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 Post subject: Newbie Areas: What works and what doesn't?
PostPosted: Thu Jul 10, 2014 9:28 am 
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Joined: Mon Jul 07, 2014 2:59 pm
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I'm possibly going to be working on sprucing up some newbie areas. So I thought I'd start by asking you all your thoughts. I'd be especially interested in hearing from folks who have been through newbie areas as a new player in the last year or so.

Questions:
1. What newbie area is currently the best? Why?
2. What newbie area is currently the weakest? Why?
3. "Every good newbie area should..."?
4. "Whatever you do, be sure to include/not include..."?
5. What do you think would be a good addition to a newbie area?


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 Post subject: Re: Newbie Areas: What works and what doesn't?
PostPosted: Thu Jul 10, 2014 10:07 am 
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Joined: Tue Apr 22, 2014 3:34 am
Posts: 166
I started playing 2-3 months ago. Glad to even see these questions and now to see how quickly I can show off my newbiedom:

1. My favorite so far is the one in Taslamar. While all of the newbie areas are good, I like the arena with the scripts and that it pays well and also has npcs who have a lot of interesting reactions that change up and they tap out rather than dying. That said, my favorite newbie area weapons are in Kytar because you can say the weapon type you want in the store and get the display to change, but this doesn't seem to be the case with all the starting areas. I really like the one in the North as well, and for much the same reasons, but the lack of newbie supplies/variety of supplies keeps it down a little.
2. Kytar. While I like it a lot overall, it and the one in the Northern Wastes are the only two I've had issues with. In Kytar it was an ooze that pops up in the pond where you can get stuck in a feedback loop as outlined in the bug thread on it. In I think it was the north, it makes you go through a portal that turned out to be so not intuitive that I just deleted because I couldn't get from the tutorial to the newbie area the first time.
3. Be intuitive for new players ie syntax, have weapons all classes can use, include a set of cloth, light, and heavy armor (this seemed an issue in Kytar, though I have not been there in a month or so, not certain).
4. nothing to say on this point.
5. Books in the rest of the newbie areas like in the one (I think in Uxmal?) where all the trainers have books and scrolls on class appropriate stuff for all the classes, ie a book on the Gods near the cleric trainer, a scroll or two near the bard trainer, and so on.


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 Post subject: Re: Newbie Areas: What works and what doesn't?
PostPosted: Thu Jul 10, 2014 12:19 pm 
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Joined: Wed Jan 30, 2013 5:55 am
Posts: 327
The starting area in sithaniel is basically IMHO, a huge hot spot not just for new players, but anyone making an alt. The armor you get there is tailored to your class and size, plus the inmates are good. Lacking a specific weapon to buy sucks, but its a fair trade off for free everything else. I'd like to see more of that in the other areas.


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 Post subject: Re: Newbie Areas: What works and what doesn't?
PostPosted: Thu Jul 10, 2014 12:42 pm 
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Joined: Fri Aug 24, 2012 3:21 pm
Posts: 906
If you include the introduction to the game (appropriate for nation) like the North, weapon shop like Kytar, Starting armor like Sith, quests like Kytar/Zhensh then you will have a great starting zone.

Sorry, I didn't do it according to your numbers.

What doesn't work? Anything not listed (could be forgetting some other gems) but I generally very much dislike Uxmal's starting zone, I like the theme... don't like anything else. Never made enough chars recently in Taslamar to have an opinion about theirs.


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 Post subject: Re: Newbie Areas: What works and what doesn't?
PostPosted: Thu Jul 10, 2014 2:46 pm 
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Joined: Wed Mar 19, 2014 11:02 am
Posts: 49
All newbie areas are not created equal, but they should be.

1. Sith'a'niel - A free set of armor that has a couple +1 stat mods on it that is tailored to the size and class of your character. Sith'a'niel also offers free portals to any kingdom's portal stones which lets you move around with ease as a low level character. Considering the problem with PE at low levels, that is huge on it's own. Weapons, quests, and trainers are lacking in Sith'a'niel but the portal stones allow you to quickly move to the other areas that have the things that Sith'a'niel lacks.

2. Teron or Moot - Both are lacking in armor, weapons, trainers and to some extent quests compared to other starting cities. The only bonus is Teron is centrally located so traveling to other nations isn't as big of a challenge as others. Moot is also beautiful and allows a player to become immersed in the atmosphere of the area.

3. ...have an engaging quest chain that is relevant for the kingdom they start in. The Empire is a great example of this. Nerina offers a number of quests you can do at low levels but they aren't necessarily tied together.

