#"The Grind Starts Immediately, and it Shouldn't."

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crude elk
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TLDR:

i really love this game and its ideology/philosophy! but there is too much early game friction between what you want to do and what you have to do, and it's going to quickly dwindle your playerbase down to a hardcore crafting/survival audience, and that won't be enough to sustain an mmo fundamentally designed to need a massive playerbase in order to feel like the game you're invisioning.

THE LONG VERSION

probably sounds like i'm coming at this in a really concieted, "my way or the highway" type of mentality, but as a game developer myself, i know that it's a literal miracle this game exists at all and i really want to see it succeed. i also want to say before i deep dive that i love grindy games. i grew up playing runescape, and some of my favorite games of all time are survival horror or survival crafting titles. so i'm not necessarily speaking for myself, but speaking for the average mmo player who will probably find these things way more frustrating than i did.

with that being said, the amount of things you have to do, in order to do 1 thing in this game, is going to kill people's interest so fast lol.

my example is that the first thing i wanted to do was level slayer. i know combat isn't your main focus, but this applies to every skill basically, you'll see. ANYWAY, i went off to kill an enemy, died immediately. totally fine. my bad, i should probably make better weapons/armor before fighting a jakyl (although not having an enemy in the game that you can kill with your base equipment is another convo lol).

so i switch to smithing! mine the ore, smelt the-...oh i need wood ok makes sense. chop the trees,....turn the trees into logs...ok now i have my bars. made some armor, went to make a sword and....

i need leather and rope and bars and MORE wood. ok cool. you see where i'm going with this. i went down a rabbit hole of having to create sooooo many different things just to make my sword. i was fine with all of it because i like crafting games, but you finally lost me when i needed to craft the bucket and fill the buckets with water. this was finally the point where it felt like my time was being wasted.

essentially to actually smith a sword, i needed to mine, carry the cargo, smith, hunt, carry the cargo, chop, carry the cargo, craft, tan leather, some other steps i'm forgetting because it was insanely long, and then finally you craft the sword.

(and then the sword isn't held or displayed until you're in combat pls for the love of god display my hard work on my body lol)

my point is that your mechanics are ridiculously entagled right at level 1 and it's just too much information too quickly. your longtime fans aren't going to agree with me because they're used to it and love the game no matter what, but new players are going to be discouraged so quickly, and you NEED those new players to stick around. the first 2 hours of the game should not feel like work, no matter what direction i want to take. but whatever skill i was interested in was held back by 5 other skills/materials.

most games don't do this until you're at least in your 20s or 30s level wise, so you can focus solely on the thing you're interested in. THEN the grind starts.

it just feels like the game is fighting against its own identity. i know SOME of this would be mitigated with a big trading hub, but still, new players are going to want to do a few things on their own in the beginning, and having to jump through so many hoops just to craft basic stuff is too much. this isn't even including the long wait times and the stamina drain.

like i said, i'm a gamedev, so i know what i'm asking is not an easy or a quick fix lol. i just think it's incredibly necessary to keep the "massive" in massive multiplayer online. you will need that casual audience to make this feel like a lived in world.

anyway i really do love the game, this is basically my only complaint outside of performance stuff which is expected early on.

❤️ ❤️ ❤️

torpid basalt
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it's a good point.
as you said, as a "longtime fan" i hold the opinion that every player should craft at least one or two tier 1 tools (ferrilith) so that they can understand part of the game loop.

as a quick and easy solution to your specific problem, i could suggest as a new item a simple sword made out of wood (and fiber to hold the wood)

crude elk
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i don't disagree, i do think players should, in some way shape or form, be forced to craft all the early stuff. i just think mixing them all together so early is 1. confusing because you won't really remember what does what, because you're doing it all at once, and 2. frustrating because it feels like you can't focus on the thing you want to focus on, which is a core idea of the game.

there are other examples of this friction as well, such as cozy players being attacked by jakyls, essentially punished immediately at the start of the game for just exploring/trying to fish. (i know you can run away, but again, not speaking for myself, but for the majority of the audience).

