Shattered Kingdoms

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 Post subject: Re: 2013: The Year SK Doubles Its Player Count?
PostPosted: Mon Jan 14, 2013 9:00 am 
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The quest log is lacking at best because it doesn't deal with two of the most major problems with quests.

1) Doesn't remind you who gave the latest part of the quest

2) Doesn't remind you of the latest part of the convo or at least the keyword necessary to restart the convo so you can figure out WTH you are supposed to do.


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 Post subject: Re: 2013: The Year SK Doubles Its Player Count?
PostPosted: Mon Jan 14, 2013 9:16 am 
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Galactus wrote:
The quest log is lacking at best because it doesn't deal with two of the most major problems with quests.

1) Doesn't remind you who gave the latest part of the quest

2) Doesn't remind you of the latest part of the convo or at least the keyword necessary to restart the convo so you can figure out WTH you are supposed to do.


This.

I'm pretty sure I wrote a reply to this. Not sure where it went. Maybe on the wrong thread somewhere, but I can't seem to find it. lol.


Yeah, any amount of hand-holding is good for a text-only game, I think. It's really hard for someone not used to MuD's to get his head around it.

Look at quests like the Pilgrimage. That is one really awesome quest.


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 Post subject: Re: 2013: The Year SK Doubles Its Player Count?
PostPosted: Tue Jan 15, 2013 10:43 pm 
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Joined: Tue Aug 12, 2008 10:23 am
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Location: Gulf Breeze
More interconnecting quests would be nice. An example would be the one in nerina involving the incense, blanket and canteen. And

perhaps a jobs board with various quests to help the local town. Maybe being able to choose which reward you want upon the

completion of certain quests. Money, XP or this dagger etc.


What do other muds have that SK doesn't?

I haven't played many other muds but what ive noticed that the most popular ones have plugins, more importantly a visual map plugin.

Now I know many people don't have an issue with the visuals if you have a 30 dollar copy of zmud with an automapper feature,

but if your broke like myself, you don't have that luxury. Many people, myself included are visual players. A visual plugin or perhaps

'dashes and slashes' written into room descriptions much like the wilderness would help bridge that gap.


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 Post subject: Re: 2013: The Year SK Doubles Its Player Count?
PostPosted: Wed Jan 16, 2013 3:12 am 
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Joined: Sat May 07, 2005 8:16 am
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Location: Las Vegas, Nevada
SK Character: Achernar
There are maps of all the starting cities. In the kingdoms section of the main page.


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 Post subject: Re: 2013: The Year SK Doubles Its Player Count?
PostPosted: Wed Jan 16, 2013 3:48 am 
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Achernar wrote:
There are maps of all the starting cities. In the kingdoms section of the main page.



"A game that requires an out of game info site to play is not a good game, unless the player is somehow led to that information from the game itself. "

Quoted from some game design book. If you can lead the newbie to the map be needs from within sk so he doesnt have to go through the frustration of looking for a map on the website, (which is assuming he will think of that), then I wont say anything. I still feel an ingame map, like the one in tethos, would work better.


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 Post subject: Re: 2013: The Year SK Doubles Its Player Count?
PostPosted: Wed Jan 16, 2013 4:43 am 
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Joined: Wed May 02, 2012 4:58 am
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Location: Rolling in the Grave
SK Character: Gailehn, Stephanov
If someone wants to help translate the forum maps into some ansi, I'm sure we can get them into the game.... :)

I suppose I could get on that, if this doesn't elicit some volunteers...

As far as the quests go - typo away what sort of reminder you may want and the staff should be able to handle it from there.
Most of what exists now is more of a placeholder than of any help/use. Perhaps the staff can pick a month and make it 'let's fix up those messages month.'
as well.


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 Post subject: Re: 2013: The Year SK Doubles Its Player Count?
PostPosted: Wed Jan 16, 2013 8:53 am 
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Sounds like an idea that deserves its own thread, pook. Go get those volunteers!


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 Post subject: Re: 2013: The Year SK Doubles Its Player Count?
PostPosted: Wed Jan 16, 2013 9:58 am 
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Joined: Wed Nov 05, 2003 8:01 am
Posts: 480
Location: Greece
The game is great and it is the best mud. The only problem so far has been the limited number of people trying it.

So, first of all, increase the number of players trying the game.
-> The playerbase needs to put aside their selfish/egotistical/laziness and vote everyday.
-> The devs ought to create the countdown timer for voting as soon as possible.

So more that I would like but really, not of as importance:

Secondly, reassure everyone that the game is fairly administrated to lure back old players
->Hand curses for poor role-play (as defined by immortals). If need be, create a game list (like code updates one) where the curse reason is made public (ie Target player was cursed because of this reason).
->Avoid site bans or character deletions; there can only be too few violations to really warrant such a penalty. Keep it as a possible penalty but avoid it. Hand curses better.
->Ignore complaints. Don't even respond to complaints.


Thirdly, if possible, extend the wilderness map index in cities too and anywhere possible. This will help all newcomers a great deal. Also, always show full map to initiate or less (unaffected by visibility affects).

Four, Create at least one place in the mud (like you do with these gnome mercs in global events) where only RP will be possible (no law too). There should be multiple rooms and it could be a temple complex (ie This is a sacred place and you don't dare to violate it). Ignore the complaints, just do it.

Finally, Improve help files for each class. They should be more detailed. Of course, I would also like to see numbers but I have lost hope for this.


Last edited by Revenger on Wed Jan 16, 2013 10:04 am, edited 1 time in total.

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 Post subject: Re: 2013: The Year SK Doubles Its Player Count?
PostPosted: Wed Jan 16, 2013 10:04 am 
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Location: Gulf Breeze
Pook wrote:
If someone wants to help translate the forum maps into some ansi, I'm sure we can get them into the game.... :)

I suppose I could get on that, if this doesn't elicit some volunteers...

As far as the quests go - typo away what sort of reminder you may want and the staff should be able to handle it from there.
Most of what exists now is more of a placeholder than of any help/use. Perhaps the staff can pick a month and make it 'let's fix up those messages month.'
as well.

Im willing to help, but I would need an example of what look you are going for as well as the symbols that will be used for up, down and gates etc and the size of the map. Shoot me a PM.


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 Post subject: Re: 2013: The Year SK Doubles Its Player Count?
PostPosted: Wed Jan 16, 2013 11:05 am 
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Quote:
Four, Create at least one place in the mud (like you do with these gnome mercs in global events) where only RP will be possible (no law too). There should be multiple rooms and it could be a temple complex (ie This is a sacred place and you don't dare to violate it). Ignore the complaints, just do it.



Even though I was originally against such things, I think this idea has merit. Mostly because a friend of mine who is presently trying to learn how MuD's work from scratch, has a lot of trouble finding people to interact with. Sure she can send tells, but that's kind of begging for rp.
I remember when I started playing SK, there would always be at least 2-4 people in any city square just talking. Now, even when there's 30 people online, if they are gathered somewhere, its behind closed doors somewhere. And of course they would be. Getting killed in an inn is really easy these days, especially when you can just open a gate right outside.


Maybe the room doesn't need to be 100% safe and secure like revenger suggested, but at least something safer, like, for a few examples:
1) the only way to enter it is through a named exit. like 'inn' instead of 'east', so at least people can't do obnoxious things to it from one room away and then walk in and destroy everything.
2) Bouncers. NPCs that will rescue. It won't matter against a raid, but it will at least give people a sense of security. Maybe a bard NPC that sings songs of silence would be nice too.
3) Final strike ward. I dont know how, but yeah. Elves blowing up the elven inn is [REDACTED] :p


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