Any good ideas? personally I would like to see newbie chat open till 30, to go along with advens and give far more chance for peeps to ask questions.
Noobie Friendly FL
Don't put information known to already be passed around by the vets in text documents on the classified information list? IE vampireskills.txt. psi.txt. gear.txt. crusaderenhancements.txt. balinorsmomsaddress.txt.
Or... how about cutting the throat of the next person who utters, "Toughen up, Princess." It was funny at first, now its just condescending to new people.
Public castrations of folks who ask stupid questions or post complaints might take a hiatus as well.
Hrmm.... Auto induction in to the academy for adventurers.
A mention of the "Recall" skill on char creation. since so many new folk don't know it.
Perhaps have deaths not count or not take the xp loss untill 10 or 15.
Adventurers can use newbie chat at all times.
Perhaps have deaths not count or not take the xp loss untill 10 or 15.
I like for mob deaths the way a godwars has it with avatars, now to people whove never played a godwars an avatar is when you have enough hp mana and moves go from being a mortal to an avatar avatars only get stunned dwhen they die, or when they should of died anyways. They of paradox'd is what they call it. Cant move kinda like mercy but you can ooc chat.....but thats another type of mud anyways I would like to see 1-15 no deaths only paradoxed. And I like all newbie channel to go till 20. 30 in my eyes is a bit much.
Adventurers can use newbie chat at all times.
adv lose a train, thats not cool to me. pay a price for being new, I dont agree with it.
adv lose a train' date=' thats not cool to me. pay a price for being new, I dont agree with it.[/quote']
that discussion has been done before. they don't lose a train. it all balances out in the end as you still have the same amount of trains at 30 as you would have ranking up normally.
however i do believe that adv on some races does roll lower than certain classes.
You don't lose a train as an Advent, you end up with equal amount as everyone else, it's there to keep them people who play them balanced. Yeah, you use trains on attributes to bump them to full you end up with an equal amount of -trains when you convert. Yeah, Advents have already been mentioned to be able to use newbie chat at all times (up to 30 because that's the max they can go). I wouldn't mind the deaths thing, I deleted a character recently because I took a death pre 5 and didn't want to deal with it.
that discussion has been done before. they don't lose a train. it all balances out in the end as you still have the same amount of trains at 30 as you would have ranking up normally.
however i do believe that adv on some races does roll lower than certain classes.
Knowing the discussion has been done I have to ask.
If I make an adv and decide at 20 I want a ninja, I lose a train....the train I might need for dex...oh whats this Im being attacked? Oh..sure wish I had more dex now im dead. Now what should I do?
Not being a asssss I hope just wondering what the asnwer was went it was discussed.
One train...or training in general...won't mean much to the level of players that adventurer is geared for.
If you want to use it to train free of PK, take the -10 hp (assuming the trains don't balance as you suggest) as a penalty.
Adv's don't lost practices though. Master parry, and it comes over mastered and you don't have to practice it again. Chars gone adv before a class, espicially rangers, have a massive advantage.
update those maps that players get in the beginning
give a major bonus to move regen 1-10
get high ranked involved with low ranked chars (mentor, player inducted religion, worthwhile clan/house system)
remove the rp thing on the helps for clerics/paladins/dks...they are judged the same as anyone else anyhow and it discourages very new people from trying them
open up the quest/remorts to level 1 and get rid of this elitest application procedure (they are balanced anyways right? everyone should be rping well anyways, right?...why are we setting the bar differently for different people??)
give something to do other than pk (pet breeding/gene system, item/consumable creation (even non-pk stuff like food or rp items or anything), shops)
give very very strong rewards for RP, reduce rewards for PK (direct imm involvement here...this is the biggest way to change the ideology of the playerbase)
FIX THE TYPOS! Those deter faster than almost anything and are very easy to fix
many more quests, including more newbie ones!
add many mprogs and oprogs, especially to newbie areas
one huge thing would be to work on intelligent mobs, so that ranking becomes more like questing
add RP skills (making a real camp instead of just some skill to regen faster, firebuilding, bandaging, stances, stuff for every class and race)
imm visibility is very important...!!! nothing boosts morale more than seeing an active and visible upper imm staff
replace those standard parry/maim/dodge tags to less generic ones based on percentage of damage done, how close the miss was, class, weapons used, and so on
give a newbie information scroll to all new chars that includes the forum address
Don't put information known to already be passed around by the vets in text documents on the classified information list? IE vampireskills.txt. psi.txt. gear.txt. crusaderenhancements.txt. balinorsmomsaddress.txt.
