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Old Feb 19, 2006, 06:32 AM // 06:32   #1
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Question Help them or not ?!!!

i've just make new char. from 2 days ago and i was amazed of how many new players still coming to GW...it makes me happy how still Anet attracting ppl to this wonderful game.
i'm playing GW from 8 months and i'm happy that i know everything in game but what about those new players.should i share my knowledge with them ? or let them get their experience by the time ?
should i have give some green items for them or high eneded weapons for free or not ?
should we help them in missions and quests until they can count on themselves alone after that ? or we ruining the taste of adventure or the difficulty of it ?!
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Old Feb 19, 2006, 07:11 AM // 07:11   #2
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There's good help and bad help.

Good help: Helping players understand concepts of the trade system, answering questions about game mechanics, geography, etc.

Bad help: Running new players through missions, or even helping them through, really. Giving them greens, or max weapons of any type. Running players to new locations.

Basically, new players should be thrown into the game and forced to be challenged enough to learn how to play despite limitations. Since you just created a new character, it might be really fun and rewarding to adventure with new players and help them understand how to properly pull, call targets, control aggro, etc. The important thing is to let them lead the way in areas that are unfamiliar to them. They won't gain anything by being led around; but they will gain everything from being helped to learn strategies that will help in them through the rest of the game.
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Old Feb 19, 2006, 07:12 AM // 07:12   #3
eom
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Quote:
Originally Posted by zakaria
should i have give some green items for them or high eneded weapons for free or not ?


sure --- if you want to ruin the game for them.
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Old Feb 19, 2006, 07:17 AM // 07:17   #4
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Quote:
Originally Posted by trankle
There's good help and bad help.

Good help: Helping players understand concepts of the trade system, answering questions about game mechanics, geography, etc.

Bad help: Running new players through missions, or even helping them through, really. Giving them greens, or max weapons of any type. Running players to new locations.
Right on. I played the game the hard way (no help) and it is the best thing you can do for them. I can only imagine what I would be like with the "bad" type of help.

Giving them gold might not be terrible, it gets them into the trade system of GW and shows them what happens when you spend unwisely. But giving them items may make them advance faster, but they will hit a bick wall and not get around it for a long time.
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Old Feb 19, 2006, 07:20 AM // 07:20   #5
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Quote:
Originally Posted by trankle
There's good help and bad help.

Good help: Helping players understand concepts of the trade system, answering questions about game mechanics, geography, etc.

Bad help: Running new players through missions, or even helping them through, really. Giving them greens, or max weapons of any type. Running players to new locations.

Basically, new players should be thrown into the game and forced to be challenged enough to learn how to play despite limitations. Since you just created a new character, it might be really fun and rewarding to adventure with new players and help them understand how to properly pull, call targets, control aggro, etc. The important thing is to let them lead the way in areas that are unfamiliar to them. They won't gain anything by being led around; but they will gain everything from being helped to learn strategies that will help in them through the rest of the game.
Agree 100%
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Old Feb 19, 2006, 07:56 AM // 07:56   #6
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Quote:
Originally Posted by trankle
There's good help and bad help.

Good help: Helping players understand concepts of the trade system, answering questions about game mechanics, geography, etc.

Bad help: Running new players through missions, or even helping them through, really. Giving them greens, or max weapons of any type. Running players to new locations.

Basically, new players should be thrown into the game and forced to be challenged enough to learn how to play despite limitations. Since you just created a new character, it might be really fun and rewarding to adventure with new players and help them understand how to properly pull, call targets, control aggro, etc. The important thing is to let them lead the way in areas that are unfamiliar to them. They won't gain anything by being led around; but they will gain everything from being helped to learn strategies that will help in them through the rest of the game.
I agree with this too...unless the person you're helping is a guild member or a friend who really wants the help, you shouldn't run or help them fight through missions, it just ruins the experience and makes them think 'Well missions are easy and there are nice people to help in lots of places'. Sure, you're putting in the effort to help somebody, but if they're just some random new player you're kind of ruining things for them. They wouldn't expect a level 20 to be in the Great Northern Wall and freely offering help. Same goes for giving a new player a max damage green weapon. They won't care for any weapon they find throughout most of the game.
However, it is good, if you make a new character, to help people in ways like teaching them more advanced tactics and ways of combat like, pulling aggro, calling, weapons, etc. and other aspects of the game. You can show clearly that you're not new to the game and this is a new character, but there are likely to be new people that you'll group up with so you can help them understand things about the game.
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Old Feb 19, 2006, 02:12 PM // 14:12   #7
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Quote:
Originally Posted by trankle
Good help: Helping players understand concepts of the trade system, answering questions about game mechanics, geography, etc.

Bad help: Running new players through missions, or even helping them through, really. Giving them greens, or max weapons of any type. Running players to new locations.
Quoted for truth.
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Old Feb 19, 2006, 02:28 PM // 14:28   #8
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right. they'll have to payy for stuff later in the game, so why give them somthing free now?
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Old Feb 20, 2006, 11:46 AM // 11:46   #9
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Quote:
Originally Posted by trankle
Good help: Helping players understand concepts of the trade system, answering questions about game mechanics, geography, etc.

