Own
Moderator
This is another one of those 'things I should have thought about before the game released, but a future update when not in the mire of bugs might do well to add for new player experiences.'.
Everything written in the schoolhouse is more or less the exact same as it was before Flying Fortress came out.
Unfortunately, since that time a lot has been added to the game that hasn't been spelled out well or isn't immediately obvious. We've got a bunch of new mechanics and also new interfaces to utilize. Interfaces like the book page system seen across the game.
So, I propose cobbling together a few book prompts around the schoolhouse to serve the purpose of the Tutorial Room as soon in FF4 and FF6, brief little summaries of things that might not be immediately obvious.
Book One: Explains that skills evolve with investment. Five silver points, then five gold points.
Book Two: Explains the layout of the standard issue Collectors Map, top down and left right. Drops, Cards, Quests, Fish, Secrets, Pets, Treasure Maps.
Book Three: Explains that each pet can be leveled in different ways for different builds, that the stats these levels bestow are boosts to the player and not the pet. Explains that the higher a pets level, the more EXP every stat requires. So there's a choice as to whether or not you should feed -everything- to a single pet.
Book Four: Explains that sometimes enemies have health break points that trigger various effects. Maybe they'll become immune to flinching, or have a desperation attack. Keep a close eye on enemy behavioral pattern changes to figure out if these are happening, and how to adapt to them. (Maybe not as necessary as 1-3.)
Book Five: (If not adding a Special Effect item Appraiser to Evergrind) Explains that some equipment can be deceptively powerful, it only needs to be understood to be mastered. Something that gives raw stats may pale before a properly discovered Special Effect. (Also maybe not necessary.)
Everything written in the schoolhouse is more or less the exact same as it was before Flying Fortress came out.
Unfortunately, since that time a lot has been added to the game that hasn't been spelled out well or isn't immediately obvious. We've got a bunch of new mechanics and also new interfaces to utilize. Interfaces like the book page system seen across the game.
So, I propose cobbling together a few book prompts around the schoolhouse to serve the purpose of the Tutorial Room as soon in FF4 and FF6, brief little summaries of things that might not be immediately obvious.
Book One: Explains that skills evolve with investment. Five silver points, then five gold points.
Book Two: Explains the layout of the standard issue Collectors Map, top down and left right. Drops, Cards, Quests, Fish, Secrets, Pets, Treasure Maps.
Book Three: Explains that each pet can be leveled in different ways for different builds, that the stats these levels bestow are boosts to the player and not the pet. Explains that the higher a pets level, the more EXP every stat requires. So there's a choice as to whether or not you should feed -everything- to a single pet.
Book Four: Explains that sometimes enemies have health break points that trigger various effects. Maybe they'll become immune to flinching, or have a desperation attack. Keep a close eye on enemy behavioral pattern changes to figure out if these are happening, and how to adapt to them. (Maybe not as necessary as 1-3.)
Book Five: (If not adding a Special Effect item Appraiser to Evergrind) Explains that some equipment can be deceptively powerful, it only needs to be understood to be mastered. Something that gives raw stats may pale before a properly discovered Special Effect. (Also maybe not necessary.)