Title: Access to information and experience for new characters Post by: perk31 on July 18, 2005, 03:26:39 PM Since we are going to have starting locations based upon the race of the PC, new players may be starting in locations that are not situated near the beginning areas. Each city/town of course will start with a full range of services so the starting point will not affect what the player has access too, except perhaps quests early on.
My concern is that players starting at these alternate locations may be frustrated in their attempts to get started. Right now its easy starting in Churberg because of the portals, but when those are gone no one is going to have a clear idea of how to get started, even in Churberg, and I believe the first few minutes will decide how many repeat visitors we have. So I'd like to solicit comments on what our approach should be to this issue. A minimal approach would be similar to what is already in place. 1. Players can take jobs with the local commodity exchange to help earn starting capital. 2. Speaking to people, especially inn and tavern keepers will give you some hints as to where to get started. This could be expanded quite a bit. 3. The world map can be used to help find locations, assuming we add conversations to give them the actual location of various sites. 4. Players run around until they find it. 5. Cities and towns are linked by roads with roadsigns. Some areas like the orphanage may also be linked by road. The minimal approach is probably the most realistic; however, it doesn't take into account that you are a native of the country. A middle approach might be: 1. All of the above 2. Adding libraries or something similar to each city and town. The player could then visit the library to learn information that could help them locate the other cities and towns. Some conversations would be added/updated to suggest that players visit the local library. 3. Some conversations might do a level check and suggest heading to particular areas or speaking to specific people. A maximum approach: 1. All of the above 2. The addition of newbie areas around every single start location 3. The inclusion of NPC/Conversation/Quests to basically spell out where to go in that area Title: Access to information and experience for new characters Post by: Podilarius on July 18, 2005, 05:16:25 PM I am all for this, including a sign post in every start location that has just the newbie areas listed with specific directions from the sign ... and then perhaps even have sign posts along the route ... that might be a bit much though.
Want them to play and stay ... :evil: Title: Access to information and experience for new characters Post by: perk31 on July 18, 2005, 09:07:14 PM All for what?
Title: Access to information and experience for new characters Post by: Podilarius on July 19, 2005, 09:24:10 AM Quote from: "perk31" All for what? So they know what they can do to start out with, including how to get around in the world and where the basic stuff is in relation to where they are. This gets them started. This is important especially in the begining when there might not be anyone there to help them. Don't want them to twiddle there fingers. Gives them something to do. I know the CX will as well, but that incompasses only the town they are in and perhaps just a few locals just outside the city they are in. For those who want to fight for money and eq, we can give directions to things like: Orphanage Fairy Ring Dwarven Mines The Swamp or other lower level locales. My idea is to capture the intrest of a newbie so that they explore more and more. They might even suggest there friends to play as well if they like it ... Title: Access to information and experience for new characters Post by: perk31 on July 19, 2005, 02:45:24 PM I guess I should have been clear.
So you are for a middle of the road approach to this? Title: Access to information and experience for new characters Post by: Podilarius on July 19, 2005, 04:38:49 PM Quote from: "perk31" I guess I should have been clear. So you are for a middle of the road approach to this? nah ... a maximum approach ... Title: Access to information and experience for new characters Post by: perk31 on July 19, 2005, 08:07:10 PM Someone better start modding!!!!!
If we provide clear directions to the beginning locations then we don't need to have low level areas around the start areas before we enable the alternate start locations? Title: Access to information and experience for new characters Post by: perk31 on July 19, 2005, 08:25:31 PM Any other comments?
Title: Access to information and experience for new characters Post by: Podilarius on July 20, 2005, 08:20:47 AM Quote from: "perk31" Someone better start modding!!!!! If we provide clear directions to the beginning locations then we don't need to have low level areas around the start areas before we enable the alternate start locations? This is true, but having them close keeps them from dieing to quickly ... :twisted: OK OK, I will find some time ... Title: Access to information and experience for new characters Post by: perk31 on July 20, 2005, 11:27:11 AM No one is going to die in the outside areas, except for really bad luck. Which brings up another question. What should we do about the unbound respawn location? Leave it in Churberg or try to extend it to respawn people back in their racial starting point?
Title: Access to information and experience for new characters Post by: Podilarius on July 20, 2005, 12:43:50 PM Quote from: "perk31" No one is going to die in the outside areas, except for really bad luck. Which brings up another question. What should we do about the unbound respawn location? Leave it in Churberg or try to extend it to respawn people back in their racial starting point? back to racial starting points ... seems only fair really ... |