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the best way i can put it, is try to imagine any other game you've ever played where the first quest in the game makes you do 30 different things and requires 10 different skills

ripe valve
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Straight out the gate, I feel like trying to do everything and getting tired of it is sorta intrinsic to the design; I believe the intent is to incentivize trade between players of differing professions to offload the work, but that intent would need to be better communicated by the game, it’s not obvious yet

crude elk
# ripe valve Straight out the gate, I feel like trying to do everything and getting tired of ...

i just don't think this approach works in the first 2 hours of the game. other than like...rage games, you should almost never ever be tired of anything in a game in the first 2 hours lol. in order for this to be successful you need to retain as many players as you possibly can, and intentionally making things annoying the first time you boot up the game won't persuade players into trading, it'll make them refund it imo.

i AGREE that you shouldn't be good at everything/want to do everything in bitcraft. the point is to be good at one thing, maybe two, and have a giant community. i just think making the beginning so punishing in order to get that point across is a net negative in the long run.

rocky temple
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I also think that information overload is a big problem.
The player is essentially thrown into a town with all crafting stations, a lot of things that interact and craft other materials needed in other things.
I think it would be better if at least for a while, the player made their own small place, crafting a work station for something, that station then leads to another station and so on, slowly trickling more and more complexity and other professions.

rugged ember
torpid basalt
# rocky temple I also think that information overload is a big problem. The player is essential...

this was true until the third (and last) alpha test, where everyone could make their own small settlement since it was easy to create the claim totem (a very small building object from which you would track your settlement progression) and there was no ruined town.
being able to slowly understand how each profession works with the others is something good that this old system allowed, but there were two negative feedbacks about it.
the first one that it's another thing to be overloaded from, the ruined town already gives you all the crafting stations you need instead of being forced to build them one by one and also maybe being stuck on not knowing how to progress because you didn't build all the crafting stations yet.
the second negative feedback was that it resulted in all players making their own settlement and then maybe later join another one.

crude elk
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yeah i don’t think forcing you to craft the stations yourself is the move, but the town at the moment feels very disorienting, partially because everything is the same color lol

rocky temple
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what if there was no need for claims, and players could craft simple temporary workbenches and such?
to me, it feels likes games like Haven and hearth and wurm handled this aspect better

crude elk
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that starts to break the core ideology of the game i think

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i genuinely think if skills were a bit more separated in the early game would fix most of it. or if you want to keep them entangled, drastically lower the crafting time / stamina reduction for early game items, and make things more clearly marked / visually distinct. also quality of life stuff like being able to craft with stuff in your bank

torpid basalt
crude elk
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yeah exactly lol

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it also de-incentivizes working together to build actual colonies because you’d just want to build your own stuff all the time

torpid basalt
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correct

rapid cradle
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is the actual game going to start like this? i thought it was so chaotic because it was demo overload but if this is the prologue of the game I agree with OP. it's too much at first

kind grail
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similar to that idea #1377793159647465546 message

as a quick and easy solution to your specific problem, i could suggest as a new item a simple sword made out of wood (and fiber to hold the wood)
imo, low level/tier recipes should just be simpler.
When i got my metal bars (don't ask me the name) to craft a "spear and shield" i unlocked the skill for, and i saw the recipe for it, my reaction was literally "damn...". And the other basic items i just unlocked were not better.
It's just too much walk -> gather -> walk -> wait (craft) in a loop to make basic stuff.

Then higher level stuff ofc is good that require several ingredients of several professions because cooperation and trading is what the game is about. But starting stuff? That should be streamlined.

crude elk
rocky temple
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yeah but i mean like, if you could make a general crafting station that decays after a couple of days in the wild. Could be a sort of a small tent or something like that, a mini workshop. It would only allow tier 1, you would start with a module and unlock following modules, much like building different crafting stations. This workshop tent would be able to contain all tier 1 tables, and would soft guide the player through it
To avoid spamming, each player would only be allowed one, and they could remove it and place it somewhere else at any time.

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mostly to give more purpose and guide through the early parts

rapid cradle
crude elk
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YES exactly lol. i know so many people, even people who play mmo's, that just wouldn't do it lol.

kind grail
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yep. in some way is like when i tried to make my friends play EVE Online

pulsar perch
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I’d like to chime in as a streamer myself. Last night I had over a 1000 viewers watching while I was just queuing to get into the game, everyone was excited, many of them downloaded and installed the game.

40mins of waiting, finally got into the game, after playing just 20mins
200 viewers are gone, many of them said they’ve uninstalled the game

1 hour in, 200 more are gone
Many viewers doesn’t even know what the game is supposed to be, a grind fest right from the start?

2 hours in, me myself is also getting tired of the basic crafting that requires so many skills to complete.
Almost everyone has stopped playing and uninstalled the game.

