Tutorials Need to be Revamped; It's 2024, Not 2020 Anymore [WIP]
Tutorials Need to be Revamped; It's 2024, Not 2020 Anymore [WIP]
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Posted 2024-10-13 10:00:03 (edited)
Tutorials. They've been the cornerstone of basic WD mechanics since it's semi-public release back in Early Access of September 2020 to give players a chance at picking up what the site was laying down. October 19th of 2020 followed suit for those who hadn't paid for Early Access (EA), deeming WD's Public Access (PA) era and the start of a journey. Since 2020, we've garnered 5 month-long events However... We're almost due for some new explanations behind mechanics. Hunting has had an overhaul since 2020, Questing became a throuple for a chance at SC, and so many new interfaces, mechanics, and even miniscule stuff like flavor texts have seen the likes of improvement. But does Tala really reflect all of this new stuff, or is it leaving too many of the newer playerbase in the dark? 🚨Warning:🚨 This post will be split into multiple sections (i.e. replies) to cover how to streamline certain tutorial quests now that we're (almost as of post) 4 years deep into new things. It will be long. If reading condensed paragraphs isn't your thing, each section will have a TL;DR at the end which bullet points the transitions of major tutorial points to make things easier. Do note that things covered in-depth in these condensed paragraphs will not be included in the TL;DR.And now, onto the show! |
[Kim] Rolling Events Only #13734 |
Posted 2024-10-13 10:00:16 (edited)
Pack LifeThe Fundamentals of Wolvden (Day 1 Unlock)Tala currently covers in this tutorial:
~~~~~~~~~~~~~~~~~~~~~~ Upon completing your account creation (Lead + Starter Wolf), Tala introduces herself and begins showing you around the basics of the Den page, which includes your Dynasty and Pack Overview in this section, and briefly mentions things like the Pupsitting, Nesting, Socializing, and Breeding tabs and that those will be covered at a different time; when you feel ready. Tala asks you to click on your companion wolf, which brings up the individual wolf's interface and brings up basic information about the layout of said page; the level, the EXP, and your wolf's current traits. She explains she'd go more in-depth (foreshadow to the Breeding Quest "The Next Generation"), but it seems the itch to meet the wild is right there! Tala helps direct you to the Crossroads tab just like in the current tutorial, and explains on the way that as you get used to the environment, assisting roles like Hunting, Scouting, Herbalism, and Pupsitting as you saw before will help boost your pack's survival, but for now, that you'll first start getting wolves to help you out. She asks you to click your only unlocked biome and goes through the current tutorial like normal; explaining the explore interface. "And if you need a quick pick-me-up, there's a nice little pouch tucked away just in case! You'll find some healing materials to use here, but we'll touch those at a later time. I'm sure you want to start your venture off right!" Once the Befriend prompt comes up, Tala asks you to head on in to the interface. Tala goes into her current explanation about what the befriending interface looks like; the sex of the wolf, the hidden disposition, etc. "As you get stronger [Lead Name], you'll start meeting all sorts of different wolves! Some may be chased from a different player's pack, and some might hold some special qualities you'll only find in Explore!" Once the player gets the NBW into the pack, Tala congratulates you and says, "While this wolf was a bit easy to persuade, there are also other ways to garner wolves if things here don't go your way. If you happen to trade with players, they can help provide some new blood to your pack! And sometimes, if you happen to have come across some Gold Cones, you can create a brand new wolf in the Grove." Tala gives a very brief introduction to the Trading Center, Grove, and the Wolf Customizer. She concludes the tutorial with "We'll meet again soon, I'm sure of it! I've got so much more to show you!" and could possibly even redirect the player to the Questing page where multiple, new quests appear for the player's taking. ~~~~~~~~~~~~~~~~~~~~~~ TL;DRThe new tutorial could cover, in chronological order:
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[Kim] Rolling Events Only #13734 |
Posted 2024-10-13 10:00:22 (edited)
Time to HuntThe Basics of the Hunting Interface (Day 1 Unlock)Tala currently covers in this tutorial:
