Conclusion Newcomer Chat: WoW for new players sucks. (Long Read!)

Hello everyone. Since the forum is usually filled with smaller complaints in general, I want to draw your attention to a truly impacting issue that is creeping invisibly most of the time in front of us. And that big problem is that World of Warcraft is not in a good state for new players to get into the game. Here is why!

Before I start with the topic, it is of course a lot smarter to create an outline of topics I want to talk about in this thread. So here we go:

  • Exiles Reach and the discontinuity of story
  • Skill Unlocks need structure for beginners (All-Classes)
  • Chromie Timewalk for Campaigns and its issues
  • Social aspect of WoW in public groups (Group Finder)
  • Missing Beginner/Veteran-Guide reward system

Now that this is done, let me start with the first topic. Let us talk about some lore!

Exiles Reach and the discontinuity of story

When a new player starts World of Warcraft and creates their first character, they encounter the starting zone selection. As far as I know, the starting zone selection recommends the Exiles Reach Island as the tutorial zone. Perhaps it even auto-selects it.

That is the mistake number 1.

Gameplay-wise the Exiles Reach Island is ok for the most part. But it has it’s problems.

The biggest one is that Exiles Reach was connected to BfA story. Story that is no longer relevant since 2 DLC drops.

A unified starting zone should not be connected to a War that is no longer present in the current story of the current patch. Also it should not give the player the false impression on the overall story.

When I was reading through todays comments in the Newcomer Chat, we had a few new players (that tried WoW for the first time) being irritated what the story of WoW is about.

From their perspective the story introduced them on the Islands to an “Island adventure after a ship wreck where the focus is on solving the problems on the Island”. They have no real clue what WoW is about, they have no explanation what the background of their chosen race is and also no idea what Alliance/Horde are and why they are seemingly fighting for them against each other.

That is a problem. Because the story of the tutorial island as it is right now introduces the player to the environment of the Island, but not of the Universe itself.

Solution for this problem:

Add a story cutscene BEFORE the player is spawned on the faction ship summarizing the story of Warcraft in a rough way.

A cutscene in the same structure as Destiny 2: The Light and Darkness Saga – Destiny Calls Cutscene (not present ingame with Season 21 added ingame) should do just fine to outline what this game is about.

For WoW such an intro cutscene could start with same story telling as the “Warbringers”-shorts from BfA, using images/voiced summaries of…

  1. The Invasion of the 1st Horde through the Portal
  2. The Fall of Medivh, the Guardian
  3. The Fall of Stormwind (introducing Anduin Lothar, Varian Wrynn, Terenas Menethil and his son Arthas)
  4. Orgrim Doomhammer dethroning Gul’dan and his Shadow Council
  5. The Formation of the Alliance and Orgrim’s Campaign against them (introducing all to-this-day relevant leaders such as Greymane)
  6. The Siege of Quel’Thalas (introducing Highelfs and Trolls to the player)
  7. Gul’dans betrayal of Doomhammer (to explain how MU Gul’dan died)
  8. The Siege and defeat of the Horde at Lordaeron
  9. Doomhammer’s and Anduin Lothars fall (character closure, including all relevant characters)
  10. The Pushback to the Portal and Beyond

After that, you can outline the most important characters and their history via additional cutscenes at a NPC in the main capitals of Alliance and Horde. That could be basically a Bard-character (perhaps perfect time to add such a class to the game too, just saying). Also add a quest leading to those NPCs for the new player of course.

Because a 30-minutes long video would be too overwhelming for a new player when starting the game. And we all know Warcraft story is long and big. But remember to not spoil the player without warning for the DLC/Story we can still play ingame to discover.

Now, back to the other problem with the Exiles Reach.

The Dungeon on the Island doesn’t explain how combat in dungeons/endgame works.

Mechanics are not well explained/not existing in the first place. It is just a boss with a few target attacks and no explanation when and why you should use interrupts, cleanse spells, etc.

