, fleshed out, finalized, and then ignored daily. For myself though, as a new player, I can tell you I am most looking forward to seeing the NPE. I have not taken the time to articulate all of my thoughts / feelings on the matter yet. I wish I had time, but to be honest with you, there is so much wrong.
This is a post from another player from within the past 2 months that does a rather good job encapsulating the current concerns:
http://www.aofroobs.com/viewtopic.php?f=18&t=10314
I feel this player's experiences are pretty much 100% typical in the current state of the game. I am a Steam user who came to AO when I came across a year old press release saying AO was coming to Steam. I just assumed it had already came and went. Turns out it never happened. Nevertheless, I'm sure I'm not the only one that figured I'd give this game a shot anyway. So I see a lot of negativity about concern over new players experiences, but they are a significant source of potential revenue that is currently being marginalized.
Read the AOFroobs thread I posted and ask yourself how likely is it that this player will stay around given little recourse to his/her grievances?
Adding item coloring doesn't change the facts about itemization, which has been completely broken since I played in 2001. Please explain to me what making the following item GREY does to the new player experience:
http://auno.org/ao/db.php?id=123306&ql=7
I started a new Fixer on my froob account. I left the newbie island with all nanos but only 1k credits (not enough to buy even a QL5 shop weapon). Went on an adventure in the subway. After 20 minutes, the only weapon that dropped that fit my template ( SMG / Burst ) is the one I pasted above.
Just put yourself in a new players shoes for 5 minutes, and ignore what you know about farming credits or any other kind of metagaming. What does the color of that item do for this player? To what extent are we altering the frustrations inherent in low level itemization with this change? I don't need a different hue to know this weapon is complete garbage. It has SUB-SINGLE DIGIT dps listed in the description. This explains a lot about why a veteran will not seriously play a new character before they have twinked on a Neutrino Flash. So I find it hard to buy any kind of double standard that it's "just part of being a new player".
Now don't interpret that to mean I think every new player should have a Neutrino Flash handed to them.
But let me share a simple idea I had with you. You've got leveling memory and armor in the subway. So clearly at some point a game designer understood that philisophically it would improve the experience to add readily available items that could be upgraded over some length of time. However, it would seem for balance reasons weapons were a sacred cow in that regard. Or at least that is the reason I cited when I finally found an upgrade to my newbie island baseball bat on a level 38 Enforcer. In this instance I was able to ride the Challenger line of nanos and rely on OSB from a soldier alt to squeak through.
What if I were a fixer without a pocket paid account to follow me around? I'd probably have a bad time right?
So let me just say that...they modified the vagabond cloak in the last patch. One of the first items a new player will see. And arguably for the better. It's not that far-fetched to believe that on an item by item basis they could begin modifying the new player experience. Start with the complete piece of garbage I posted above. Create a series of leveling weapons that drop in the subway and stay with the player up until QL50.
But I haven't seen that sensibility from the dev team.
So to finally respond to your concerns about nonspecificity and wrap things up, I'll tell you what I'd expect, in my own words.
You tell me if you can see the difference.
- - - -
Hey everyone, Boozee here, and I just wanted to give you some quick updates on the progress we made last month.
First off, let me just say that I know you are all waiting patiently for the new engine. We really appreciate that our customers' excitement in this new technology mirrors our own. So I'd like to take this opportunity to reassure you that we are doing everything we can to get the engine up and running and in your hands. With that said, we are severely behind schedule on the completion of the project. New challenges are popping up every day with the translation of old artwork into the new engine. Fortunately we have a dedicated resource behind handling those limitations, and we expect to have the issues ironed out by the end of next month.
The new engine was originally scheduled to enter beta on X-DATE, but we are now uncertain we can meet that timeline.
While we can give no firm ETA, here is a list of major milestones that need to take place before the launch can complete:
1) Server Stability
2) Critical Rendering bugs
3) Water shader behavior
...
15) ...
* It's important to note here I just plugged into this template...Ideally these are actual items that portray a realistic timeline *
** Somehow I find it hard to believe the above items delayed an engine 6 years. So I'd probably take the 50,000 foot approach which seems less disingenuous than suggesting a water shader is holding back an entire CLOSED beta **
As you can see, there are some fundamental items important to the gameplay experience that need to be addressed before the new engine can go live.
On a similar note, the NPE is coming along nicely. Although it is long overdue, the dev team really appreciates your continued support, as well as your generosity in sharing great ideas. We know players have waited a long time to invite friends and family to experience a revitalized AO, and that time is right around the corner.
First though, I wanted to talk about some changes we are going to be making RIGHT NOW to help transition into the fully qualified NPE. Feedback from new players indicates that the ICC shuttleport instance is working as intended, but there is a sharp dropoff in player experience thereafter. One item we have identified as an issue is the lack of continuity between then ICC instance and the games early missions / dungeons. To that effect we are adding a new NPC to the game called the "Underground Arms Smuggler" who will stand outside the subway entrance and flag new players down.
The "Underground Arms Smuggler" is a back room dealer who is interested in the illicit but useless weapons that drop in the abandoned subway. He will initiate a dialogue with new players and instruct them to bring him 6 such items in exchange for a type-appropriate leveling weapon. The weapon given will have a seed QL equal to Player Level, and is good for 5 QL upgrades. The quest is repeatable.
This is a small change we are making, but it will have a BIG IMPACT.
We are looking forward to spending more time each week on similar changes. It is very important that we feel we are meeting our goals both in the short term as well as the long term. In order to do so we are looking at smaller more frequent updates. The tradeoff there is that you won't see the monumental / monolithic content updates you are used to. However, in the interim to things like the pending rebalance, we can alleviate some issues that are roadblocks to higher subscribership.
We will be creating a monthly poll with the top 5 ideas from our Monday morning information session (the one where we review the top 10 forum suggestions currently outstanding). Understand that we cannot cater to every suggestion, but we will choose a few of the ones we think are workable in a short amount of time.
The idea that gets the most votes on the forum will be slated as a development item for that month.
I want to reiterate how important your ideas are to us, and how much we value each of you as customers.
We are here for you and because of you.
Thanks for your continued patronage,
- Boozee