Shattered Kingdoms

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PostPosted: Sun Mar 21, 2010 3:45 am 
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Joined: Mon Nov 14, 2005 7:21 pm
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Location: The yellow brick road
SK Character: Bran
Tetra wrote:
(Nerina stones anyone?)


In nerina you don't get kicked out when you reach level 6, so that makes no sense.


And if you get put out to the stones all you have to do is type -recall-, its as easy as that. After recalling you're in an inn, from which there you can request a mentor for help.


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PostPosted: Sun Mar 21, 2010 5:36 am 
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mundufisen wrote:
Tetra wrote:
(Nerina stones anyone?)


In nerina you don't get kicked out when you reach level 6, so that makes no sense.


And if you get put out to the stones all you have to do is type -recall-, its as easy as that. After recalling you're in an inn, from which there you can request a mentor for help.


I was just giving an example of stones a newbie can easily get lost at. It's been awhile since I started in Nerina so I didn't expect to be right on all of them. As far as recall goes there's nothing I've seen telling a newbie to 'recall' after being tossed so why should any newbie be expected to automatically go that route?


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PostPosted: Sun Mar 21, 2010 6:35 am 
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I think its an oversight that you get taken to the stones. It should ideally take them to the Inns. Dulrik will be the only one who can fix this.


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PostPosted: Sun Mar 21, 2010 2:11 pm 
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Joined: Thu Feb 28, 2002 4:00 pm
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SK Character: Viltrax
It's my preference for newbies who have so far only been using their two feet to move around would experience their first travel-by-magic as part of some in-game PC-interaction, rather than a kick in the butt by the code that they probably won't understand.

There's a bunch of reasons why the ejection happens:

1. The level trainer is standing in a newbie-only room - this is bordering on a TYPO for the builder to fix so it's not such a jarring experience (see suggestion [3] below).

2. A remote possibility, but if a newbie manages to get themselves deported from their home town, they can't really be forced to RECALL out of the newbie zone, hence why newbie-eject has the target room-vnum built into it's code.

Suggestion -

3. Personally I'd love a scripted transition for newbies. Limit the number of levels the newbie trainer can train so that for that final level, they actually have to go to a room/trainer just outisde the newbie area who explains what's about to happen to them. Guide them through the transition so it's not a surprise. Either invite them to use RECALL right there and then, or they can just save it for when they need it.


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PostPosted: Sun Mar 21, 2010 6:16 pm 
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graduation ceremony!


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PostPosted: Sun Mar 21, 2010 11:37 pm 
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grep wrote:
graduation ceremony!


I have faith our team of builders can come up with many varied reasons to boot a newbie with some smooth RP, echoes and a slight nudge to the left.

The more I think about this thread though, the more I think that the code-enforced "teleport non-newbies out of the newbie zone" just shouldn't be relied upon. Its more an emergency relocation of those who accidentally appear in a room they shouldn't be able to reach.

I'd prefer we didn't repair the target room bug (stones vs. inns), but instead log a large TYPO for builders to transition newbies properly. In the old days that was simply a matter of "You're too advanced for me to review." on the newbie area trainer...


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PostPosted: Mon Mar 22, 2010 5:01 am 
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There was discussion of centralizing level trainers a year or two ago. I'd certainly be willing to spearhead this project myself.


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PostPosted: Mon Mar 22, 2010 1:46 pm 
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Achernar wrote:
There was discussion of centralizing level trainers a year or two ago. I'd certainly be willing to spearhead this project myself.


I'm not necessarily wanting to revamp every trainer that offers 'level'. I'm sure true newbies appreciate training the first few levels cheaply within the newbie school. Just nudge them outside for the all important 4th or 5th one that closes the door to the newbie area.

Every city already has level trainers outside the newbie schools - just refer newbies to the closest one outside their school so they have the least chance of getting lost.


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PostPosted: Mon Mar 22, 2010 3:45 pm 
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Right.


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PostPosted: Mon Mar 22, 2010 4:57 pm 
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Couldn't they simply be moved to a different spot so the area closes off? Teron would be a bit tricky, but in Kytar you simply can't access the rats/undead anymore, Nerina you can't get back to the zakami... Just move them closer to the exit so the rooms can lock off and deny access to the innards. I'm not sure how well that would work in Teron and the North, but I would think it would work in the other areas.


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