Since those are usually not highlighted as important in the skilltree and therefore not unlocked by the new player (that likely never played an MMORPG) before a certain level due to skillpoint overflow. They fail to learn the important lesson how combat rotations in WoW in PvE work.

Solution for this problem:

Add a proper tutorial for the spells to be used.

Skill Unlocks need structure for beginners (All-Classes)

This is a rather simple problem, yet one that is tied to the dungeon problem from earlier. Said problem is that the game has no guide window or anything that a new player can be pointed at to understand how their class rotation works fully.

Solution for this Problem:

  • Add a glow to the recommended skills in the skill tree for new players when having a skill point
  • Add unified icons for spells with unified/similar-relevant functionality (Cleanse, CCs, Buff spells, etc.) for new players to understand the importance of such skills

Now, with that out of the way, onwards to the next point.

Chromie Timewalk for Campaigns and its issues

Chromie Timewalk for Campaigns is a useful feature. But it’s main problem is that it deactivates itself once a player reaches the level of the current expansion (or the one before if not owning the currently active DLC). For both Veterans and new Players alike this results in being cut off from a chronological experience of the past story after reaching the current expansions base level for the introduction.

A player these days levels a character faster to lvl 60 (DF starter level) than they can finish the entire timewalk of a DLC story. That is bad. VERY, VERY BAD!

Players should not rely on addons like “BtWQuest” to tell them what quest is the next one for the past DLC story they want to play. Especially new players very likely have no idea WoW supports community-made addons in the first place and where to get them.

Solution for this Problem:

  • Remove the level deactivation for Chromie Timewalk and embrace Evergreen-Story

Aside of that, the game should either…

  • Force a new player to play at least on 1 character of the account the complete base game main story and all of the DLCs owned via gametime in chronological order (like Final Fantasy 14 does!)

OR

  • have NPCs that optionally summarize the story of past base game and DLCs in the same way as the Warbringers-cutscenes do as mentioned above, so new players can jump right into the new content with enough relevant information about the past history of the game universe to understand what is going on and why

Onwards!

Social aspect of WoW in public groups (Group Finder)

This was another issue brought up by a new player in the Newcomer Chat. That people don’t respond enough or at all to players asking questions while in a dungeon.

Look folks, we all know that most of you have been running most dungeons a few thousand times already. But the new players haven’t. They need help because they simply don’t know! Also, for a new player it does suck a lot for the experience if people skip all bosses but one in dungeons like Freehold because they want to farm XP for the XY alternate character on their account.

I know my preaching here won’t stop people from doing so…

So let us discuss a suitable solution for all.

One I can offer is adding another matchmaking filter, similar to older Halo Games to the group finder.

In older Halo shooter games there was in matchmaking for PvP games a filter-selection with options for voice chat. A similar filter could be adapted for the group finder in various activities for a “social type”-factor.

Said factor could be separated by:

  • Talkative = For players that are chatty in both voice and/or text chat
  • Silent = People that wish to play with others silently and only talk/write when needed
  • Mute = For people with no intention of talking/writing at all
  • Beginners = For players that need advise within the content
  • All = No preferences

If group matchmaking would be filter-able for Veterans and new Players alike, this surely will result in longer matchmaking times for people selecting a specific filter. But also in a better experience for those players utilizing said options.

People that just want fast matchmaking times for activities with such a filter system integrated can simply select “All” and be sorted into all forms of those groups as needed as filling population. People selecting “All” should have only slightly differences in matchmaking for dungeons and such.

I want to make clear I am speaking about PvE-matchmaking only!

PvP should not be affected/integrated for this filter system!

Now, onwards to the last topic.

Missing Beginner/Veteran-Guide reward system

Also this topic is simple. But first let me reach out a bit…

  1. In Final Fantasy 14 there is usually only a unified dungeon playlist for veterans and new players alike, including all dungeons you as player have access to based on your level. This includes all dungeons from beginning to end if you are maximum level.