Are you kidding? Disregarding the fact that most of the players who know this actually worked for playing and/or fighting the qraces/qclasses to get this info - to me half the fun of the game is having things you have to do to find out. Nothing turns me off more than just beng able to look it all up and having no mystery left in the game.
Or... how about cutting the throat of the next person who utters' date=' "Toughen up, Princess." It was funny at first, now its just condescending to new people.[/quote']
How about cutting the throat of the next person to come here and complain they were PK'd and full looted without anyone saying anything to them?
Lots of players have gone from noob to vet just fine by hardening up and they turned out just fine.
I think there is a line to be drawn on how newbie friendly the MUD should be made - espeically after lvl 15.
There are tougher MUDs out there - I've played some of them. MUDs where at lvl 15 you're fair game for the lvl 80s five class remorts.... Players survive and proper there too.... FL isn't such a hard deal.
L-A
There were not vets like the current vets when we were coming up in the game. Plain and simple. The only vets there were... were actually sorta nice people to new folks.
And.. as I recall.. there used to be a flame section entirely for complaining about stupid stuff. Now players get slapped around for it.
There were not vets like the current vets when we were coming up in the game. Plain and simple. The only vets there were... were actually sorta nice people to new folks.
And.. as I recall.. there used to be a flame section entirely for complaining about stupid stuff. Now players get slapped around for it.
The time I'm talking about is when we had the moderated forum. If you complained, the post wasn't approved so no one ever saw it.
Vets were nicer people? They might have been - they still said to newer players to keep on keeping on. Espeically in cabal warfare. As much as you dislike it, there is no other way to get good at this game or anything else in life. Take you licks and just keep doing it. If you go to another MUD, the process will be the same....
Look at the current thread on 'Dark Knights' Multiple people give out advice without a problem. Help can be found if you want it.
L-A
There were not vets like the current vets when we were coming up in the game. Plain and simple. The only vets there were... were actually sorta nice people to new folks.
And.. as I recall.. there used to be a flame section entirely for complaining about stupid stuff. Now players get slapped around for it.
I think I might of helped on urging the imms to get a flame section cause I would just flame in any section. ![]()
But now, no flame...ive grown up.
And.. as I recall.. there used to be a flame section entirely for complaining about stupid stuff. Now players get slapped around for it.
It took under 2 months for the Flame section to be removed from the forum as I recall...
L-A
The flames sections was intended as a way for players to vent, instead of having them do it at other parts of the board; a way to defuse tension, as it were.
It had the opposite effect, and was quickly discontinued.
Any good ideas? personally I would like to see newbie chat open till 30' date=' to go along with advens and give far more chance for peeps to ask questions.[/quote']
I am still a big fan of this idea from the last time it was proposed. I think 30 is a little high, but I'd definitely like to see either newbie chat open until (and including) 15, or maybe even 20, OR, some form of message when they reach level 10 telling them about the academy. A combination of the two would be ideal IMO.
It’s fairly easy to get to 10, even as a newer player if they get in a good group and get power ranked up. Opening newbie chat until 15 would give newer players more time to ask questions, and as they wouldn’t be able to progress past 15 without a description check (a process that likely would require them to explore the MUD system we have here a little) they will have the opportunity to get a lot of the basic answers they need.
A little message hinting at the existence of the Academy would then give the new players progressing further a little glimmer of hope in knowing that help is at hand, and due to the fact that the Academy is an IC place/channel, it will get players newer to roleplaying into the idea of formulating (and answering) questions ICly and getting used to the basics behind roleplaying.
One of the biggest stances towards doing this back the last time it was proposed was that we shouldn’t be ‘coddling’ the playerbase, that FL is a harsh place and we shouldn’t be making a fluffy environment for new players. The thing is, extending the newbie channel a little and hinting at the Academy DOESN’T suddenly make FL a lovely, soft gentle place. FL will be just as harsh as ever, just that new players can get eased into MUD life here by finding out things specifically to do with the mechanics of the MUD, such as “Hey, anyone know what the command for ‘xxx’ is?” or “Anyone know if there is a helpfile for this bard song?” or a whole host of other questions that are fundamental to a new player acquainting himself with the MUD.
http://www.forsakenlands.org/forum/showthread.php?t=7459
Thread there with some of the ‘against’ arguments. I’ve changed my opinion from last time, and think raising it to 15 and adding an academy hint would work wonders.
Wow, I've really rambled on too much here.
Dey
give a major bonus to move regen 1-10
open up the quest/remorts to level 1 and get rid of this elitest application procedure (they are balanced anyways right? everyone should be rping well anyways, right?...why are we setting the bar differently for different people??)
give a newbie information scroll to all new chars that includes the forum address
These I particularly like. Remort classes should be automated, low levels need more movement, and new players need to know how to access the official forums.