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 Post subject: Adventurer's Guild - Ideas needed!
PostPosted: Mon Jul 21, 2008 10:54 am 
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For those that don't know, we've been working on an Adventurer's Guild of sorts. This will basically lead new players (or even existing players) on tours and teach them how to play DL. Since there's virtually nothing to it right now (the builders either lost interest or had other issues to take care of, which is totally understandable), we're basically starting from scratch. Here's some of my ideas, I want as many people to contribute as possible.

Tour #1: Totally new to mudding
This would guide the new player through the absolute basics of mudding such as movement, item handling, looking around and, of course, combat. This would be very generic, but still be geared toward DL. This can be written either in-character or out-of-character (from the tour guide's point of view)... we'd prefer in-character ;)

Tour #2: Played muds, just new to DL
This tour would run the player through the differences between DL and most muds, such as the way we do combat, practices, item handling, etc... This would be focused entirely on DL with as little generics as possible thrown in.

Tour #3: Guide to different zones
I feel this tour would be one of, if not the most valuable to implement. One of the biggest frustrations for new players (from what I hear) is where to go to level up and get gold. This would lead the player to different areas for different skill levels... the crypt for levels 1 through 5, the fields for levels 6 through 15, the Binkbeyers for levels 16 through 20, etc. This would teach players that you can gather items (Such as the carrots and beans from the fields, and armor/weapons from mobs) and sell them to get money.

That's all I can think of right now... add to this, please!

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 Post subject: Re: Adventurer's Guild - Ideas needed!
PostPosted: Mon Jul 21, 2008 11:50 am 
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"A guide stands here, wearing a fedora, and holding a jar labeled 'tips'" :wink:

I like this idea. It could be useful not only to new players, but even to players with more experience, and who don't completely know where everything is (point self).

Maybe throw in a few non-rp tasks (reward gold/exp) that relate to exploring an area, and utilizing new commands. So, you go out, you explore the area (use search, track, bash, unlock something, etc), but you're also looking for a specific item (prolly a dynamic), which can be sold at x location (armorer, blacksmith,etc). So, a new player gets a chance to explore, combat, find an item, head back to town, and then sell/trade the item, utlimately resulting in additional knowledge, while helping to get a newbie some gold for practicing. A few non-rp tasks would also help a new player figure out and understand rp tasks, and perhaps encourage rp, since after say level 20, there would be no more non-rp tasks, and the player's guide vanishes.

Anywho, that's all I've got in my loopy brain for now!

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 Post subject: Re: Adventurer's Guild - Ideas needed!
PostPosted: Mon Jul 21, 2008 12:49 pm 
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Just thought the style of non-RP tasks is an EXCELLENT idea to motivate new players.
have a player load a simple weapon, require them to sell it, and purchase a slightly better weapon and be rewarded a bit of experience for it. Excellent motivator and a great way to get a player really going. And similar to them getting experience for looting an item for the first time, a solid chunk of experience for using a command for the first time.

I also thought perhaps something like a safe sanctum could be created for players under level 10. A small area that is level restricted that supplies recall scrolls and unlimited maps/directions to areas like the crypt, binkbeyers, whatnot. Also an advanced healing/regen area for players to use until they reach a certain level. killing pigeons and cats and dogs isn't exactly overly gratifying... perhaps even a small leveling zone in the safe sanctum where beasts and mythical creatures meant for low level players.


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 Post subject: Re: Adventurer's Guild - Ideas needed!
PostPosted: Mon Jul 21, 2008 1:26 pm 
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Alysandir/Grumbles/Mort wrote:
perhaps even a small leveling zone in the safe sanctum where beasts and mythical creatures meant for low level players.


Forest of Fear, meet Forest of Fun!

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 Post subject: Re: Adventurer's Guild - Ideas needed!
PostPosted: Mon Jul 21, 2008 9:00 pm 
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Keep the ideas coming! I really do think we need more lower-level areas for players to explore. Most of the new areas seem to focus on avatar-level stuff, which is fine, but it's thrown off the balance of low-to-high level areas. I personally will be building to remedy this, and would greatly appreciate the help of anyone who is interested (whether you have a builder account or not.)

Having non-RP tasks is a great way to get new players introduced to not only RP, but the game in general. I especially like the idea of having them load a certain item, sell it and then buy something better. I like the idea of having a 'safe sanctum' for new players using the guild that would yield recalls, maps, etc. These are all great ideas, and I hope to see many more.

It's stuff like this that gets my butt motivated to write some more code and build stuff :P

Here's a task: Find as many low-level areas as you can in the vicinity of Turien and post directions here. I will incorporate them into not only the guided tours, but for some of the low-level non-RP tasks in the Adventurer's Guild to get players started.

Perhaps after we get the low-level areas around Turien figured out, we can expand to other towns (I consider Dallenport "in the vicinity of Turien") such as around the Outpost and around Rocksport.

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 Post subject: Re: Adventurer's Guild - Ideas needed!
PostPosted: Tue Jul 22, 2008 9:14 am 
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Well, areas I can think of offhand:

Dustlings/Dimernes - from fountain, all west, out of town, and west until the crack. Enter the crack, go south, climb the ledge, and go into the cave, and keep heading south.