~~~~~~~~~~~~~~~~~~~~~~ Seems this guy was up to date as of the Hunting revamp! Will still update the layout since it does seem a bit scattered: Tala meets you in your Den and tells you it's about time to start feeding your pack as they can't work on an empty stomach! She first asks you to visit a wolf in your Den to ready them for the Hunter role (and since players were shown the Settings of a wolf in Pack Life, a lot of filler can be taken out). Tala helps you over to the Hunting token in Crossroads and asks you to create a new hunting party. She chimes in, "Since we only have one wolf currently taking care of the hunting process, they'll be using all their energy! Once we get some food in their stomachs, I'm sure we can ask a few more to help lessen the pressure! Each role in a party, which consists of a Stalker, three Chasers, and a Finisher all help make hunting all the more easier. Stalkers will need a great deal of Wisdom and Smarts to find the trails, Chasers need a lot of Speed and Agility to keep up with the prey, and Finishers will need a load of Strength to land that final blow! You can use the same wolf for all the roles currently, but to recommend you get the most out of your fellow members, the more, the merrier when it comes to hunting!" Tala has you finalize the hunting party and has you send them out. She explains the trails available currently: Critter, Small, Medium, and Large. Each trail size has their own variety of carcasses with their amount of uses. Though it's more difficult to catch a Large prey, the food use is more plentiful. High risk, high reward! Tala pipes up that you "should be sure to keep an eye on how wolves' stats are, as when sending out a new party that they'll be sorted by their Best in Role. Don't want that Finisher to be making the finds of what trails the party should be sleuthing!" She does the auto-complete like she does now. She continues: "Let's go to your Hunting Parties tab, there's a few more things I need you to know!" As you're guided into the tab, Tala explains each of the notions of a hunting party; the growing synergy, and the growing proficiency. She goes on to explain that if the synergy is low, success rates might not be as high as expected. Proficiency will grow upon every hunt, but may also make your wolves have a hard time catching prey. Can't overly succeed in something you're not good at, right? Personalities, albeit unlike synergy, can also have hunts fail. Quarrels within the party can cost a lot! She has you send out a hunt once again before concluding with a few more things: As your pack slots increase, the amount of simultaneous hunting parties being out and hunting increase, alongside once you start expanding your territory via Explore, that the further away the biome is, the longer it takes for your wolves to come back. Gotta drag that prey somewhere! Tala concludes the quest, overly eager to see your pack ready to thrive. ~~~~~~~~~~~~~~~~~~~~~~ TL;DRThe new tutorial could cover, in chronological order:
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[Kim] Rolling Events Only #13734 |
Posted 2024-10-13 10:00:30 (edited)
Send in the ScoutsThe Basics of the Scouting Interface (Day 1 Unlock)Tala currently covers in this tutorial:
~~~~~~~~~~~~~~~~~~~~~~ Tala has you meet on the Explore interface (since it was covered in Pack Life how to get to Explore, there's no need to reintroduce how to get here), "Woah! There's so much out there for you to see, but first we need someone to help find it! Go ahead and head to your Den and set a wolf as a Scout (again, covered in Pack Life the wolf's Settings page, so no need to revisit). I'll meet you back here when you're ready!" Upon making a wolf a Scout, Tala goes on about the information of your nearest biomes. "These biomes, all grayed out and fuzzy-looking are what we call your neighboring biomes! They reside right next to you with an interesting gray question mark pin. These will be the first biomes we try to unlock! Go ahead and select one of these neighboring biomes!" Upon selecting a neighboring biome, Tala keeps going: "Hmm, seems we don't have much information about this land... How about we send that Scout you just set over there?" She goes on to explain the energy rates and has you send the scout out. As per the original tutorial quest, she recommends you pause as she can't auto-complete scouts. Upon the Scout's return, Tala goes on to explain the current rate of discovery your pack member has made. This will lead into how stats can help improve the rates of discovery: "Proficiency will help greatly as your Scout keeps on exploring, but stats can help increase how fast your Scout will discover a biome! One specific stat correlated to different biomes will help benefit your Scout in progressing