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This may be somewhat off topic, but… for the remort races, how DEFINED are they? I mean, I know many of the remort races have virtually no distinction from their lesser forms. Vampires and Fiends are pretty much identical except for their name. Minotaurs vs Hell Barons. Humans vs Avatars.
Before these racial sections get developed, we ought to know what the races are and how they function, etc. What things would need to be placed into the areas to explain "aspect A" or "racial affect B".
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I don't see why remorts would need their own area, for racial distinctions. It wouldn't be hard to put in something about first mort and second mort in the same area, to condense space.
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So currently I have pollution on board, and hoping to get some other people to help me build. I think we will need a team of about 4, this is including me so I need two more people. If anyone's interested please send me a note either on here or on the game, or jus talk to me.
I think we'll need at least Lv151's for this, unless the new people __really__ know the scripting system well.
Anymore volunteers? 8)
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I'd volunteer, but I've got my hands full with three areas on my plate right now. 8)
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I like the idea in seperating the newbie area by race, but I wouldn't seperate mort/remort. It would be fairly easy to make things distinctful in each area. I'm guessing there is already an if check in the scripting code to distinct between remort/nonremort.
if $n remort
say Welcome back, $N.
else
say Welcome, newcomer.
endif
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I would be interested in helping with this project.
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__I would also be interested in working on this.
As far as mort/remort starting areas go, I do think they should be seperate. Remorts hardly have anything that is just theirs apart from a new set of skills/spells and a few pieces of equipment. The remort "starting" area should, in my mind, encompass tests of sorts. Encourage players to use skills/knowledge, they should have gained while playing as a mort, to move forward. More mental puzzles and tests of knowledge, perhaps different areas for alignments (at the very least). Not just a continuation of the grinding that got them to remort in the first place, and a reminder of what they get to continue for the next 120 levels.__
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I think with tokens coming into the game soon we will be pretty ready to begin work on this. I would like to do this ASAP since the newbie area is quite well the most important area in the game, at least for as getting new players is concerned. I'm going to hit up everyone that said they would be willing to work on it, and call a meeting to figure out the game plan.
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I think for the newbie area, it should be planned out first. Lets get together what format we want to use, and how we want to complete it. Lets figure out what kind of puzzles we want, a good way to do them (should be more open and flexible with tokens now)
I just think with the dire importance of this area, we should get a rocksolid plan BEFORE jumping into it.
As far as format, what I'd like to see is; A small area for each race (mort) where they can get thier starting eq (could even be tailored to resemble items for the area-type the race is from), learn basic game functions, and their own racial skills/abilities/strengths/weaknesses. Then from there, perhaps a small race related puzzle. Then they get placed in a common area where they learn more about groups/following with other players, questing, puzzles, etc.
For remorts, I'm not sure. I'm open to that.
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A suggestion I would like to make would be figure out the favored weapon type for each class from each race. For example, A human warrior prefers sword, cleric prefers mace, mage prefers quarterstaff (not two handed if possible, but rather a one handed staff), and thief prefers dagger. A minotaur warrior prefers axe, cleric prefers dire flail (flail class, but two handed), mage prefers battlestaff (quarterstaff class weapon, two handed), and thief prefers shortsword (sword class, but piercing much like the slender shortsword from reza where you can use it to backstab due to it being piercing). A titan warrior prefers sword (two-handed), cleric maul (two handed), thief shortsword (piercing sword class), and mage battlestaff (two handed quarterstaff). Elf warrior prefers sword (although they naturally have bow ability as well), cleric prefers mace, mage prefers quarterstaff, and thief prefers dagger. Etc etc.. I could come up with more if you'd like, but it was just an idea I might as well throw out there. Right now having everyone default to sword leaves little for the imagination (since sword starts out at 40%).
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~~@Kraphin:~~
> A suggestion I would like to make would be figure out the favored weapon type for each class from each race. For example, A human warrior prefers sword, cleric prefers mace, mage prefers quarterstaff (not two handed if possible, but rather a one handed staff), and thief prefers dagger. A minotaur warrior prefers axe, cleric prefers dire flail (flail class, but two handed), mage prefers battlestaff (quarterstaff class weapon, two handed), and thief prefers shortsword (sword class, but piercing much like the slender shortsword from reza where you can use it to backstab due to it being piercing). A titan warrior prefers sword (two-handed), cleric maul (two handed), thief shortsword (piercing sword class), and mage battlestaff (two handed quarterstaff). Elf warrior prefers sword (although they naturally have bow ability as well), cleric prefers mace, mage prefers quarterstaff, and thief prefers dagger. Etc etc.. I could come up with more if you'd like, but it was just an idea I might as well throw out there. Right now having everyone default to sword leaves little for the imagination (since sword starts out at 40%).