Bad help: Running new players through missions, or even helping them through, really. Giving them greens, or max weapons of any type. Running players to new locations.
Yup! I agree with this.

I was in Thirsty River yesterday, and there was a lvl 16 something or other looking for a party. Kept shouting that he/she had gold max damage weapon and Infused armor. Rather than receiving invites to join groups, all he/she got was ridicule.

Not difficult to figure out what kinda help he/she got...
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Old Feb 20, 2006, 11:49 AM // 11:49   #10
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Give them tips, things that will help them learn more efficiently.
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Old Feb 20, 2006, 11:50 AM // 11:50   #11
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Gotta say i completely agree with all of this. I used to play UO on a free shard and the problem there was all the 'newbs' got given tons of free gold, top-end armour and weapons, but then would die against zombies, because they had no clue about the skills, special abilities, or spells they could use.

I'm all for giving out help, even a white max damage weapon or shield (no bonuses and they can't use it very well til they have 9 in the skill anyway usually) but don't run people through things, or offer to "get my lvl 20 to make this easier". If they're aggroing badly, the easiest way for them to learn aggro control is to see what happens when they have 12 enemies after them and only one lvl 8 monk.
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Old Feb 20, 2006, 11:51 AM // 11:51   #12
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Rather than giving them gold, give them materials for their first set of post-searing ascalon armour. This is what a very nice person did for me and it helped me to understand how the trade system and armour and weapons worked. Giving gold gives the expectation that all players freely give gold. Something you might want to avoid
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Old Feb 20, 2006, 12:39 PM // 12:39   #13
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i like to give away runes to new players in ascalon after ive been rune farming. its better than selling them at the trader for 25gp each :/
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Old Feb 20, 2006, 12:45 PM // 12:45   #14
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Quote:
Originally Posted by trankle
Good help: Helping players understand concepts of the trade system, answering questions about game mechanics, geography, etc.

Bad help: Running new players through missions, or even helping them through, really. Giving them greens, or max weapons of any type. Running players to new locations.
I couldn't agree with this more.

Good Help FTW!
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Old Feb 20, 2006, 01:15 PM // 13:15   #15
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Rushing players through game is bad.

Helping them with advice (especially with trade spammers/scammers) and encouraging them to improve themself (even by self-sacrificing your own time) is good.

Helping them thru a quest is ok by me, if you provide helpful advice and stay mostly in the background, letting them accomplish it by themselves.

Good advice FTW!
Rushing/Running/Walkthru/Scamming/n00bzing FTL!!
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Old Feb 20, 2006, 01:41 PM // 13:41   #16
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Agreed, although sometimes it's hard to determine if they're actually a new player (as in never played before) or simply have a low level character and acting new in order to get free goodies from other good-hearted players. With a little discussion, it may become clear, but if they're an experienced scammer..........
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Old Feb 20, 2006, 03:47 PM // 15:47   #17
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Quote:
Originally Posted by FalconDance
Agreed, although sometimes it's hard to determine if they're actually a new player (as in never played before) or simply have a low level character and acting new in order to get free goodies from other good-hearted players. With a little discussion, it may become clear, but if they're an experienced scammer..........
true but by this point in the game what do i have to lose?

that low req crappy damage purple (or gold) will get me a couple hundred (at most) at the trader.

give it to a genuine new player and make their day.

give it to a scammer and i havent lost anything and they didnt gain much.

see a question?

ANSWER IT (doesnt take long)

just my opinion
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Old Feb 20, 2006, 04:00 PM // 16:00   #18
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One thing I like to do is farm for Charr outside piken (for hides)
Then with the charr carvings I take them to the collector and exchange them for the sword/bow v Charr. Then hand those out to some warrior/rangers (after I have chatted to them and found out how much they know about the game)

The weapons dont cost much but can help out NEW players
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Old Feb 20, 2006, 04:49 PM // 16:49   #19
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I think many people missing important point here.
I dont care if helping newbs ruins game for them. What I care about is that after that I have to deal with them.
I get tons of people who got ran thru the game, given weapons and materials for their armor and babysitted all the way. Now they think they have beaten the game and they are good players, and so it is time to farm greens and stuff. And in the end I have to deal with people who claim to be very experienced tanks, but bring no stances and have no idea that they have to hold gear/keg/book... ss necros - who bring no shivers, no barbs and put SS on casters... healers who dont even have WoH capped and constantly run out of energy... eles, who have no idea what "nuke" is and that DOT AOE causes mobs to run...
But what pisses me off most is when they try to teach me and scream in caps blaming everyone around.

So I say leave newbs to play thier game. Let them learn. We already have to many players with lvl20 characters and no idea how to use them.
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Old Feb 20, 2006, 06:10 PM // 18:10   #20
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I think making newbs learn is healthy. Although Ira is very harsh, it is a very harsh reality. Many level 20s don't know anything about this game which is quite sad. Giving newbs tips is the best thing you can give them. In the long run they will be "richer" because of it.
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