Now, that itself is nothing special. However, what now follows is.

1.1 When you as a veteran player get grouped with new players, you get put into the first dungeons those new players have access to, alongside receiving a level-restriction for your character to be in line with the new players and the dungeon difficulty.

1.2 BUT (big but!) because you are both level restricted and are playing with new players, you as a veteran get additional rewards when completing with 1 or more new players the dungeon.

This feature should be 1:1 copied imo from Blizzard as a new dungeon pool playlist in the dungeon finder to encourage veteran players to actively play with and help new players to get settled into the game, learn their class roles, etc. in exchange for appropriate rewards.

The exchange is simple, a veteran helps/plays with new players and gets additional rewards like gold, crafting mats, reputation, etc. in fair amount per dungeon completion.

  1. Another potential idea could be for Veterans to take new players into a “mentorship” within an in-game system, similar to the refer-a-friend-feature.

Now this might be smarter to only tie to the voluntary Player Guide program for Guides to have more to do than just moderate a Newcomers Chat.

2.1 Said system could allow listed Veteran Guide Players to actively play with and help new players via group sync in exchange for additonal rewards and a guide-rating score

2.2 Guide-rating score and rewards will be exclusively obtained while in group-sync during activity completions (quests, dungeons, etc.)

2.3 Said guide-rating score could be displayed visually as tiers on the guide flag for newcomers (they can see guide flags as only player party ingame, as same as we guides see their murloc icon as only players) so that new players can see what guides are especially helpful for them.

The idea with both suggestions regarding this topic is that as a veteran you get a bonus for helping the next generation of WoW Players get settled in the game.

New players means new fresh blood for our realms, our guilds and communities.

New blood that can be formed and trained to help with our interests in return, may it be more backup-players as fills for your guild raid team, new mythic+ friends, rated arena backup for grind-sessions or simply for having new, fun company.


If you have read so far I want to express my thanks for sticking with me on this topic.

The new player experience in WoW is for me personally very important because as someone that did join not so long ago (in 2019) I remember the struggles of being a new player in this overwhelming game quite a lot.

Feel free to support the ideas in this thread by liking this post (I never ask for likes usually) and for sure leave some comments below on the ideas proposed and including your own. :slight_smile:

Thanks for reading. (Typing this post did take 2h with links and all!)

4 Likes

There’s a load of good ideas here and encouraging new players to join and stay is one of the most important things for the game at the moment.

The one that struck me first was the history cutscene. If I get a new game I want to plough straight in and start playing … and, tbh, though I’ve been playing since vanilla, the actual story isn’t that high on my list of things and I know very little of it … though obviously new players do need some sort of basic background.

The island does teach you some stuff, but maybe change it to be a place telling you a little of the background of your race and class together with your suggestion of a tutorial of how to play your class. Then, when the island’s finished and the new player has a small idea of what they’re doing, instead of Chromie, bring in a cutscene. I think the whole Chromie thing is confusing - it confused me and I’m a long time player. The cutscene should contain a brief explanation and images of each expansion so they can make a meaningful choice knowing why they’re going there, what the problem is and, hopefully, they’ll learn problem-solving while they’re there. I also very much agree with being able to finish the DLC they’ve chosen before they reach 60. When I levelled a character through the new system she hit 50 or 60 or whatever it was when she was only halfway through Pandaria.
I also like the idea of the glow for recommended skills for new players. Again, though most of us love the reintroduction of talent trees, it will be very confusing for new players.

Apologies - I have to start work now but will try to come back later to read the rest properly but it’s an excellent post.

It’s clear you’ve put a lot of time and thought into your post.

Exile’s Reach allows people to play with each other regardless of what race they roll to start with and it is tutorial mode to explain how WoW works.