The game CAN be fun.
But like OP said, this game cannot be a grind fest right from the start…

Add some low level mobs for people to hunt, add some crabs, rabbits, small animals.
Instead of the doggos that kills you unless you have armor and better weapon

dull crystal
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I'd like to say a lot of the points the OP posted seem valid. In particular, as far as I've gotten anyway, getting leather is way too convoluted, especially the bucket & water bit. If the recipe left out the bucket of water completely, it'd be marginally close to the processes for other professions, but still a little excessive. Add the bucket & water in, and it's way too much for such a basic material.

undone lion
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To be fair, it's easy to make a lot of tanin in one go, and not have to again for a while. Maybe it's just me, but I craft in big batches at a time

dull crystal
lunar epoch
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Rly great poit!
The idea behind this difficult process is to stimulate people to cooperate with each other.
But for t1 it only works if you already start with the group. When majority of new players just don't do that.

Might be a good idea to simplify t1 tools and explain t2 transition better in compendium or somewhere else

mild sorrel
strong plover
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many games wait until youre out there in the wide world touching grass and claiming land and building things before tossing you crafting recipes that need 4 separate disciplines and multiple stages of refinement for each to achieve. Currently, if youre solo, the first 10 hours of the game essentially seems to be hardlocked to running back and forth around the starter town in a mad dash of different skills. Its overwhelming to have to visit what, 10, 12? separate crafting stations just to make lvl 1 sword and lvl 1 armor to kill lvl 1 dog goblin, and the rewards for that are underwhelming. and some of the other skills seem "useful" but not enough to care that much about at the current tier.

Why really care about farming except for tasks? Why care about scholar at all? You cant even level sailing outside of tasks it seems, and its just grind, grind, grind for all of it, and not even particularly long ones, but thats all there seems to be! And everything is so interconnected that I imagine at higher tiers you can't even play the game, period, without having a fully set out plan of exactly what youre going to do and how, so you can order the requisite materials far ahead of time from like 4 separate gatherers and 4 separate crafters, if they dont have them stockpiled already...

all my friends quit after a few hours, especially after learning they cant make settlements, but mostly because all that was happening was a megamind explosion of just straight crafting and gathering endlessly with nebulous goals in sight.

pulsar perch
lunar epoch
strong plover
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well... might not have been a terrible way of doing things, i understand it leads to abandoned camps everywhee... but thats the territory, has been for decades of this genre

mild sorrel
pulsar perch
covert gyro
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it would be so cool to start off in a profession guild, like a forestry guild or mining guild

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that have associated travellers that provide basic tools in exchange for resources associated to the profession

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which would essentially prime players to specialise first

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and produce an excess of one type of resource which they could then go and trade for things they need to keep progressing in their specialisation

strong plover
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Seems like a good balance is to not limit player choice in running off to the four corners if they so wish but to strongly guide players into crafting basic iron tool in town and then immediately guide towards a social tab or something to seek a town or village with job listings, and perhaps gentle quests that are career focused that are opt out in nature to guide players into trying key features. All difficult I know and not at all trivial to produce but.. that's gamedev

queen trellis
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This is also my experience. My goal was to make a raft. Reasoning: I was broadcasted that I had to move to another region or else I wouldn't be able to play anymore, so I was forced to use my travel points. My friends were somewhere very far. I thought cool, I'll make a raft, that sounds like simple low tier water transport. I'll just level carpentry to level 10 and see if I can do it. Nope, not even close! Brico didn't offer it but I presume I'd need a rafting license with another Brico and a rafting deed and 10 hours of work. Much easier to just walk across the world, and that's saying something.

slim vapor
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I had the exact same thought. I remember the pacing and scaling of Albion Online being much better.. there are not enough enemy types, and the new player experience is bad, it’s a job before it’s a game. I want this game to survive because not every single shard open world mmo needs to be about curb stomping newbies. But this game design feels very much like a work simulator. It reminds me of early eve online when you has to learn Learning in order to learn other skills

shut crane
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I did the same at the very start and didn't find it crazy but idm some grind and It didn't take that long. I think it sets the player up for knowing what to expect.

torpid basalt
torpid basalt
# covert gyro it would be so cool to start off in a profession guild, like a forestry guild or...

this is also part of my opinion. the grind can be too much boring that players stop playing the game as this thread is talking about. unfortunately there are many other corner cases of players not being able to do something because the developers don't allow them to (for example in a3 when i was selling tier 2 tools i required in exchange tier 1 items instead of hexcoins because certain professions like fishing didn't offer a way to get hexcoins from rumbagh)

jaunty mauve
# pulsar perch I’d like to chime in as a streamer myself. Last night I had over a 1000 viewers ...