faster, and, once you meet the edges of the world, some even require your Scouts to be at a minimum of a certain stat. Only the best of the best can traverse the most dangerous lands, after all!" She meets you back at the Explore map and explains the blacked-out regions on the map, revealing they're biomes that aren't your neighboring biomes... yet! Tala has you send out your Scout again and continues on to explain about rescouting biomes: "Once your Scout figures out the full way of the land, they'll be able to revisit that biome for a little aided assistance to your pack! They'll still gain EXP, but they'll bring back some toys, and even something special for you! These rescouts will take all 100% of your Scout's energy, no matter the biome, so plan carefully." She concludes this tutorial here, proud to see you venturing out of your comfort zone... or rather, comfort biome! ~~~~~~~~~~~~~~~~~~~~~~ TL;DRThe new tutorial could cover, in chronological order:
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[Kim] Rolling Events Only #13734 |
Posted 2024-10-13 10:00:43 (edited)
Not Just For BearsCave Crafting 101 (Day 1 Unlock)Tala currently covers in this tutorial:
~~~~~~~~~~~~~~~~~~~~~~ Personally wouldn't change this one at all! It's pretty simplistic in comparison to the other tutorials. ~~~~~~~~~~~~~~~~~~~~~~ TL;DRThe tutorial doesn't change! |
[Kim] Rolling Events Only #13734 |
Posted 2024-10-13 10:00:52 (edited)
Battle OnBattling 101 (Day 1 Unlock)Tala currently covers in this tutorial:
~~~~~~~~~~~~~~~~~~~~~~ Tala meets you at the Explore interface. "Now we're getting into the real grit of things! Let's head into a biome of your choice to start. You'll most likely see some... hostile faces, in my honest opinion." You explore until you meet an enemy, in which Tala chimes. "Wow! A real toughin'! Right now you'll see a level charted next to the foe before you. While this enemy is relatively easy You're now brought to the battle interface. "Seems you've gotten the upper hand on your enemy; couldn't expect less from you! Right now, you have the advantage to lay down the first move. You'll have four options to start: Snarl, Focus, Lunge, and Chase. Each of these moves relies on certain stats you have! Snarl is great for enemies that look like Prey! Focus works well with Group Opponents. Lunge is pretty neutral and deals a lot of damage! And finally, Chase works best for presumably Slow Opponents. All starting moves, alongside battling overall, take energy. Keep an eye out, as this could make some battles more difficult as you go! As we're only touching the basics, go ahead and try what you think is the best opener for this battle!" The players tries what feels right, Tala still reacts all the same: "Woah! That was quite a move! See those dice sitting next to your battle log? Those dice actually mean a few things! Hover over that dice." As the player hovers over, it auto-prompts Tala to move forward. "As you can see, the moves you do throughout a battle affect these dice rolls! The higher number in the roll, the higher chance at succeeding an attack, or even defending yourself from some serious damage! Study your enemies, and you'll be a champ in this ring in no time!" "Now since the battleground is evened out, the enemy also decided on a quick one-two! Be sure to keep an eye on your health as this goes forward. Now you're met with a new set of moves: Bite, Latch, Rest, and Flee. These moves are sometimes affected by your first move, so be sure to find that right pairing and really give your enemy what for! Bite lets you do one turn of damage based on your dice rolls, and can even possibly bleed your opponent for some extra damage! Latch lets you bite into your enemies and not let go! Unless, of course, they start really fighting back. Doing Latch will give you two options if your enemy is stuck in your grasp: Shear and Crush. Shear weakens and deals extra damage to Soft Skinned enemies like birds! Crush is your heavy hitter and your secondary option to those who have Thick Skin. Both options can also result in bleeding your opponent for the upper paw! Rest is pretty self-explanatory; you take a turn to rest and recover some health. Alongside this, Flee is the same in terms of being very upfront. Don't feel like this battle is going in your favor? You can make a quick retreat to spare your health and energy! Since we're trying to aim for your first win, let's go ahead and land a few blows! I'll let you test out the method that feels right by you. We'll talk again once you solidify that victory." (Enemy AI is forced to be weak just to verify that the player wins) Tala cheers: "Alright! Great job, a first win of many! You'll notice in the battle log that you've won some EXP! EXP helps you grow to be bigger and stronger. The more EXP, the more levels you gain, and the more experience overall you'll have for new endeavors across your pack site. Sometimes, if you're lucky and of a skilled caliber, you'll get some fancy loot like recipes, pelts, skulls, Silver Cones, Meat Chunks... Lots of goodies to have at your disposal! It looks like we're out of time today, as I'm sure you want to get back to keeping the balance around here by fighting your way through the landscapes! Have fun, good luck, and I'll see you soon!" ~~~~~~~~~~~~~~~~~~~~~~ TL;DRThe new tutorial could cover, in chronological order:
