Maiden Voyage Enhancement

  • Honestly, the onboarding process of the Maiden Voyage is not a proper setup for the game as a whole, which leaves us in a place of newer players feeling rough and making some consistent and unwelcome suggestions to change the game (PvE Mode, Safe Zones, etc). It doesn't properly help new players really develop any gameplay skills or to understand the gameplay loops they will engage with. A revision to this would do a world of good. For instance, what if we had something more along the lines of:

    Wake up on Sailor's, as we do now, and run through what we presently do. But then, once we have the Ship fixed up we are sent by the Pirate Lord to another island nearby to hunt down an artifact (use the Riddle Voyage for this since X Mark was used on the first island). When dug up spawn some Skeletons perhaps.

    Next we need to acquire a few gemstones (not the Mermaid Gems), one could be on a Shipwreck (introduce that Voyage type), one could be held by a Skeleton Captain (introduce that Voyage type), and one is held by a Ghost Ship (introduce that Voyage type). We bring all these back and the Pirate Lord makes us a Shroud Breaker so we can get through to the Sea of Thieves. Before we go, he issues us a warning:

    Be prepared, once you get to the Sea of Thieves you'll share those waters with other pirates just like you. You're never really alone out there, and the skills and intentions of other pirates may vary wildly. Some might seek a good battle for the sake of it, some might want to plunder your loot for themselves, or some might just form up a shaky Alliance with you for the potential of greater profits. But succeed or fail, win or lose, it will be an amazing adventure.

    I recommend getting yourself a crew, be it your personally recruited closed crew or taking your chances to find like minded pirates in an open crew. If you're brave enough, and are up to the added challenge, you could always try to go it alone. Just remember you'll come across crews and ships of different sizes on the waves, and going it alone can mean being quickly outnumbered.

    Good luck on the Seas, swabbie. And always remember, it isn't about the gold it's about the glory.

    And, finally, still keep the very basic lingering tutorial kind of stuff that happens on your first session (making you read the Pirate Code, recommending you to pick up a first Voyage, etc). To me, this would give new players a better sense of the game. They would learn a bit about sailing going around gathering the Shroud Breaker (which also fits the lore nicely), it gets them a chance at both land and ship combat, it shows them a range of the basic activities they will frequently do via an assortment of Voyages, it gives a sense of story like a Tall Tale, and in the end it gives them a reminder that this is an always online game with other players who might attack and sink you at any time (though maybe not).

    Compared to what we have now, this would go a long way in actually onboarding new players to the game and set their expectations accordingly. I also think it might curb at least some of the debate and suggestions we see around here that go so strongly against the grain of the game as a whole. It is great we have a tutorial, it isn't so great that this same tutorial doesn't set proper expectations or allow new players to work on building up the most minimal amount of skills needed to survive out in a sandbox world with the experience skill gap can be wild. This game is often about personal mindset in regards to if you'll enjoy it or not, so it would be good to have the tutorial attempt to guide players to the right mindset for this style of game.

    Thanks for coming to my Ted Talk.

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  • @redeyesith said:

    Thanks for coming to my Ted Talk.

    alt text

    No, but for real, we need this.

    Slashing at a skeleton trapped in a tree will not even remotely prepare new players for the craziness out there. The tutorial needs to show them that the craziness can be fun.

  • And at least provide a platform for actually understanding the gameplay. And since you have a spread of encounter types and challenges present it gives people a place to practice since we can replay it any time we like, while at the same time still leaving plenty in the game to uncover and discover through experience that you can't get in the smaller sandbox.

    And maybe even have the Pirate Lord remind you and recommend you Scuttle your Ship if you find yourself facing a lost cause from which you cannot recover - how there is no harm in doing this to regroup and get your bearings back. Essentially provide as much context about the player interaction facet of the game as possible in the limited context of the tutorial via exposition from the Pirate Lord. There is just an incredible lack of context present in the current tutorial, or even arguably a focus on potentially the wrong context.

  • This!

    I'm a big advocate for enhancing the Maiden Voyage to allow new players to get a better understanding of what to expect from the game.

    I've very often introduced new players to the game, encourage them to play the maiden voyage but then have to teach them about all the other mechanic's it misses.

  • That would be a great addition to the game !

  • Yeah I think Maiden Voyage turning single player would be great addition. And it does not have to be full map just a portion that involves fort and outpost and sea post, plus one or more islands (one big one small)

    So Sanctuary Outpost with 3 square circle would be perfect. There is a Fort, there is a sea post and Lone Cove large island (fairly easy) , plus Boulder Cay, Lonely Isle and Rapier Cay.
    Enough room to test Merchant, Gold Hoarder and OOS mission.

    That way your first gold hoarder mission you can do in peace.

