Shattered Kingdoms

Where Roleplay and Tactics Collide
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PostPosted: Tue Nov 29, 2005 3:25 pm 
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Mortal Philanthropist

Joined: Mon Jun 21, 2004 12:58 pm
Posts: 3632
Location: Spokane, WA
I don't know how hard it would be to code but after the last question could the game display the attributes then say:

Code:
Are you sure you want to keep this? [Y/N]


Then after you roll up your char for the fifth? time it won't give you that question no more and on top of it the name would be locked out til the next reboot or something similar


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PostPosted: Tue Nov 29, 2005 3:45 pm 
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Immortal

Joined: Sat May 07, 2005 8:16 am
Posts: 4124
Location: Las Vegas, Nevada
SK Character: Achernar
I really like this idea.

A


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PostPosted: Tue Nov 29, 2005 3:50 pm 
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Mortal

Joined: Thu Jan 06, 2005 1:51 pm
Posts: 472
Great idea Muktar. I like it a lot. I'd even go one step closer to having those that answer yes to the new player question being given the chance to have each attribute explained by a NPC at the kingdom choice area, maybe this would help some that have no clue what each is for and don't yet grasp the help file system. I know it took me a few tries when I first started as it was my first mud.


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PostPosted: Wed Nov 30, 2005 5:30 am 
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Mortal

Joined: Mon Feb 17, 2003 9:55 pm
Posts: 1365
While I like Ilae's idea for new players, I think we could go further. The fundamental problem for newbies is information overload. Few people really want to spend their first hour in the game reading helpfiles and background information.

I would love to see newbie zones provide basic mechanics advice, as well as basic RP background. Newbies don't know how much they don't know, so they can't ask mentors for everything. But instead of doing everything at once, like the Taslamar lecturers, scatter information-giving NPCs throughout the zone.

For mechanics advice, I'd really love to see:

* advice given on skill levels - that (fair) may be sufficient here, but better teachers should be sought in the outside world.

* advice given on attributes - that there is such a thing as training attributes, as well as what attributes to train based on the newbie's class. (Telling spellcasters to start with intelligence and fighting/hybrid classes to start with strength is good enough. Just suggest they seek a mentor's advice about further training.)

* advice on basic levelling - For fighting classes, that combat XP is based on damage done, and having a good weapon is important. For mages, that additional practice wands are available through the outfit command.

I've seen a lot of newbies fumble on these points, and not realize what the problem is.


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PostPosted: Wed Nov 30, 2005 6:10 am 
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Mortal

Joined: Fri May 27, 2005 7:27 pm
Posts: 533
Location: Deep in the Heart of Texas
I have seen true newbs recreate a few times with the same name but different professions. Also, newbs who said they were 'New to Pyrathia' and then thought they had to change their title when they had to make adjectives and descriptions. Information overload at creation time is a problem, and instantaneously understanding what all the questions really mean, even if you have read every single website help file beforehand is a little much. Many things you cannot learn about this game until you are having to deal with them firsthand.


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