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[Kim] Rolling Events Only #13734 |
Posted 2024-10-13 10:00:59 (edited)
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[Kim] Rolling Events Only #13734 |
Posted 2024-10-13 10:01:05 (edited)
The Next Generation: Puppy Fever; What to Expect When They're ExpectingThe Basics of Pupsitting and Puppies (Day 1 Unlock; Pre-Requisite: The Next Generation: Heading to Second Base)Tala currently covers in this tutorial:
~~~~~~~~~~~~~~~~~~~~~~ Tala meets with the Player in their Den. "Welcome back! Today we'll be talking all about pregnancies, and how that affects your wolves in the days leading up to the pups being born! For starters, let's head to your pregnant female's page! There's a few new things I want to show you." Player goes to the described female's page. "Alright! Right now, you'll have a small descriptor at the top of your female saying she is pregnant. This is namely your miniature countdown to puppy fever! Between now and when she has her pups, her hunger will increase by 10% to be sure enough nutrients are getting to those growing bundles of joy, and she'll regenerate energy slower in comparison! But now the real question is: How many bundles of joy is she feeding? Let's go to Crossroads!" Player heads to Crossroads. "A new token's been unlocked, called the Scrying Stone. Here you'll be able to scry two wolves together to see the possible combinations of pups they could produce, and do ultrasounds on your pregnant females! This first ultrasound will be on me, so let's head to the Scrying Stone and see how many pups she's expecting!" Player completes free ultrasound. "Perfect! It seems our lovely lady is having two pups! Now, let's go ahead and prep for when they do appear! Let's head back to your Den." Player heads back to Den. "First, we'll need to nest this wolf. Nesting pregnant wolves prior to their due date ensures the litter is born safe, and no pups are lost! Go ahead and head to the Nesting tab." "Here you'll be able to nest any currently pregnant wolves, alongside seeing how many pups they're expecting if you've given them an ultrasound! Do note that when a wolf is nested, they won't be able to perform roles like Hunting, Scouting, and Herbalism. You'll need Nesting Materials to be able to nest them. Today I'll give you one just to get by, but I'll also show you how you can make some yourself! For now, let's guarantee this female's litter is safe by nesting her!" Player nests pregnant female. "Awesome! Now onto making your own nesting materials! Let's head to your Hoard." "Go ahead and select the Crafting tab, right near your Buried and Organization tabs." "In the Crafting section of your hoard, you'll be able to craft any recipes you come across, and also nesting materials! Nesting materials can be made of remnants of feathers, large leaves, and any herbs you've stumbled across as of late. Since we won't need anymore nesting materials today, we'll leave that be. Go ahead and return to your Den." "Oh! It seems the female you nested had her pups right away! But we're not 100% there yet! Let's go see the new pups!" "Once pups are born, they'll gain a "survival chance" bar in their Breeding Information section. This shows how likely a pup will survive until they reach adolescence. This can also be affected by the parents' levels, the season pups are born in, and if pups are born as the Largest or the Runt of a litter! But how do we get this up? By Pupsitters!" "Pupsitters are a role your wolves can take on that help protect and ensure your new generation survives until that threshold. Since our pups came unexpectedly early, let's get a Pupsitter set up as soon as possible! Go ahead and choose any wolf you'd like to become one by setting their role in the wolf's Settings." "Perfect! Now, you'll see the wolf now has a Pupsitting tab on their page. This shows the current puppies they're pupsitting, alongside their proficiency as pupsitters. Since this pupsitter