#Double XP weekends
1 messages · Page 1 of 1 (latest)
+daily/weekly quests that gives ton of xp to level up classes…
This things might not matter to veterans but would keep the new players longer and potentially hooked to the game
Build nodes. I'd not like to see people playing only because of rewards they are given. I'd much rather people play because of what HLL is. Additionally this just speeds up the level process even faster without giving new players any extra actual experience, i.e. map knowledge, niche mechanics, etc. Already have level 200s who can't understand defense as is.
I wouldnt mind a longer period with double xp with U19 release.
We could all use that to level the arty roles faster
So negative
I recall a reddit comment on having no tutorial. Not my post, this belongs to u/xxnicknackxx
"I understand why people want a tutorial, but I don't agree with the reasoning.
Firstly, mandatory tutorials create a barrier to entry. Some people simply won't play if there is one.
My own experience was that I got HLL on a whim, knowing very little about it. It presents initially as a typical FPS, so I could jump in and feel at home immediately. I enjoyed the art style and the chaos and as I continued to play it gradually became apparent that the game needs to be played in a specific way. On coming to realize this and because I had already decided that I liked the game, I was then interested to learn more, so then I did some research.
During that first spell, I may well have been annoying to players who knew better. But the first impression of being like a casual FPS was an important step in getting me interested to know more. If not for the low stakes introduction, I may not have wanted to start playing a game of HLL's complexity. The lack of tutorial prompted me to want to research how to play and encouraged me to ask questions of more experienced players. These are traits that we want to encourage in newer players.
Learning HLL is quite a commitment and a strength it has is that it tricks people into thinking it is a familiar FPS at first, which leads some players to want to know more and it weeds out those players who don't have enough about them to realize that they need to know more. An inevitable consequence of this is that there are always some clueless noobs on the field.
Personally I think that the calls for a tutorial come from a place of players not being willing to let new players be new. Once you know how the game ought to be played, it is frustrating to see people missing the point. But those players who are learning the mechanics at their own pace are having a great time. So a tutorial doesn't benefit new players, it is wanted by impatient experienced players.
The learning curve and the requirement to take ownership of the learning is part of what makes HLL a masterpiece. I don't want teammates who have been spoon fed what to do. I want teammates who have the initiative to identify that they are missing a piece of the puzzle and who will go out and find the answers.
I think people who really like the game and who are no longer at the start of the learning curve should think twice about calls for changing the experience for new players. It may ultimately make the game lose some of its character. We all survived having no tutorial ourselves."