Edoras wrote:
Duane, it's unfair of you to give out so much advice while also ignoring the majority of the advice that is given you.
I'm not ignoring any of the advice given; just a lot fo the advice given seems to indicate that newbies are not valued in SK and so I pointed that out.
Edoras wrote:
A) If you are buying an item from a shopkeeper, then you will be warned if it is above your level when you try to buy it. As such, the only items that you need to worry about being stolen are those given to you, or those you find lying around.
Not true. I have personally had items stolen that I was NOT told by any shopkeeper they would be stolen, some that were NOT given to me by other players. So that is false in my experience, you don't always get warned, at least in the newbie shops I bought my stuff from.
Edoras wrote:
Taslamar and Nerina specifically provide shops that you can buy low-level armor/weapons from if you have trouble finding them.
And get many people either cant recall to them, cant travel to them using the seer without losing pets as the seer steals your pet when she moves you and forgets to move your pet, or you simply cant find these places without first walking across several states worth of land that are sure to make your PE go to 0 multiple times if you are a noobie. You never get told about these places, and you are never told where they are, yet the academy is right next to the most confusing and chaotic town in the game so all newbies are free to wonder over and get lost. its insane,its bad design and it kills new players (literally).
Edoras wrote:
If an item is not steel, iron, leather, cloth or some other basic material,
Given that I can type "help suede" or "help wood" or "help steel" and not get a single help file back how is this supposed to be helpful? There is no way I as a newbie can get this data, as its hidden in a way that only a vetran would know how to get to.
Edoras wrote:
If a piece of equipment otherwise seems exotic or is a reaching weapon, it is also likely that it is not a low-level item that may be stolen from you until you hit veteran status.
Yet the first thing we HAVE to do is get behind our pet to be able to advance, or so everybody in game tells me. So your saying that if your not a mage you MUST use a item that can be stolen simply to advance in the game? How is that fair to newbies? Simply put it s NOT.
Edoras wrote:
It's not a big deal to have items stolen from you when you're below veteran.
Wrong again. Your saying that its not big deal to work on something for over a week and then lose it? To lose you only weapon in most cases and then have to trek through the hostile land without one, often from a place you cant just come back to safely? Thats BS and it shows EXACTLY how disconnected veteran players are from the newbies.
Edoras wrote:
You can completely outfit yourself in armor to get to veteran status as any class for practically nothing from either of these two areas.
At what cost? Newbies don't have the money and asking for it just makes us feel worthless and makes us want to not play. Worse, there is often nobody on to ask since a simple 'who' can show that nobody is on pretty easily. So you can't just ask in most cases, unless you get lucky. Even then why do so? Its just going to get stolen again.
Edoras wrote:
You can even place up to ten enchantments on an item before it starts affecting the item's level as it compares to thieves.
And yet this fully RP breaking and arbitrary rule isn't told to us in game, and nobody in the academy actually teaches this to us newbies.
Edoras wrote:
As you get higher in levels, you will likely make friends with people who can cast the identify spell if you cannot do so. If an item is described as having superior, outstanding, or near god-like quality, then you will want to be mentor/mastor/GM or thereabouts before you rely on that item not being stolen.
You make the assumption that all of these issues are not what is making newbies nnt stick around. And here you are , you just ADMITTED that a player has no way of knowing and must first talk to somebody woth admin/GM/master status to know. That is FULLY BROKEN BECAUSE IT TAKES THE POWER TO PLAY AWAY FROM NEWBIES.
Edoras wrote:
Yet, you haven't actually listened to any of it,
I clearly have listened to it, have you? I don't think so.
Edoras wrote:
SK has a steep learning curve.
Thats not it; I have played Eve Online. Learning curves are not the issue. Its just that no care has been taken to help people help themselves here, and with muds in general dying off due to stiff competition from other game types, I can't help but feel its your ethical obligation to help fight that negative usage trend by doing everything you can to not give muds a bad name.
Edoras wrote:
As a new player to the game, you have more to learn about how the game is played than you have to contribute to the betterment of the game with regard to code changes.
I'm a game software developer by trade. Give me the access to the code as you suggest and I will make improvments *today* that would allow new players to feel more attacked to the game and make it a better experience.
Edoras wrote:
Everyone here wants to help you, and they want to hear your advice, but you're not going to get anywhere if you never listen.
I listen just fine. Are you listening to me? I'm trying to help you. Most people would have just been gone.
Pook wrote:
Does someone with a bit more experience than me know the full range of item descriptions that 'indicates' their general level range from poor to near god-like, and how that 'relatively' indicates level range? Seems like at least one mechanic this newbie is looking for we have... no extra magic/identification needed.
Should this be help-filable?
They should help update the help files then and allow people to know as needed that information.
Meissa wrote:
As with the values for the individual attributes (which obscure specific levels and number values), the general range of item quality descriptors -is- listed in game...
Yet when you look up these descriptors in game using the help command (Example: help wood) you get nothing.
Gann wrote:
Newsflash: SK has been slowly "dying" for years because it is a text-based game in 2015 that caters to a niche market (players that like both RP and PK) and competes with graphical games like World of Warcraft for players, not because your feedback has been ignored.
And thats why all this feedback I'm giving is all the more important to consider.
Pook wrote:
One of the best aspects of SK is the interaction with other players.
This might have been true ten years ago, but it is a liability now. SK forces interaction with other players for brewing, consecrating, enchanting, fletching, scribing, identify, and adventuring in most of the high level areas in the game. When the who list could support those activities, it was fun. It is no longer fun when the who list hovers around ten players and you can't even form groups to explore new areas added to the game. In that regard, I agree with Duane.[/quote]
Thank you Pook. The fact is I could not even even finish the academy quest on one of my two characters due to the low numbers on the server making it impossible to find somebody to help me push a button, before I was told rudely with no warning he couldn't go back in to finish the quest. And this is s anew area! You would think the low numbers would have been taken into account, but clearly nope.
Dulrik wrote:
Help on 'hoarding thieves' is now available in game and linked via the help objects command. This file is long overdue and my apologies for continuously overlooking it.
Thank you Dulrik. Can we expect more help files on the other items I have mentioned as well?