is new to the game, they'll only have 60% protection to go around. Pupsitters can have a maximum of 10 pups under their care, with the protection being divided amongst all under that wolf. With these two pups, each will gain a 30% boost to their survivability! Pupsitters will gain proficiency every time they have pups on them and go into the next rollover with some still under their care. The longer pupsitters do their job, the easier it'll be to protect that next generation! Let's go ahead and assign the two new bundles of joy to your new Pupsitter by using the "Assign Puppies" button available." "Here is also deemed your Pupsitting tab via your Den page. This is your masterlist to all pupsitters and all pups across your Den. Go ahead and select your new Pupsitter in the dropdown, select the two pups in the "Unprotected Puppies" section, and hit the "Protect" button." "Perfect! Your new pups are protected! Let's go check on the new mother, I'm sure she'll be happy to see you!" "Now as the pups have been born, this new mother is on a cooldown from having pups. It's a tiring process after all! Pups will stay on their mother and nurse for 5 rollovers, or when they turn 2 and a half months of age. The mother here will be on cooldown for 20 rollovers total. 5 rollovers to nurse, and an extra 15 to recoup from the motherly hustle-and-bustle!" ~~~~~~~~~~~~~~~~~~~~~~ TL;DRThe new tutorial could cover, in chronological order:
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[Kim] Rolling Events Only #13734 |
Posted 2024-10-13 10:01:13 (edited)
The Next Generation: You Want More Than The "Base"-ics?The Bare Basics of Wolf Genetics (Day 1 Unlock; Pre-Requisite: Heading to Second Base; PF; WTEWTE)Tala currently covers in this tutorial:
~~~~~~~~~~~~~~~~~~~~~~ "Oh! Welcome back! Did I… miss something? I thought we covered everything. Wait a second-" Tala redirects Player back to the Den page. "I completely forgot to talk about wolf genetics! What makes us us. Goodness, how could I forget! Go ahead and select one of the pups in your Den. Any will do." Player selects pup. "Perfect! As you can see, multiple different factors make up our looks! Looks are determined by multiple factors: Colors of Base, Eyes, Skin, Noses and Claws, alongside visible mutations and variants! For now, let's start with the core asset here: Bases. Go ahead and take a look at that pup's "Looks" tab. Bases are as entails, the basic look of a wolf. Every single wolf around here has it! They also have multiple origins and ways to obtain them! Next to your wolf's base is a percentage, showing how much of the existing wolves in the game out of the overall population have that same base. Do note that there are a lot of bases, so smaller percentages might just mean newer, or even harder-to-obtain bases! Bases can be classified by a secondary sorting method: How to obtain. Every base in the game can be bred in to repopulate, but if we're looking for the root cause of their origins that will be our most likely way! These can range from only finding specific bases on Newly Befriended Wolves, from Applicators (be it Craftable or via Events), from spaces like the Wolf Customizer and its Grove applicator, being exclusively only from breeding, and even special cases where under certain conditions and certain bases being bred can cause a very rare "combo" base to appear! We won't delve insanely deeper into these as… whew, your poor heart wouldn't be able to take all of that in one go. We're here for the basics, after all! However base categories is what we will be touching on next; brief, but needed! There are currently 5 different base categories in the game: Cool, Monochrome, Muted, Special, and Warm. Each base is categorized by a base category and shade of color (Light, Medium, Dark). Breed the same base category together, and the pups will turn out with a matching category. Mix them up, and you're in for a few surprises! The only outlier in this equation is Special, but we'll touch on that shortly. And now, an explanation of base tiers is in order! Base tiers are categorical tiers for breeding purposes. Say you breed a tier 1 wolf to another tier 1 wolf… These wolves would only produce tier 1 offspring. A tier 2 wolf with a tier 1? Only tiers 1 and 2! The higher the tier, the more variety in bases! Special bases, shown with an asterisk (*), can produce any base, alongside themselves, if bred to another special, or produce offspring that match a non-special's base category with the chance to still pass on the parent's Special base. No Special base will breed in another Special base that doesn't match either of the parents. Now that bases are covered, let's