We do want to add those "crabs, rabbits and small animals". Between most alphas (and especially since last alpha) we have been adding and changing different systems to try and address big pain points. We just haven't had the time to make as much pure content as we would like. Bitcraft at this point is a pretty big game, and our team compared to it is very very small so we constantly have to make difficult decisions deciding what to prioritize. The plan is to mostly focus on filling in the content of the game and things to set as goals now.

I agree the early game, especially first few hours, need improvement. It also doesn't help that we internally have gone through those first few hours hundreds of times so its very hard to see the game as a new player. Thankfully we get to have lots of feedback during tests that help us out

pulsar perch
jaunty mauve
crude elk
civic basalt
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i need leather and rope and bars and MORE wood. ok cool. you see where i'm going with this. i went down a rabbit hole of having to create sooooo many different things just to make my sword. i was fine with all of it because i like crafting games, but you finally lost me when i needed to craft the bucket and fill the buckets with water. this was finally the point where it felt like my time was being wasted.

So what happens when a new player logs on, say, 12 or 24 hours after the server launches with >10,000 people and they can just outright buy a t1 sword for 5 coins because they already exist in abundance? Maybe the trading/coordination needs to be more emphasized?

it just feels like the game is fighting against its own identity. i know SOME of this would be mitigated with a big trading hub, but still, new players are going to want to do a few things on their own in the beginning, and having to jump through so many hoops just to craft basic stuff is too much. this isn't even including the long wait times and the stamina drain.

We make a cart in the tutorial, which isn't much less complicated and is incredibly useful at the beginning and introduces a core concept of resource movement, but it's hand-holding the entire way and players are likely just reading the text box for step-by-step instructions instead of understanding the complexity of what's going on. Then players turn around and expect swordmaking to just be mine ore>smith bar>hammer weapon when it's supposed to be far more nuanced.

Personally, I like the idea in the other thread of not having a beginning town with a million stations because it's just overloading a lot of players. Maybe dropping players in the middle of nowhere and having the tutorial be a slow buildup of all these t1 facilities with mini-rewards along the way would be best. By the time they finish they have a little outpost going with some essentials (cart, sword, food, etc) and understand the crafting better.

I don't think reducing the complexity of any of the crafted items is a good idea because it would misinform users as to how this whole system works. You're not supposed to be able to build the entire production chain by yourself, you have to lean on others.

shut crane
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If someone buys a t1 sword for 5 gold at the start then that's a valid way of acquiring one. If I have 5 bucks to buy a burger instead of making one myself it's a valid way of enjoying one, it's the way of the economy, some people want to mass craft cheap stuff and sell it to make their money, others don't want to grind and craft and find a different way to make money to acquire their gear. Not everyone has to spec into blacksmithing this way

sinful pilot
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As a new player I would definitely agree that the grind starts very very early, and that it was most definitely very exhausting lol. I will add that I never really felt incentivized to start a settlement and work with other players. It felt more like a situation of "you will eventually have to work with other people, cause otherwise the grind's going to be absurd." I didn't see much of the actual settlement building process, and from the outside looking in, that seemed to me to be a main selling point of the game, that you build settlements and maintain them with the help of other people.

thick crane
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As an old player it sucks that they're disincentivizing group play in the demo. Members of my group are near me in town and we're all just solo going through the tutorials because we can't share storage and dont need to work together.

I don't really care about the ghost towns in A1 and A2. They killed the magic of the starting experience with these hollow ruined cities. It totally destroys the early feeling of progression from crafting all the tables.

I'm not sure I would have stuck with the game if this is what I experienced in early alphas.

They could even keep the towns and still spawn you in the wilds. Let them know early on that if they don't want to do it solo they can make their way to a ruined town to play with others. Change decay to actually delete T1 settlements when they run out of supplies.

There has to be a better way.

sinful pilot
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Yeah, I definitely feel like they should've incentivised group play more.

crude elk
# civic basalt > i need leather and rope and bars and MORE wood. ok cool. you see where i'm goi...

again, i don’t think the game or crafting should be less complex overall, i just think the first things you craft should not be 35 steps because it wrecks your first 2 hours of play, a time period where almost everyone will play by themselves or with a small group of friends. i guarantee you the thought process for a lot of players will be “jeeze if the game is THIS grindy at level 1 there’s no way ill make any meaningful progress later on” which is the point of the game but its trying to force you into that mentality way too early.

