Shattered Kingdoms

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PostPosted: Mon Mar 19, 2007 12:54 pm 
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Please explain to me why a network of quests that make you go to different countries as a newbie will help them learn? Do you know how many aggro NPCs their are in the wilderness? If you where to create a char in Exile and try to walk to the Empire. Do you know how many times that you would die? So having a newbie explore the world is -not- the way to teach them Sk.


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PostPosted: Mon Mar 19, 2007 12:55 pm 
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Nath wrote:
I think it would be great if there were more quests which were longer than "Go there, get this, give it to me. Have some XP." I want to see taskmasters who have all sorts of quests for characters of varying levels. I would like to see quests which run all across the realms. There are a few of these already, but I believe that if there were more quests which inspired more exploration, it would lead players to learn more on their own and there would be less of a gap between the elite and the uninitiated. Once players are led towards these relatively unused places (Khardyl Village? The ruined halfling village in the wastes? Dashre? Skybolt?) they can then become engrossed by the quests there, which then lead them on into bigger and better things. And I don't just mean simple quests. I think they should include some history as well. Some slightly guided research. Go here, you might find a hint as to where to find this item/place/person.


Do you mean meta-quests like the Pilgrimage? Or something more guided?


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PostPosted: Mon Mar 19, 2007 1:02 pm 
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SK Character: That'd be telling
I think the flower collecting one is a better example than the pilgrimage because, it takes you to [new] places that are also good for training. Of course, this is only for higher levels but, something similar lower levels would be great.

An example of this would be that when I started in Krychire I had no idea where to go after the newbie area and ended up back in exile and for training, despite the fact I have explored the NW far and wide with my main character. I just didn't know what was suitable for me.


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PostPosted: Mon Mar 19, 2007 2:47 pm 
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werttrew wrote:
Nath wrote:
-bleep-


Do you mean meta-quests like the Pilgrimage? Or something more guided?


Both. More guided quests for lower level things, with base rewards that are handy to a new character (such as maps, monetary rewards, gear), and meta-quests like the Pilgrimage for higher levels.

For example, let's say there's an NPC named Throm who needs a report delivered, and a reply. A low level PC approaches Throm and accepts the quest. Throm doesn't know where the recipient, Vuil, is, but another NPC, Miawen, might. Throm tells the PC that you can find Miawen in the library at such and such a place. NPC goes there and Miawen directs the NPC to Vuil's current location, the stables. Once the report is delivered to Vuil, Vuil asks the PC to carry his reply back to Throm. This would open up the next quest, after seeing Vuil's report, maybe Throm has another task for the PC who has proven to be reliable?

This entire quest might take place in one area, and it would do the following:

Acquaint a new player with the area and demonstrate the location of the library, various NPCs, and the stables. The reward might be a map and some random piece of gear.

Some quests, as mentioned, would be there to simply open up new leveling expriences for players. A quest in Menegroth, for example, might direct you to the Salvarian caves to acquire a sample of the ore for review. The Salvarian caves just happen to be a great place to level. Not only have you completed a quest, but your character's knowledge of the game has increased, and it also adds to the history and culture of the Empire.

A higher-level quest however would involve various NPCs spread out over various areas, perhaps even differing kingdoms and locales, like the quest in Craeftillin with the message for the forsaken general in <sekret place>, except much longer.

If a quest is long enough, perhaps mini-rewards can be given out during the course of its completion as minor achievements are made.

Edit: The idea, essentially, is to try and drive players to explore new places and experience these things which are normally only done by the "elite"


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PostPosted: Mon Mar 19, 2007 3:11 pm 
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SK Character: That'd be telling
Nath has come up with a stonking good plan but, it has to be about more than experience points, otherwise the 'elite players' will only find a way of levelling quicker, while the newbies still struggle along. Experience has to be a part of it but, not the defining factor of the quest.


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PostPosted: Mon Mar 19, 2007 3:22 pm 
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wortsenawl wrote:
Nath has come up with a stonking good plan but, it has to be about more than experience points, otherwise the 'elite players' will only find a way of levelling quicker, while the newbies still struggle along. Experience has to be a part of it but, not the defining factor of the quest.


It isn't just XP. In fact, I'd like to see some of the quests not have any XP rewards at all. It is gear, suitable for novice players who need a helping hand, and items, such as maps, and intangible knowledge of the game, the culture, and its history.


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PostPosted: Mon Mar 19, 2007 3:37 pm 
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Nath wrote:
wortsenawl wrote:
Nath has come up with a stonking good plan but, it has to be about more than experience points, otherwise the 'elite players' will only find a way of levelling quicker, while the newbies still struggle along. Experience has to be a part of it but, not the defining factor of the quest.


It isn't just XP. In fact, I'd like to see some of the quests not have any XP rewards at all. It is gear, suitable for novice players who need a helping hand, and items, such as maps, and intangible knowledge of the game, the culture, and its history.


I love this idea.


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PostPosted: Mon Mar 19, 2007 3:39 pm 
If you -really- want to close the gap, remove levelling all together and have everyone start with level 50 chars, maxxed stats, full art, and everytime they type outfit, they get a full suit of fully enchanted energy.

There. You have it, complete communism.

Otherwise, enjoy the fact that people can and will play the game 'better' than others.


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PostPosted: Mon Mar 19, 2007 3:54 pm 
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Grakus wrote:
If you -really- want to close the gap, remove levelling all together and have everyone start with level 50 chars, maxxed stats, full art, and everytime they type outfit, they get a full suit of fully enchanted energy.

There. You have it, complete communism.

Otherwise, enjoy the fact that people can and will play the game 'better' than others.


This isn't about "closing the gap" so much as it is about helping players learn the game, and it certainly isn't about gear. This is an effort to enable players, NEW players, to easily enter and adapt to SK, and provide them as well as existing ones with the tools and the ability to learn and *enjoy* the game, rather than simply play it out of habit.


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PostPosted: Mon Mar 19, 2007 5:25 pm 
This mud also offers -way more- than most other non-pay-to-play muds. Hands down it has the best 'appearance' out of most muds, a great combat system that is complex, and a superior sense of RPG that just lacks...so, yeah, newbies will be intimidated.

I suggested to Dulrik a while ago that he should have an imm that does nothing but PR/newbie issues in the game. I also inquired to him about a friend referral system.

So these things -are- being thought of. However, I am never for 'closing gaps'.


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