Storywise nothing is going to make much sense to anyone joining the game now. We’ve had Vanilla, TBC, Wrath, Cata, Mists, Warlords, Legion, BfA, Shadowlands and now Dragonflight. There is simply too much history there. New players on the whole don’t want to sit through an enormous history lesson before getting to play. It’s more likely to be a turn off. I do think the Library in Ironforge and some Horde equivalent should offer players the ability to go and get some insight into the history of the game. That would make it an optional extra.

Lore orientated players have no good way to catch up. It’s also frustrating as they can’t choose what timeline they actually want to level through. I do think it’s time to stop funnelling new and returning players into BfA.

Nobody understands skill trees or what they should be going for. RIFT used to have templates for new players. Others will just google a build and use that.

There is a meme about people skipping tutorials and then not knowing what to do. Mostly because people don’t want to do a tutorial. Others actually complain it’s too tutorially going through Exile’s Reach. Most of us were irritated by the tutorial they introduced when we used character boosts and the playerbase learnt how to get round having to take part in it.

However having an extra option for training wouldn’t be a terrible idea. So it’s there for those that want it. We used to have the Proving Grounds and I personally hated them. Giving players a hoop to jump through before they could take part in content did not sit well with me. As an optional bit of content it would have been fine.

You don’t really have any spells to start with to have much of a rotation. There isn’t really all that much to learn.

I absolutely think an interrupt quest should exist on Exile’s Reach, many get that ability much later on and people don’t understand it’s importance.

It’s not possible to have a chronological experience any more. There is too much WoW, you just can’t cram it all in on one char. I think breaking it up so you can choose different paths with Chromie time was a great idea. However they need to let new players choose what timeline they want to level through.

Better warnings when you’re going to be leaving Chromie time would be good or an explanation pop up the level before it’s going to evict you.

I think it would be a mistake to add more filters that will just make dungeon queues worse.

One of the biggest issues with new players is being kicked from dungeons. If playing with a newbie gave bonus XP for that dungeon people might be less inclined to kick them. The playerbase is fairly impatient on the whole but I’ve been playing since TBC and it’s always been this way. No time to help new players or explain anything. You can’t make new players or returning veterans immune from kicks either IMO that just shifts the toxicity.

I think any scoring system or rewards would be a mistake. People should be guides because they want to help others, not because they want some rewards or score. It attracts the wrong kind of people.

Guides who are willing to queue with others for dungeons is an interesting idea. We do have the ability to scale down to others to do content with them.


This is all just my opinion and experience ofc.

1 Like

Same can be said about Cataclysm starting zones, you suddenly start in a zone where they talk about a cataclysm which you haven’t the slightest clue of what it is.

It’s not a bad idea, but I think your suggestion puts too much emphasis on WC 1 and 2. WC3 is where the identity of the current Warcraft world really started IMO.

A problem as old as WoW, the game was never good at teaching the players how to play it properly. Closest thing we have are the proving grounds but people complained when those were mandatory and so they were pushed aside and are now barely known to many players.

I’m not 100% sure how it works since I don’t use them but the game has starter builds built in to the talent trees. If players decide not to use them then they’re on their own, Blizzard was never really the company to dictate the “right” way to play.

It’ll never happen because they need to funnel players into the latest continent so at least it won’t feel empty like the rest of the world.

Again something that won’t happen. The squish happened in the first place because going in “chronological order” (doing 2 zones in each expansion before moving on to the next) became confusing and overwhelming. If you force a new player to play through all of wow’s story to get to the endgame then they’ll get to it when the next expansion launches.

People already voiced their opinions that such a system would just attract toxic people that shouldn’t be guides to get rewards, and I agree. A lack of guides is probably better than having bad guides.

Wrong, offer new player to see a lore video, no need on forcing them to do it.

Anyway the main solution is to do wide 1-60 campaign questline and make class specific tutorial quests that you can get from class trainer
Like FFXIV, FFXIVis very good with teaching new players

So far I have read great criticism about my points and own suggestions included. Keep it going, laddies.

1 Like

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