Improvements for future updates

After the latest co-op patch I was successful in convincing two of my friends to buy the game. However people that are just starting to play the game have some problems that i would like to share. The first one is the tutorial. Its not enough, you really need to improve it because many dont even understand the rune existance and its use. I had to teach one of my friends that you could actually put runes in the weapons.

Enchantments are also another big issue newcomers dont know how they work.

New players dont understand that different weapons imply different play styles. They have no clue. Only players that have played for a decent amount of time actually understand this.

Not to mention that my friends even after I tried explaining to them the stamina cant grasp its use and how you need to manage it in fights and then they get frustrated. Many times my friend in discord said to me ‘I cant roll, why I cant roll??? i press the botton but the pg stands still’

I am sure that there will be people saying that this is basic stuff and I may agree but, for example when i started playing the game for the first time I didnt understand how the concentration works and had to look it on the internet even if it was explained in the tutorial. Hope you can figure out a smart way to increase drastically how the tutorial is because people dont get it, and they need to understand it from the get go if they wanto to full appreciate the initial zone right from the start.

Same thing for the stuff that drops (dont know the names in english) to change specs and craft. My friends were selling them because they didnt know what they were used for.

Finally you should implement something similare to POE2 for the gems, a small animation that allows you to see the weapon you selected to see how it attacks and what the runes do otherwise the only option would be to wear it and go to the puppet to try it. You can try if immediately but you would need to charge the concentration in order to try the rune. But this is just a life improvement. Just saying.

Lastly my friends didnt know that if you run and at the same time press an attack the animation will be different and the pg will do a different attack.

These are the complaints that i had from my friends. We are not young and maybe you expect and know that youngster would grasp all these mecchanics immediately but people my age 45+ dont and they need more help.

For the rest you know… i love this game and would love to see many more players come and remain, while now i am afraid that my friends will stop playing because they feel they cant understand all the mechanics in the game.

Thank you

First: I will say that i agree more tutorials is indeed needed ^^

Second: Its very good and kind of you to teach one of your friends about how runes work :+1:

Third: Tutorials in every Game wether its a large or a small playerbase all have these types of players:

  • The Auditory Learner: They might stare at a tutorial text box for a full minute, and it just won’t “click.” These are the players who immediately look for a YouTube guide or jump into Discord to ask, “Can someone just explain how the crafting works?” They need to hear the logic explained to process it. (they learn best through Hearing)

  • The Logical Reader (Read/Write): They read every single line of the quest log. They often get annoyed if an NPC talks too slowly or if the info is too “fluffy” they want the raw data, the stats, and the hard facts to optimize their playstyle. (Reading)

  • The Multimodal Researcher (Social/Solitary): These players bridge the gap. They might read the wiki while listening to a stream in the background. They build their understanding by cross-referencing sources, either through group discussion (Social) or deep-diving into lore and mechanics alone (Solitary). (both good at Reading and Hearing)

  • The “Button-Masher” (Kinesthetic): They skip the tutorial immediately. They don’t want to read or listen; they want to do. They learn by interacting with the system, failing, and trying again until they “feel” the rhythm of the game.

    (And here is where it gets interesting this is what most players do in a new game, even when they maybe should’ve read the tutorials, they are the other type of “Button Masher” that doesnt learn through “DOING”. This has rather led to it becoming a meme, Where they usually complain about the game being too Hard. And this type of Button Masher is rather people who skip the tutorials but they also skip how they actually learn stuff, but of course everyone should still have the right to be able to pick whatever they prefer, but they might switch to their original way of learning when they go to School or Work because thats more SERIOUS than VIDEO GAMES) :rofl:

Fourth: Have a good day :wink: and keep up the good work and also keep explaining how systems work for your friends they might need it more than you know! :+1:

I’m torn on this. Any game I play, I experiment with the buttons to see what they do. For a long time, that’s how you learned what could be done in a game, especially if you rented it and it didn’t come with a manual. Now games don’t come with a manual at all, and the control schemes are far more complex than two buttons and a d-pad. Tutorials that block me from playing, trying to explain every little detail of the game frustrate me - I am looking at you Nintendo. That’s one of the reasons I like souls games so much - they just drop you in and give you very little direction. When you say your friends didn’t know they could do running attacks, my first thought is to ask why they never tried? Certainly, it’s hard to figure out what you don’t know that you don’t know, but I just wonder why they didn’t experiment with the controls very much. Like oh, A lets me run. My first thought would be - is there anything I can do while running? Now I understand that not everyone thinks the same. For me, part of the fun is learning what you can do in a game through experimentation, but that is not fun for everyone. So I wonder what the balance would be between fostering experimentation, but also providing information to those who would not experiment. I think the current compendium is a good start, but not everyone likes to read and would rather be shown, but being shown requires much more development effort.

there is no right answer. i just wanted to share my experience with the developers to see if they can do something about it. Consider that most games my friends and i have played are computer games and we are used on playing on a keyboard, in addition we are ‘old’. i know perfectly that if you hand a controller to a 10 year old ‘smasher’ he will learn a ton just by pressing random buttons on a controller. That said there are older generation players that are not that used to controllers and need a little more help to figure out the game. If we add that NRFTW has mechanics that are not so intuitive it would probably be a good idea to implement a better tutorial in the 1.0 versions. Just extend a little more the prologue and give more explanations. thats all. its just a suggestion. I enjoy this game so much that will play it for years, however i would really enjoy the game alot more if my friends stayed and didn’t leave because of the learning curve.