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 Post subject: We want YOU.. to help update the newbie guide
PostPosted: Fri Jun 06, 2008 7:02 am 
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Joined: Fri Aug 19, 2005 11:37 pm
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Location: New Orleans, LA
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OK, so we got this newbie guide on the website (click here), but it could stand to be updated/added to/rewritten.

What I want to do is this: Get input from the players, newcomers and veterans alike, with a more up-to-date newbie guide. You (collectively) design it, I will build it.

Personally, I like the "table of contents" in there so you can jump to different topics without having to read the entire thing (think of a veteran MUD player that is just new to DL, not to mudding in general,) but whatever you guys decide on is what I will build.

I'd prefer if a single forum thread was used instead of having it scattered all over the place - or better yet, if you guys want, I'll make a new forum so we can start threads on separate topics the guide should focus on.

Let me know what you guys need to collaborate, and I'll do all I can to make it happen!

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 Post subject: One possibility....
PostPosted: Tue Aug 26, 2008 9:56 pm 
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Well one possibility would be to have upon creation an automated NPC spawning in the guild with the new player, this NPC has an automated macro that is initiated through the player saying a certain phrase to activate it or deactivate it. This macro works in two ways:

First: Once activated the "new" player gets an "adventurer guide" spawned. This guide automatically follows the player and is considered grouped, though doesn't directly group with the player. This NPC cant be attacked by PC's or NPC's. It has automated responses set upon certain keywords that the player says, these keywords will have colors assigned to them so the player should logically know what to say to get a given response.
Keywords such as:
answer question
give directions
recall me
buff me

answer question: this refers to given help files, it would have added keywords to focus intent such as answer question commands, races, classes, rp, ect. it would not only direct to the directly asked upon help files but also any other related help files.
(assume that all new players are total idiots, hand feed them till they can feed themselves)

give directions: a given list of novice zones that give directions how to get to those given zones, this would be dependant upon how long we would consider them "novice" and so what level range they would require directions until

recall me: this pretty much explains itself, lowbie players seem to always get lost or run out of moves this would give them a helping hand to get them back to the fountain with their guide.

buff me: this also explains itself, they would get a series of basic buffs from the guide that they technically could get anywhere, but would give them an added understanding of practical buffs and what they do, he could even explain them before each buff is cast

example:
Edward a well experienced adventurers guide is standing here.

Edward the adventurers guide says to Nusa, "I shall show you a few helpful spells that will aide you in your adventures."

Edward the adventurers guide says to Nusa, "I am casting sanctuary upon you, this spell shall greatly reduce an attackers physical damage from harming you. "

Edward the adventurers guide mutters, 'gibquheerel'.
Edward the adventurers guide makes an odd gesture.

You begin to glow with a white light.

end of example.

I would recommend that it go through stuff like sanc, bless, levi (the three primary spells I believe people live off of)

Second: The creation of the adventurers guide makes an independant reality or effect for that player. It puts them in a mode similiar to RP, the only people that may act or react to that person would be people that are flagged as novice helpers. Otherwise the person cannot see ingame any other players, and other players just see something like:

A novice adventurer is standing here.
A novice adventurer leaves to the east.

And so on. There would of course be a command to "banish" the adventurers guide, otherwise it could be active until that player achieves a certain level. I was thinking it would be proper to work till level 10 or 25, something like that.

On further note things like teleport, death, portal, rocksport recall ect, all have the adventurers guide travel to the player upon arrival.
Anyways just an idea.
Sol, Sylvar, Sylvius.


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 Post subject: Re: We want YOU.. to help update the newbie guide
PostPosted: Mon Oct 06, 2008 3:11 pm 
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Joined: Wed Oct 19, 2005 2:28 am
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The adventurers guild is a good idea. Rooms each having a general idea behind them such as skills, spells, combat methods. There can be boards in each room, explaining a bit about different skills or what have you. A npc that'll heal them and help them out. Different npc's that they can learn to practice from since there's no cost at early levels. Maybe a small dungeon containing little creatures they'll have to kill and obtain diff types of small armor off of, 1 stop armor items, better than what you start with now. If they get too hurt, they can go back to the npc and ask for a heal or just let that room have mass regen in it. Let the mobs have a good bit of exp on em for a newbie, so maybe they can have the option to stay until level 3 or something and having obtained armor that will protect them a bit more if no one is able to just start hooking them up as soon as they leave. Once you are level 3 and you leave, you cannot gain access again. Maybe the doorway leading to it in Turien leaves sight permanently to anyone over level 3.

Anyways, lots of mudds have a newbie guild, some of them are waaaay too drawn out, waaaay too long. DL is a place most people join after getting a basic understanding of mudding and then all other muds are just crap. Mwahaha.

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Gydin Valen, free heals, sancs, and spells since 2001.


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 Post subject: Re: We want YOU.. to help update the newbie guide
PostPosted: Mon Oct 06, 2008 3:27 pm 
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Joined: Fri Aug 19, 2005 11:37 pm
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A bunch of the other MUDs I've played (I played a few during DL's downtime when Nezmar and Amaessara were moving from California to Florida) have some kind of cheesy "MUD School" in them. Basically, you log in, go through a very linear scripted sequence (go north, kill mob, loot mob, open door, go north, lather, rinse, repeat.) It's extremely boring. What we want to accomplish with the AG is just the opposite - something that's actually interactive for the player that doesn't sound corny.

At any rate, this topic hasn't seen any replies that really pertain to what I was hoping to accomplish - update the newbie guide on the SITE. Of course we're up for suggestions on any way to help new players, so I'm not going to complain :)

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--General George S. Patton


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