cover the next down the list: Eyes! As our windows to the soul, Eyes can also come in a variety of origins, but their passings are far more simpler. Eyes can also originate from Newly Befriended Wolves, spaces like the Wolf Customizer and its Grove applicator, from Applicators (be it Craftable or from Events), and even from a select breeding from a Raffle Stud! Eyes can either pass or fail. Pass, and they get one of the parent's eye colors, but fail, and the eyes can deviate to a brand new but slightly correlated color! The variety is endless when seeing the world with new eyes. And now, let's move down the list once again: Skin, Nose, and Claws. Since these all have the same way of passing, we'll group them all together! All 3 of these can be found originally via the Wolf Customizer and its Grove applicators or from Event Applicators. The pups will have a 50/50 shot at obtaining either parents' Skin, Nose, and/or Claws. These do not deviate in any shape or form. Since we covered the very basics of Looks, I'll let you go ahead and pause the quest to digest all that info. A good break is needed after all that data gathering! We'll pick back up with our remaining three; Markings, Mutations and Variants, once you're ready! Welcome back! Let's now delve into the wonders of Markings. Markings define the more specific looks of a wolf. Markings can be bright, dull, colorful, monochrome or anything in between! Markings can originate from Newly Befriended Wolves, the Wolf Customizer and its Grove applicators (even some specifically from the Random Marking Applicator!), Event Applicators, Raffle Stud breedings, and by breeding certain other markings together! Each marking has an opacity that can be adjusted using the Marking Opacity Changer in the Grove for a spare Golden Cone. The opacity changes how opaque or transparent the marking becomes on a wolf, sometimes being the factor on how well you can like a wolf! Next we'll touch on Mutations. Mutations are genetic deviations to your standard wolf. There are Primary Mutations and Secondary Mutations that currently exist. Primary Mutations are visible changes to your wolf that change their body structure, like Brachycephaly, Conjoined Twins, Polycephaly, Polymelia, or Sirenomelia. Primary Mutations, in most cases, are lethal and cannot keep a wolf alive after a sufficient amount of rollovers. Secondary Mutations are mostly visible as well, but do not affect a wolf's bodily structure. Albinism, Hereditary Cataracts, Melanism, Piebald, and Patches are to name a few that are under this category. There are also Mutations that are Recessive, or need parental carriers of the mutation, to pass onto offspring. Albinism, Brachycephaly, Hereditary Cataracts, and Melanism all need both parents to be carriers of the mutation to have it possibly visible on their offspring. Do note that the parents of these recessive-carrying mutations do not guarantee a mutated pup! There are also Random Mutations that exist! Conjoined Twins, Deafness, Polycephaly, Polymelia, Sirenomelia, and Spontaneous Blindness for example can all happen out of the blue, so always be prepared for things like these mutations! Now, you may have noticed I didn't classify Piebald and Patches into either of the Recessive or Random categories. These mutations originated from an Applicator, and have a chance to pass through normal means. No carrier status needed. Though, maybe if you pair the same Piebalds and Patches together, it might just make it appear even more easily… Now that Markings and Mutations are out of the way, let's discuss the very last thing we need to cover: Variants! Albeit non-affective to breeding, Variants help change the posing of your wolves! Have your wolf stand tall and on guard as Sentinel, or have them laying down to destress in a Relaxed position. Some Variants can be crafted through recipes, and some can be bought in the Grove for some Golden Cones. However you want your wolf to be presented is all up to you!" Tala huffs a sigh of relief, "Alright… Now that should be all that you need to know about breeding! A lot of information to digest, I know, but I'm sure it'll all be handy to you in the future! Take care!" ~~~~~~~~~~~~~~~~~~~~~~ TL;DRThe new tutorial could cover, in chronological order:
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[Kim] Rolling Events Only #13734 |
Posted 2024-10-13 10:01:33 (edited)
Lively Friends, or Disdained Enemies?* (NEW)The Basics of the Socializing Tab (Day 3 Unlock)Tala currently covers in this tutorial:
~~~~~~~~~~~~~~~~~~~~~~ [WIP] ~~~~~~~~~~~~~~~~~~~~~~ TL;DRThe new tutorial could cover, in chronological order: |
[Kim] Rolling Events Only #13734 |