  • @jadescissors32 said in Maiden Voyage Enhancement:

    Yeah I think Maiden Voyage turning single player would be great addition. And it does not have to be full map just a portion that involves fort and outpost and sea post, plus one or more islands (one big one small)

    So Sanctuary Outpost with 3 square circle would be perfect. There is a Fort, there is a sea post and Lone Cove large island (fairly easy) , plus Boulder Cay, Lonely Isle and Rapier Cay.
    Enough room to test Merchant, Gold Hoarder and OOS mission.

    That way your first gold hoarder mission you can do in peace.

    This is not what I am suggesting, really. It does not allow you to gain Rep in the game, nor does it provide a true single player experience (beyond the amount it is now). That isn't the point of this at all.

    Rather, it provides a slightly extended, very much still heavily on rails, continuation to the closed tutorial process that we now have by taking a moment to focus on some additional aspects of the game you are about to engage in (sea combat, land combat, and a smattering of the way Voyages will work). And then of course the general advisement about how the actual game works as an open sandbox where other players may prove to be a threat.

    The point being that, as noted in the OP, the present tutorial doesn't walk you through any kind of meaningful combat (be that land or sea based, both are sort of a joke at the moment). It doesn't get you used to how the process of Voyages work really with the one very quickly done X Mark Map (that doesn't even select a random placement to help players get used to reading the environment). It doesn't prepare your mindset for a shared world experience. If anything, at the moment, it strays closer to giving a wrong impression about the game more than it prepares you for the game to come.

    At most this should provide a proper tutorial experience and nothing more. My point is that it falls a bit short of that conceit presently, but I wouldn't ever go so far as to make it a viable single player experience so people can just chill out there. As described, there isn't a ton of interesting stuff to do, just a few set piece moments to let you feel out some gameplay more.

  • @redeyesith Maybe but limited single player would do much better in training people. Little gold they earn in there does not make much difference but it would allow anybody to learn all the mechanics.

  • I'm all for enhancing the Maiden Voyage, but at the same time, there has to be at least some mystery left - this isn't a hand-holding game after all. It's a game filled with secrets and treasured experiences. Looking and exploring and figuring things out on your own is largely what makes the Sea a fun place to reside.

  • @galactic-geek agreed, which is why I still don't suggest that it covers everything. There still needs to be a range of things you uncover on your own as you play. For example, we don't show off Wayfinders, Cargo Runs, Commodity Routes, the Meg (beyond seeing it like now), the Kraken (beyond seeing it like now), Storms, and the list goes on. Showing too much would not do the game justice, but giving players a grasp of the basics is still what a tutorial should do and at present it falls very short of that goal.

    So, in this we completely agree. But having a basic understanding of how the assorted combat systems work and play, getting people trained up on checking out the world and engaging in it, and providing them with a note of context that people still seem to miss is in order.

  • I know bumping isn't allowed, but I do think this thread deserves more recognition, especially given some of the recent posts from new players. So, here I am. ¯\_ (ツ)_/¯

    If any of those new players happen to read this, I think your input on this topic would be more useful to Rare, than expressing your disinterest in the PvP elements of the game.

    Do you feel the Maiden Voyage prepared you for the likelihood of PvP? Or even the PvE?

  • @theblackbellamy I didn't even do maiden voyage

  • @alphawolf123905 I mean, loads of us didn't when we started because it wasn't an option. It is now, though, and for new players it is the first thing they will encounter when starting up the game. All us old guard can still go back and play it though, and thus see what this tutorial covers, and as such we can also assess if we think it gives a good representation of what the game is like. I'd argue it doesn't. What about you?

    Though I get what @TheBlackBellamy is getting at above in wanting to hear from folks who did have this as their entry point specifically, but I do think the input of others outside of that is also worthwhile as well. Assuming you have some to provide that is.

  • Hi,

    Great Idea. But as a newish player - tbh I tried to skip as much of the Maiden Voyage dialogue and reading as possible just to get out there and get on with it. I found it boring, but I rarely enjoy prologues. I understood the game from research already so knew what it entailed.

    So you probably want to add in a mandatory lesson that pits you against another new player or something where combat against other ships is explained a bit more.

    RARE do need to present the sandbox experience a bit more realistically in terms of making it clear that when you get out to sea, many will be unfriendly and try to steal your loot and sink you.

    It is definitely not always rainbow and roses out there.

    Cheers

  • @gunner-rat that's fair, and I know a number of players are like that (skip by the tutorial). However, in that case, they should expect to hit stumbling blocks since they skipped past the game telling them how things work so they can elect to just figure it out as they go. There is only so far a game can go really to try to ensure you'll know what is going on after all, and some people very much like that "sink or swim" sense of starting out.

  • I'll throw my hat in on this if it'll help keep this visible for the devs. There's not a whole lot to that Maiden Voyage (especially since they removed the gold and doubloons?) and I think your suggestions would go a long way to preparing new SoT'ers on what to actually expect once they hit the servers without revealing all there is to discover and learn.

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