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you end up gatekeeping the game by making the first two hours so brutal to get through. but the entire game’s premise relies on gathering as many players as possible. it just feels very counter-intuitive to make it so complex right away

civic basalt
# crude elk again, i don’t think the game or crafting should be less complex overall, i just...

I'm not sure what you mean by "wrecks your first 2 hours of play". The game is essentially all crafting. Are you saying there isn't enough sense of progression with all that crafting? In that case it sounds like a result of players not playing the game correctly (trying to be the entire production chain by themselves), and devs should make a more concentrated effort to teach trading to speed up the process. We do craft some of our first items in the tutorial and they don't require that many steps. Does there need to be more of those simple items? Do all the little items we make along the way to making a bigger item not count as part of the gradient between simple and complex items? I'm just not sure where the "too complex for the first 2%" line ends and the "too simple for the next 98%" line begins.

Probably doesn't help that something like a sword, which many players are just used to getting for free at the start of combat-focused games, is a relatively complex item compared to many, many other essentials.

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Fwiw I do agree that there is something off with the pacing, I'm just not sure how it's adjusted without breaking some very core game concepts and visions.

crude elk
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the sword is just as complex to craft as the pickaxe/hammer/any other first tool you want to upgrade from the absolute starting equipment, so the experience is the same no matter what you’re interested in. i’m saying that everything being coupled together so tightly for what is essentially the first tier of equipment doesn’t allow you to actually focus on the 1 or 2 aspects you want to focus on. it just makes you go in every direction all at once, in a town that is disorienting and overwhelming.

kinda repeating the original post but it’s just too much literal work and too much information in the very beginning of a game. i’ve never seen a game throw this much at you instantly and require this much grinding this quickly.

i don’t think it’s a bad system overall, i just think the first levels should not be as complicated because it will deter new players. i don’t have the answer to the problem, i just know it’s a very very big problem lol. i’m definitely not alone in thinking it, i’ve already seen others comparing it to just immediately doing chores/manual labor

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the absolute easiest bandaid fix would just be to nuke the crafting time for the basic materials so at the very least the process to do all of this so early on wouldn’t take as long

civic basalt
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This is definitely a difficult game to do that with. Hate to say it, but as someone that also works on a user-facing app, there's an insane amount of effort that has to go into a tiny, non-repeated section of the experience.

mild grove
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I kind of disagree with the original point. Forcing players out of the DIY/solo immediately seems good to me.

Part of the challenge is how this relates to the starter-town somewhat encouraging solo play.

crude elk
pulsar perch
mild grove
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I’m saying getting them into groups is the problem to solve, rather than trying to smooth over the solo experience to be better for retention, and in the process, losing your niche.

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I think you just have to accept that games like this and albion are not good solo player games. The only exception is somehow getting players “plugged into” a town as a standalone solo player; interacting via a marketplace.

crude elk
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again though from a user perspective, a vast majority of people will want to experiment with the game themselves before actually interacting with communities

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i don’t think it needs to be long, to be fair, i just think the literal beginning of the game needs to be different lol

mild grove
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Yes. Said another way, I’m saying the solution is through marketplaces rather than low tier crafting simplification

pulsar perch
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the game doesn't have to be solo-friendly, but i'd say 90% of player will start the game solo. it has to be some what fun for the early solo experience for them to stick around

mild grove
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Tutorials should push you in the correct manner to play the game rather than solo player lite experience. Games like this and Albion fundamentally are not good “DIY” games and players should be strongly nudged towards what makes it uniquely good.

crude elk
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it feels weird from a game developer perspective too because if i were them i would do everything in my power to not have to remake anything in the beginning of the game LOL and i understand that

pulsar perch
mild grove
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Said another way I’m saying the “solo experience” should be immediately forcing you to be a piece of the supply chain instead of doing the whole chain yourself. Not that you need to join a community or discord server.

crude elk
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i don’t think the game needs to compensate for solo experience beyond the beginning. but being forced into the supply chain before you even know what you like to do in the game will not work imo

mild grove
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Albion tries the tutorial experience y’all describe and it’s horrible because people do not understand how the game actually works

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It’s an MMO/coop/econ-sandbox game at its core

tawny nacelle
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for a sandbox game, the game doesn't rely let you achive your own goals.

