The previous beta was my first ESO beta and while it impressed me a lot I do remember having problems learning how to do certain things in the game. As far as combat and character leveling goes you couldn't ask more from a beta, but beyond that this was my experience:
- I was never told in-game what the different icons on the map were (ones like the tree etc.). Some of them were in the legend but there were those that were not and I had no idea what they meant. I eventually figured them out from experience - but it was loads of unnecessary friction. The presence of a legend in the map suggests that all the icons should be present.
- I tried to craft once. The discoverability of extraction got in my way - in the 30 seconds I dedicated to learning crafting I simply didn't notice the extraction tab (in fact, I didn't notice those tabs for a good long time - never mind just crafting). Right at the end of the weekend I gave it a second try and figured it all out.
- Dungeons. My problem is that I didn't know where to go (again, the legend), how to enter with a party or event how to set a party up - so I never bothered (obviously I would have been playing them at release, I just had limited time and didn't want to go through the friction of getting a message through on the spammy /zone chat). I'll be going into dungeons in the next beta now that I am more familiar with the process (and the map icon).
As far as solutions go, these are the ones I came up with:
- A very obvious solution: complete the map legend.
- Have a very early/low-level quest near the crafting stations (have rudimentary ones on the starting island?).
- Have the NPC ask the player to go out and get some ore in a certain area, not necessarily all of the ore required (the NPC could give the player the difference between the quest objective and the amount required).
- Then with UI effects explain the creation of one item, from extraction to crafting.
- Following this provide the player with the objective of killing a mob that will drop an enchanted item (if they have the quest).
- Direct them to an NPC that explains research and shows them how to craft an enchanted item.
- You could go further and explain enchanting/alchemy crafts, but most players would easily figure that out with the knowledge from "normal" crafting.
- Again, a quest.
- Have an NPC in an area where the player meets the level requirement that asks them to go into a public dungeon, a solo dungeon and then a party dungeon.
- The NPC should explain what the player needs to do for each, e.g. "you'll need to find 3 other adventurers."
- The different Guilds (Mages etc.) seem like a good time to start introducing dungeons. Have the final boss in the dungeon drop a quest item if the player has that quest active.
Tutorial-type NPCs should probably be permanently marked on the map with a special icon, and skippable (like the Cyrodiil tutorial NPC - who should also be marked when you get in). This would encourage players to go meet them (but you can get rid of them by visiting them and indicating you know what you are doing, and get the mats/XP for no effort). This isn't a problem for me now because I watched videos and did some reading - but players should be initially guided to success with these [very core] concepts.
Now that I know how to do them they are actually really simple, the problem is that they are not simple to discover.