[suggestion] update new player residence signs, asap

Discussion in 'The Suggestion Box' started by KatydidBuild, Sep 21, 2024.

?

would this help immediately, in your opinion

Yes 11 vote(s) 100.0%
No 0 vote(s) 0.0%
Unsure 0 vote(s) 0.0%
  1. [suggestion] update new player residence signs, asap

    More than once, new players have shown up and ask ''oh a plot world'' or ''great this is creative''.
    Since the new tutorial is still in process, how about just a simple update of the signs on the res when the new players spawn into town.

    This is /HOME.
    Resource world is updated regularly and survival go to /waste
    Permanent Survival Building World is called /Frontier Wild
    /Town is safe and for player shops or storage, but not creative

    I'm sure I am missing something else.
    Trwe, Pab10S, FierendenMDS and 5 others like this.
  2. Yes!

    So many new players don't see past the "plot world" and properly experience all the wonderful features EMC has to offer and it’s a real shame nothing has been done about this sooner. It's imperative that there are immediate updates made to the existing welcoming system - you're not the only one campaigning for change on this Katy :).

    Currently, most new players do complete the tutorial and stay online for average 10 minutes before disconnecting. This suggests that once the tutorial is complete, new players lack the direction and knowledge of what to do next. They get bored and disconnect.

    What are the solutions?
    Residence welcome signs could be simplified - nobody wants to read a bunch of signs full of text. Add some color and formatting to make them visually attractive and easy to follow.

    Adding holographic displays (like in the tutorial) would perhaps be an alternative to signs. They could disappear after a few minutes of the player being nearby.

    Or, perhaps a GUI opens upon tutorial completion with different worlds and a small description below explaining their usage and functions. This would empower new players with agency to pick whether they want to play survival or be in town, etc.

    I understand town is unequivocally crucial to EMC but town for new players is pointless if they have nothing to do there. For new players, an empty dirt res limits creativity by setting boundaries and ultimately boredom kicks in.

    I'd love to hear suggestions from others.
  3. this needs to happen yesterday
    ultipig and Bulkinc like this.
  4. It seems like 95% of all players that are vocal when they join immediately ask "what do I do" and the job of explaining town, frontier, waste, and other important things lies on other players explaining it rather than the server's pre built system. So if nobody online wants to do that they probably just leave ¯\_(ツ)_/¯
    Bulkinc likes this.
  5. I have mentioned to a few people. That although I agree with the suggestion - for there to be any hope for this to be implemented in a timely manner; I need help. Specifically with what wording actually fits on Signs. The wording, formatting, layout, etc.

    Without a more specific suggestion - this thread isn't particularly helpful. I can make a list of a 100 things that need improved on EMC. Knowing something improved doesn't really help me. Because it comes back to "me" that has to do it. :)

    I know BulkInc has a mockup of a potential sign implementation. I invite them to share it here and have some public discussion on pros/cons/adjustments.
    Fred_TWK and Bulkinc like this.

  6. I agree with Bulk, this is urgent that needs to be addressed, as I see lots of players hop on then immediately leave because they don't know what to do. The only thing I would change with his setup, is add a sign between the Town Sign and the Frontier sign, that tells the cpset command to let others build on their residence, aside from that, I would add Buy and Sell in the retrospective places on the shop chest. Other than that, as a newer player here, I believe that would be a great explanation
    Bulkinc likes this.
  7. This is great!! my one suggestion would be the line in the town sign
    "/v (Res#/Player)." I can totally understand it knowing the command, but if I didn't this would be confusing,
    I don't recall ever seeing another res/plot system on a server that has numbered addresses,
    Id replace it with just "/visit Name" or "/visit Player"

    if memory serves "/pv" is a common command used for a vault like plugin that many servers have, so just having "/v" is more likely to cause confusion than anything, yes this means new players wont instantly know the short version or res addresses, but I think being able to use /visit at all is more important
    Tuqueque and Bulkinc like this.
  8. I will throw out there. An argument against using a bunch of different sign types. Is that they will take a bunch of inventory slots when they go to remove them.
  9. Yes that was the one command particularly difficult to place within a sign. I like the idea of /visit (player) maybe?
  10. but, maybe one is their favorite, and who knows they might keep them up for a while until they get the hang of everything.... i think the difference in sign types is pretty cool, as it adds distinction vs all the same plain jane....
  11. Bulk's design is quite good, and a great starting point for this.
    We need to keep in mind that the signs need to be concise and not information overload. So we need to look closely at what is actually the most important to have on them. Personally I have pretty much never used /nether. It's just the other half of /wild, and there are portals at the outposts anyway. I think I'd remove that sign or replace it with info about /spawn, which has portals to all the other worlds.

    Something missing from Bulk's layout that the current signs have is the mention of /help. As veterans we probably never use it, but I just checked it out and it's actually a really well designed guide. It accomplishes much of what the signs are trying to do but with a navigable menu and way more detail than signs ever can. So I think maybe instead of trying to explain everything on the signs we should hit the highlights and emphasize that /help has everything else.



    Since we need to keep in mind that the signs need to be concise I think I'd put this in the category of not essential to be on the signs since the vast majority of brand new players aren't going to be setting flags right off the bat. And if they do /help explains it well.

    +1 :p

    I think using lots of text color like Bulk has done adds enough pop to make things distinct. I think the inventory clutter as Chicken mentioned is probably a bigger detriment to multiple sign types than looking a little nicer is a plus.
    Trwe and Fred_TWK like this.
  12. Also, something that could be useful is the fact that you can write on both sides of signs now. Not sure if that would be good design or not, but perhaps slightly less important things could go on the back? idk