3A. ...have a set of cloth/light/heavy armor available, a solid choice of weapons of each weapon class, and trainers worth learning from. I'd fully support those items be standardized across all newbie areas. The same armor/weapons/trainers available at every newbie zone just themed differently.

4. Don't include a NPC or an interactive element that can cause frustration among true newbies. Interacting in the newbie area should be an experience that draws them into SK and doesn't discourage or annoy them. People have limited attention spans so in a game like this you need to hook them early.

5. Standardize everything and theme it around the kingdom they are in. Offer the same quality of weapons and armor at each zone. Offer the same types of trainers at each zone which all train to very good. Offer one immersive quest chain that gives the same amount of XP with tasks themed around the area that the player starts in.


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 Post subject: Re: Newbie Areas: What works and what doesn't?
PostPosted: Thu Jul 10, 2014 3:05 pm 
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Joined: Fri Apr 17, 2009 9:50 pm
Posts: 5522
Zavijah wrote:
I'm possibly going to be working on sprucing up some newbie areas. So I thought I'd start by asking you all your thoughts. I'd be especially interested in hearing from folks who have been through newbie areas as a new player in the last year or so.

Questions:
1. What newbie area is currently the best? Why?
2. What newbie area is currently the weakest? Why?
3. "Every good newbie area should..."?
4. "Whatever you do, be sure to include/not include..."?
5. What do you think would be a good addition to a newbie area?


I am assuming you are truly asking about an area from the positionality of a NEWBIE area and not merely as a STARTING area.

1. wert
2. wert
3. Every good newbie area should be bypassed by veterans via executing some skill necessary to play the game. Opening a hidden door revealed in a room description, reading a sign and saying a code word, and so on are all authentic performance filters that do not require self-important narratives.
4. Whatever you do, be sure to include OOC links to the online help, FAQ, and world map pages alongside sincere warnings about participating in the forums.
5. A good addition to a newbie area would be a series of questions similar to the stat-based halls of creation capable of helping a character decide on an alignment. It would produce a suggested alignment based on how a character answers questions about her beliefs and theoretical responses to various situations. The most time-consuming newbie mistake is getting alignment wrong.


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 Post subject: Re: Newbie Areas: What works and what doesn't?
PostPosted: Thu Jul 10, 2014 3:12 pm 
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Joined: Wed Mar 19, 2014 1:35 am
Posts: 138
grep wrote:
5. A good addition to a newbie area would be a series of questions similar to the stat-based halls of creation capable of helping a character decide on an alignment. It would produce a suggested alignment based on how a character answers questions about her beliefs and theoretical responses to various situations. The most time-consuming newbie mistake is getting alignment wrong.



THIS THIS THIS.


The most difficult thing in SK is the initial roll. My god was it a chore to figure out how to start.


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 Post subject: Re: Newbie Areas: What works and what doesn't?
PostPosted: Thu Jul 10, 2014 3:32 pm 
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Joined: Mon Dec 31, 2012 11:25 pm
Posts: 1533
SK Character: The Shining One
That's already underway, actually. I totally agree with the importance of proper alignment selection (and adherence) and started scenario crafting a while ago.

For clarification, Zavi's post is talking about a starting area, not a place we siphon new players off into separately. Each starting area has an optional "newbie" zone in it, though; a few rooms that teach you how to interact with the game via commands and such. Do any of these have strong points when compared to the others, or is it something that returning players have never really bothered to investigate for lack of need?


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 Post subject: Re: Newbie Areas: What works and what doesn't?
PostPosted: Thu Jul 10, 2014 5:05 pm 
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Joined: Wed Aug 24, 2011 6:07 pm
Posts: 362
Meissa wrote:
For clarification, Zavi's post is talking about a starting area, not a place we siphon new players off into separately. Each starting area has an optional "newbie" zone in it, though; a few rooms that teach you how to interact with the game via commands and such. Do any of these have strong points when compared to the others, or is it something that returning players have never really bothered to investigate for lack of need?



We have those O_O?


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 Post subject: Re: Newbie Areas: What works and what doesn't?
PostPosted: Thu Jul 10, 2014 7:13 pm 
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Joined: Fri Apr 09, 2010 7:27 pm
Posts: 122
I honestly haven't investigated those particular zones in a while, but I am curious how well they emphasize WHO, TELL, and MENTOR. I know that the command guide on the website does not mention those three at all, and they were the only way I got anywhere when I first started. A couple of people that I've recommended to the game talk about getting stuck somewhere and don't seem to realize they can contact other players to try and get unstuck.

edit: The /commands page does mention tell (under what to do when you die), my bad.


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