I'd have to agree with this a bit.
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~~@Hrithma:~~
> I think for the newbie area, it should be planned out first. Lets get together what format we want to use, and how we want to complete it. Lets figure out what kind of puzzles we want, a good way to do them (should be more open and flexible with tokens now)
>
> I just think with the dire importance of this area, we should get a rocksolid plan BEFORE jumping into it.
>
> As far as format, what I'd like to see is; A small area for each race (mort) where they can get thier starting eq (could even be tailored to resemble items for the area-type the race is from), learn basic game functions, and their own racial skills/abilities/strengths/weaknesses. Then from there, perhaps a small race related puzzle. Then they get placed in a common area where they learn more about groups/following with other players, questing, puzzles, etc.
>
> For remorts, I'm not sure. I'm open to that.
If you do this, it would be a good start to include the story element into teh game, give them a reason to leave their homeland and explore the whole new continent for the newbies and then some sort of devine intervention for the remorts
If the remorts are given a whole new identity and form blessed by their gods could their be a a place where this idenity developes and forms, an area of which they work through to prove their worth as such. The final test before they evolve into their new selves?
This would allow for new challanges and quests the like, a more advance form of the initial one for the previous new counterpart starts. More in depht and a mixture of something beyond slash and bash , it could also with the new token system allow them to earn a basic start reputation as well amongst their kind. Just a off teh wall idea, :P
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I don't like the idea of creating a separate area for each race to start in. I would prefer one common newbie area with multiple race exclusive puzzles/challenges/etc. This would allow for a diverse and engaging newbie experience without fragmenting it too badly or creating expansive race specific areas that players graduate from in a matter of minutes or hours. If somehow we draw a steady flow of new players in the future, it is better to immediately instill a sense of community by putting them in positions where they can help each other and interact directly. Remorts on the other hand should have an entirely separate "newbie" area, clearly these players don't need to be taught how to get food from a sack or to equip their weapon. Challenges and obstacles in their area should match their expected knowledge level.
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~~@Pollution:~~
> I don't like the idea of creating a separate area for each race to start in. I would prefer one common newbie area with multiple race exclusive puzzles/challenges/etc.
All I meant by seperate per race, were the the initial first couple of rooms. LIke i think currently we have 12 rooms before you get dumped into the dungeon area. I meant simply the first rooms, learn the game commands, get initial eq, learn your race specific strengths/weakness/skills in a small 10-12 room area that helps instill a bit of theme toward what race you choose. Then once they have gone through that, they would be dumped into a common area. That was what I was thinking.
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I definitely support the idea of having at least a few rooms that are race-specific. This could add a bit of story background as well, as a "why are we here, and what makes us different than the rest of the races?" sort of thing. As it stands now, races are basically just used to determine stats and vulnerabilities/resistances, and don't have much of an explanation or anything behind them. This isn't totally necessary, but it would be nice if we could just have a bit of an introduction to the significance of this race in the world of Sentience, just to get people to identify more with what they've made their character to be. Additionally, it would help for new players to learn the innate racial skills they may possess, rather than having to read a helpfile just to figure out what their racial choice is capable of doing. I mean, if we have rooms that teach people how to talk and read their spells lists, we should probably have rooms that teach people how to use their own race's abilities and explain their weaknesses.
An entirely different area for each race would be a neat touch, but it would also be rather time consuming to create. I would say to stick with the idea of a few racial rooms for now, just so that we have the area complete and out there, and then if people are still interested in the future, work on it while an entirely functional newbie area is still in place. I like racial/align/etc specific additions to the game, since it adds a bit more significance to the choices each person makes in character creation, but something like that probably shouldn't delay the release of a good, solid newbie area.
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My suggestion towards the different weapon choices based on race and class was not something that would hinder the newbie area being built. That is something that would need to be coded in. I as well do like the idea of having 10-15 rooms or so dedicated to each individual race in order to teach them a little bit about themselves, their strengths, and their weaknesses.
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Kraphin, I certainly agree with you on having some additional unique race/class equipment. It would be a nice little touch, and I can't imagine it would be that difficult or time consuming to do. It would be a great addition to the newbie area, giving a bit more variety than the standard little sword or dagger that everyone carries around.