Based on the post on the front, I had an idea.Most new player tend to be confused by the tutorial and all the signs on their residence, and it isn't that it's not well put together - it's that it's a LOT of information, all at once. Depending on the background of the player, they may come with such a wide range of expectations, and we basically can assume they may know nothing. Telling them how to do everything is just way too much information to take in at once. You're lucky if a competent new player retains 10% of that. In addition, many new players simply want to start playing. They see the tutorial as something that's in the way of that, and try to get through it as fast as they can.And sure, players can go and read the wiki, but most wont. Consider that they're probably joining 3-10 servers at once trying to find one they enjoy playing on, and they have really limited time. To skim the wiki on one server might take 15-30 minutes, but to read that on 10 servers, now you're at 2-5 hours - not a fun way to spend your day. Remember that people come to the Empire to have a good time. They're probably only thinking about how they want to spend the next couple hours - and it sure isn't on a tutorial or messing with various new controls.So, my idea is simple and it's used commonly in many multiplayer/online games. Instead of a tutorial that's separate from the game, the tutorial continues after they join in the role of quests. For example, a quest would start with something as simple as 'Navigate to town spawn', through intermediate quests like 'Set up a chest shop', to something as complicated as 'Find the end through the wasteland' or 'Acquire a beacon'. Registering on the forum could also be one such quest. (Similar to how it is already.)To keep the player from being overwhelmed, but still allow them a feeling of control and flexibility, a limited set of 2-4 quests would be enabled at any given time. This also gives the player a motivation to 'unlock' other quests, all the while allowing them to learn at their own pace, one step at a time, with the ability to choose. After each quest, the player could also get a small reward, maybe some rupees or an additional item.To keep it fair, existing players could also complete the same quests. But of course, the rewards for quests can be fairly minimal - new players have no idea of the value of rupees or items anyways.