Dumagats - from fountain, head to the east gate, out the gate, east until you can't, south, head east until you can head northeast, go north until you can't, enter the lake, head north, ne, enter the path, and then take the east fork, and follow the path until your arrival.

Those two areas are pretty easy to figure out, the dustlings would be the bigger challenge, because it's huge.

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 Post subject: Re: Adventurer's Guild - Ideas needed!
PostPosted: Tue Jul 22, 2008 12:02 pm 
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Hey Ho to the Binkbeyers we go!

4e
10n
go garden
w
nw
n
w
n
e
n
n
nw
go falls
6n
go grove
2w
go ladder
u

And to Draconia:

7n
gates
ne
nw
e
n
n
w
center
gate
4n
5ne
5n
3e
3n
6e
n

just pick off the mithril guard on the right for the key and hop through the two portcullises

And to the crypt!!:

4w
6s
w
cemetery
shadows
3s
d

And to the Novices
4w
gate
w
open gates
gates
4n
open doors
doors
n
nw
landing
(best to start 5 west from here)


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 Post subject: Re: Adventurer's Guild - Ideas needed!
PostPosted: Tue Jul 22, 2008 12:09 pm 
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oo striking thought for a task! The player must acquire a savoured fruit of the binkbeyers from a novice that has a basket of fruits. Unfortunately the novice took a walk in the crypt to pay tribute to a fallen friend and a skeleton nabbed the fruit basket! So get the newbie in the crypt, slaughters ghouls, ghosts, and skeletons until the basket of fruit is found. Return the basket to the novice for a 1000 gold reward :) The novice also rewards you with the favoured binkbeyer fruit. Then you take the fruit to the lady binkbeyer and trade it for binkbeyer boots! (Every newbie gets these boots eventually, they're a newbie must, may as well make it so an avatar doesn't have to get it for them) Voila! three newbie zones explored, a little gold for practicing, and some new dex setting boots. Watcha think?


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 Post subject: Re: Adventurer's Guild - Ideas needed!
PostPosted: Tue Jul 22, 2008 3:32 pm 
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I'm loving this, guys. You rock!

These will DEFINITELY be used in the AG tours/maps.

Also, I didn't mean for it to sound like the existing AG stuff is being scrapped (there's a bunch of stuff for it already), but just that it hasn't been worked on for a bit. All of the hard work that everyone is putting into it is GREATLY appreciated!

Keep 'em comin!

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 Post subject: Re: Adventurer's Guild - Ideas needed!
PostPosted: Mon Dec 01, 2008 12:50 am 
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Definitely liking this. One of the problems I as a "newer" player to DL have faced is scrounging up enough gold to find rent, let alone training.

Also, perhaps have an "NPC" outline roleplaying to them? RP is encouraged, yes/no?

EDIT: I perhaps mean that someone/thing should outline setting a description and background. Just to get the creative juices flowing.


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 Post subject: Re: Adventurer's Guild - Ideas needed!
PostPosted: Fri Dec 19, 2008 12:39 am 
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It is nice to see you guys' all pitching in your earnest efforts.
I really think that when you pull this thing through the little ones will enjoy the in depth play that just usually isn't there for them at the moment.
Likewise, if you realize this system will also be a toy for us elder players to just help ourselves and enjoy leveling up in different formats.

Still though.
I've been to enough other MUD's to realize the essence of the perfect training system isn't just advance macros, tasks, and informational tips lying on the internet.

It's the raw teacher student equivalency that makes the game so much more loveable. When an elder player hooks themselves to a new little one like a true friend and shows them around through their own time and generosity.

Although it is kinda hard to schedule out times when our little ones and us can be together. So that is why it is important each guy/gal has a number of friendly aids waiting to check in on them..

Basically. This is just a reminder to not let this system once implemented be the only guide/tool for our player basin to learn for themselves.

I've watched many a brilliant player come here and teach themselves more than I myself knew at the time being on their own intuition.

But there will always be dummies like me who just settle on the reliance of a good friends imput to the matter.

So pick up a newbie and treat him like your new comorade. Please :)

Please keep building ideas here too. Don't forget to accumlate tasks such as the few water zones north of rocksport, or turien lake itself.
Finding and spotting the rare manta ray of Turien lake for example would be worthy of some sort of prize. :) Challenges challenges. How to surmount them. You guys rock.

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 Post subject: Re: Adventurer's Guild - Ideas needed!
PostPosted: Sun Jan 11, 2009 5:43 pm 
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For some stupid reason I've not yet clicked on this forum. Oh I've got ideas! I'll write more later. I LOVE... LOVE i say, the idea about the binks boots.

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 Post subject: Re: Adventurer's Guild - Ideas needed!
PostPosted: Thu May 12, 2011 4:02 pm 
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Prior to the change to the RP version of DL I was working on an entire zone under the adventurers guild that would contain many task objectives plus an array of potential noobie/leveling gear pieces that would help a young adventurer along their way.

I'd like to continue working on the zone, and if nezmar or aldeis could contact me back perhaps we can get this back into production and finished.

I still have all my notes on the zone, item names, mob names, a large variety of tasks related to the zone, and many of the final descriptions that I was working on.

Syl.


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