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Boots of the Adventurer

I'm honestly just wondering what's wrong with buying a mount and riding around? :confused:

I'm honestly just wondering what's wrong with buying a mount and riding around? :confused:

Imagine, just try, imagine your new to the mud.

So tell me, do you know where the stables are? Or is this universal human knowledge?

Trying to scout through Malebrim just to find the stables will drop your moves to ZERO as a low lvl character numerous times.

The first 30 minutes to an Hour of playablity is what a new player will judge our entire mud on. If they spend it sleeping half the time, I doubt they will persist.

In the end too, why be stingy? I mean is it such a big deal to make the game a bit more streamline on the front end? Does it hurt you somehow?

It's not on the map? :confused:

I'm not being stingy. It's a good idea. I just feel this issue has been addressed not once, but twice so far, and isn't as important as it's being made out to be.

Ky - when playing a new MUD I always assumed I'd have to invest time to learn area's, eq etc. To that end we have the newbie channel as well - where people will tell you these things.

Other strategies for ranking do come with experience - however, experience isn't something that can be learned quickly. It comes from doing things a number of times.

Why not direct new players to the stables early on? - the only real issue is the gold they need so have the stablemaster give them a mount (or the gold) when they find it. Mounts area an intrinsic part of the game at the moment so the sooner players learn the better.

L-A

I think mounts should be mobs. That you can have to tie up, or they wander off, or can get stolen/killed/runaway because they are scared. Yea.

Played a MUD where that was the case. Most annoying thing ever having to manage your mount.

I like the boots idea, or the same concept disguised in another fashion like say a newbie mount or whatever like suggested.

Dey

I think mounts should be mobs. That you can have to tie up' date=' or they wander off, or can get stolen/killed/runaway because they are scared. Yea.[/quote']

And they can buck you off randomly. And when moving more than three rooms per hour in the forest/jungle while mounted you have a 40% chance to get knocked off by a blasted tree branch!

Perhaps a quest just after finding your guildmaster where he looks at you and goes 'You expect to walk everywhere? You lazy bum go find the stables! here's gold for a mount.'

Gives you 1k gold. And you go to the stables and buy a mount. Incentive to look at the maelbrim map and find stables specifically, lets you know they are out there and can be bought, and give me another quest for my list. It's a win-win-win scenario.

I don't understand the opposition to the boots idea, but there you go.

Ky - when playing a new MUD I always assumed I'd have to invest time to learn area's, eq etc. To that end we have the newbie channel as well - where people will tell you these things.

Other strategies for ranking do come with experience - however, experience isn't something that can be learned quickly. It comes from doing things a number of times.

Why not direct new players to the stables early on? - the only real issue is the gold they need so have the stablemaster give them a mount (or the gold) when they find it. Mounts area an intrinsic part of the game at the moment so the sooner players learn the better.

L-A

Free mounts quest

And they can buck you off randomly. And when moving more than three rooms per hour in the forest/jungle while mounted you have a 40% chance to get knocked off by a blasted tree branch!

^^ I like...

Just imagine the bitching after this when it was already so bad with the falling asleep mounted one

On a more serious note though, there are some very interesting ideas in this thread and we are going to discuss this.

It's not on the map? :confused:

That does not help fight the problem at hand at all.

I really like this idea. Also maybe a stablemaster in the newbie arena? Just a thought.

-IKFL

+1 to quest idea to find a stable. I did run out of moves a lot early on. Remember it being "annoying" more than anything. Most of the areas I stuck to were going between towns and trying to find my guildhall + early lvl guildhall quests. Ran out of moves constantly trying to find Lerant the ranger for some vials.

  • as many as possible

Coming from a new player prospective, I found it hard exploring around due to not knowing about mounts until I explored the shops and eventually the stables on the maps, saw the sign and asked a few questions on newbie chat.

However not all newbies are like me, who like reading everything and exploring everywhere as I spent lots of RL hours as an adventurer (can cast sanc) exploring all over the place, checking out every single place on the maps (just the entrance of winter and desolation though lol).

Some of you raised very relevant points regarding new players quickly getting frustrated and annoyed with the mud when they don't know useful things (like mounts) and may leave without giving the Mud a fair chance. I agree some players might indeed do that.

So keeping that in mind, I believe some sort of quest should come up after you graduate from the mud school or reach rank 6 or so. Something like Find the stables in your hometown quest, and when you do the stable master tells you a few relevant tips regarding mounts and gives you the first mount free.

May keep some of the new players more interested and less frustrated, at least initially when they are starting out.

The new boots are a great aid. My mv move regent now is equals to a pinnacle.

And there isn't any OP in it since there has been for years other boots that do the same, but better and not for newbies.

The Stable quest idea is great.

The dummy gold also aids a lot in the newbie start.

Also regarding movement, we should have the Library maps on a website.

The FL website of preference as the current maps appear to be broken.

The dummy gold aids if you're aware enough to find it below level 5 and to outfit yourself with a spare.

And the maps on the flproject wiki are basically the same ones from the library.