Welcome to ChaoticAbyss
0
November 15, 2024, 01:40:25 AM *
Welcome, Guest. Please login or register.

Login with username, password and session length
News: Welcome to ChaoticAbyss!
 
Pages: [1]
  Print  
Author Topic: Access to information and experience for new characters  (Read 10282 times)
perk31
Agilant Systems: The Smart Choice for IT
Drizzt
*

Karma: +1/-1
Posts: 712



WWW
« 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
Logged

Podilarius
Agilant Systems
Administrator
Prismatic Dragon
*

Karma: +13/-0
Posts: 4,253


Master Diagnostician


WWW
« Reply #1 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:
Logged

If you don't like it ... Whatever! ... I do what I want ...
Check out my new project at www.abalisk.com.
perk31
Agilant Systems: The Smart Choice for IT
Drizzt
*

Karma: +1/-1
Posts: 712



WWW
« Reply #2 on: July 18, 2005, 09:07:14 PM »

All for what?
Logged

Podilarius
Agilant Systems
Administrator
Prismatic Dragon
*

Karma: +13/-0
Posts: 4,253


Master Diagnostician


WWW
« Reply #3 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 ...
Logged

If you don't like it ... Whatever! ... I do what I want ...
Check out my new project at www.abalisk.com.
perk31
Agilant Systems: The Smart Choice for IT
Drizzt
*

Karma: +1/-1
Posts: 712



WWW
« Reply #4 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?
Logged

Podilarius
Agilant Systems
Administrator
Prismatic Dragon
*

Karma: +13/-0
Posts: 4,253


Master Diagnostician


WWW
« Reply #5 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 ...
Logged

If you don't like it ... Whatever! ... I do what I want ...
Check out my new project at www.abalisk.com.
perk31
Agilant Systems: The Smart Choice for IT
Drizzt
*

Karma: +1/-1
Posts: 712



WWW
« Reply #6 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?
Logged

perk31
Agilant Systems: The Smart Choice for IT
Drizzt
*

Karma: +1/-1
Posts: 712



WWW
« Reply #7 on: July 19, 2005, 08:25:31 PM »

Any other comments?
Logged

Podilarius
Agilant Systems
Administrator
Prismatic Dragon
*

Karma: +13/-0
Posts: 4,253


Master Diagnostician


WWW
« Reply #8 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 ...
Logged

If you don't like it ... Whatever! ... I do what I want ...
Check out my new project at www.abalisk.com.
perk31
Agilant Systems: The Smart Choice for IT
Drizzt
*

Karma: +1/-1
Posts: 712



WWW
« Reply #9 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?
Logged

Podilarius
Agilant Systems
Administrator
Prismatic Dragon
*

Karma: +13/-0
Posts: 4,253


Master Diagnostician


WWW
« Reply #10 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 ...
Logged

If you don't like it ... Whatever! ... I do what I want ...
Check out my new project at www.abalisk.com.
Pages: [1]
  Print  
 
Jump to:  

Theme by m3talc0re. Powered by SMF 1.1.3 | SMF © 2006-2007, Simple Machines LLC MySQL | PHP | XHTML | CSS
Back To Top