crude elk
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i’m not explicitly talking about the tutorial i’m just talking about the entire experience of the first couple of hours

pulsar perch
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@mild grove you don't really see the real problem. nobody is trying to say the game needs to be different, we are all saying the first few hours just isn't fun, at all

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ofcoz some players is fine with it, but the majority of players don't. and as an MMORPG that relies heavily on player economy, you need a LOT of players to stick around

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look at the number of online players for this demo. the PEAK is the first hour. that should tell you something

heavy venture
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I made a mace which took quite a while, then found out I needed training to use it, then found out I needed to spend hexcoins to get the training.

mild grove
heavy venture
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Definitely being part of a community is very important for encouragement to play the game.

carmine mango
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well... spending an hour to get 1 Item in this game, just doesnt feel as rewarding, I feel like I spent too much to gain too little

civic basalt
heavy venture
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I wonder if it would feel better if there were a tier 1 mob you can kill with the starter weapon you get.

crude elk
hollow walrus
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@pulsar perch @mild grove You're both correct here. The first recipes should be way simpler / faster to make for retention and learning experience and the new players should be nudged towards using the market to meet the goal of this game on focusing towards a single trait. Both are bit lacking currently and should be worked on.

pulsar perch
mild grove
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All that I'm cautioning is leaning too hard towards the "solo/diy" in tutorials, because it's what Albion did and as a result a massive part of their playerbase never actually integrates into the "real" game.

pulsar perch
carmine mango
heavy venture
pulsar perch
crude elk
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i just think make the first tier items simpler, and once you reach a certain level in a skill, popup some stuff that’s like “hey looks like you’re enjoying this skill, things will get harder to upgrade from here without the help of a settlement/other players. use the skills you’ve learned to contribute and trade!”

pulsar perch
mild grove
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I suspect you are not crafting your entire set in Albion.

hollow walrus
mild grove
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But the tutorial encourages you to.

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And so I am constantly explaining to new players that is not how the game actually is intended to work

carmine mango
mild grove
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When you encourage a diy-economy, players that aren't familiar with MMO/econ mechanics get somewhat confused when they are released into the sandbox

crude elk
pulsar perch
mild grove
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I have no issues with players playing solo, or the onboarding being smooth/good for solo players starting. All that I am saying is the tutorial should strongly encourage getting off the "DIY" track as quickly as possible and explaining that you don't want to do that. Because that's where games like this shine and where player retention is found.

carmine mango
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Im kinda concerned for the economy in this game since Items are permanent, and theres no way to lose them aside from dropping them

civic basalt
mild grove
pulsar perch
crude elk
pulsar perch
carmine mango
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especially in a grind focused game like bitcraft

rapid cradle
# mild grove All that I'm cautioning is leaning too hard towards the "solo/diy" in tutorials,...

Not everyone has to play games the same way to call it experiencing the "real" game. And you don't have to change the point of a game at it's core to make a more welcoming onboarding experience to people who may want to not play the game more solo to start or forever or focus on my creative aspects of a game, like exploring, etc. No one wants Bitcraft not to be Bitcraft... they want people hooked on Bitcraft.

heavy venture
mild grove
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I assume they already thought of this, but haven't played far enough myself to see (and tbh only watched pieces of the dev videos)

heavy venture
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Yeah. I have heard that in empire v empire wars, they need to spend more supplies than the other empire to win. So that should sink lots of the base materials out of the game.

median kraken
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I agree. I should be able to fumble around a little and just be ignorant to all the stuff wisp has to say.

Tutorial should be opt-in/out.

patent thunder
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I somewhat agree with the feedback... The thing is, the game developers want players to communicate and trade with each other as much as possible. In the long run, it's impossible to become a skilled specialist in all areas in a short time, so if you decide to be a blacksmith, you'll need to focus on forging and related activities, like smelting ore. You'll buy other resources at the auction (this will become relevant after level 10).

The truth is, this game needs a healthy player base because it requires a living economy. And that will develop over time. It's similar to other MMOs (New World, Albion Online, etc.). And that's a good thing—or rather, a good incentive to engage with the market or join a 'guild,' where you'll be provided with the resources you need in exchange for your own.

Eventually, small villages will start forming, then towns with their own infrastructure, roads, trade routes, and varying supply and demand in different parts of the world. As for solo players, they’ll have access to a basic marketplace where they can buy only what they need and sell what they specialize in (earning starter currency through NPC trades and quests)

paper junco
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I fully agree with this topic. The cart should accommodate more big material or to craft basic leather outfit less stuff should be needed as exemple.