I have said it before, so I am aware I am repeating myself. When I was new here we chose religion post creation. I believe this to be both one of the primary reasons that I stayed, as well as an entirely newbie friendly aspect of the game. As a new player I did not know Virigoth from Moleran, having a few ranks to look around and interact with those that followed these (new to me) immortals gave me time to make an informed decision on the direction my RP should go. JMO
Ideas for a newbie friendly game...
Was that in beta??? I don't recall that ever being the case, and I have been here since then... Of course I am old and forgetful too...
That was in official 1.0, actually.
Thanks for confirming my infirmery...
I am not sure who is in charge of the WIKI, but the races section has exactly what the help race should be during character creation... The current help files could be part of the race history section as well for people who want a deeper understanding of them... I do notice warrior is missing there from the werebeast as well, but they do have the cleric option under storm giant which is missing from your table... Awesome work...
Just bumping this as I made a new character and that is the only time that I notice it... I read the entire wall of text, and interesting as it was, it said nothing about what class the race could play, and when I typed in the HELP RACE2, it just went back to the selection screen... Am I the only one that thinks this is a stonewall to newer players???
Yes, we did mention this a few times...
I'd second and third these suggestions.
A quick pro/con glance on racial pages is much more consumable when your new and ready to start to playing instead of reading for hours.
Having people choose a religion at 10th, while irrelevant for most players, helps to keep the game feeling interactive in a mild way at low levels when a new player might need an extra something to keep their interest or give them an attainable goal.
Also, a note on the racial pages for Ogre and Feral warning that they're more suited to "advanced" play might not go amiss either.
Newbie weapons in stores.
Non magical L15 average 16 damage, in Rheydin.
If they wish magic damage, they must search.
But this ensures that they don't end up running around with those L1 weapons that are only useful in the arena.
Perhaps add a bit hit roll. +2 cause their hit roll sucks.
L15 ensures that only L15 or above can buy them.
And by then most vets are running around in fiery daggers and flaming sceptres, or magic 2h spears.
Also perhaps raise hitrol of L1 weapons. Trying to hit a rat at L7 takes ages...
Frankly, I think no vet "plays" the game Pre 30. If at all now before they hit 50. I know that I do not, and most 30 PK's are qrace apps.
So we would gain a lot by being extremely newbie friendly, and hand holding pre 30.
The issues with race helpfiles during character creation - and in fact character creation in general - is being addressed. Thank you for your suggestions.
Thanks, I look forward to the results...
Dirt kick tone/fix.
In line with my last idea. Handholding for for non vets.
I would like to propose a removal of low level penalties on dirt kick vs mobs.
Just add a NPC check. Z will understand.
It makes little sense now to penalize this, since at that time 75% dirt kick already has a reasonable failure chance.
And we all know that inside the tombs it's harder to dirt kick. Add the low level penalty on top and we are grinding.
Lets reduce grinding to the minimun.
Mercs expantion.
Another idea.
Often I find myself hunting alone.
While I am a vet, i use my knowledge to get good charmies.
A stone golem and a alsatian, tiger/lion/gorila gharnizon/soldier.
But newbies have little knowledge and are stuck with fire giants and elfs.
We could have mercenaries in full sense.
Defender like elves with very high AC (aka stone golem).
Punny damage but almost unkillable. This is where rescue skill takes place.
Damage dealers like Ogres/cristal golems that have 2-3 attacks and can reach caps damage, but that are made of glass. Like 100 Hp. This way they cant be used in PK.
Utilitarians, like the soldier. Mercs that use skills like dirt kick, blindness, nerve, faerie fire, weaken, curse.
Skills that lower AC and hitroll so that the mob is easyer to deal with.
We could have a book/scroll in the mercenary shop (like in the newbie arena book-note) that teaches merc tatics.
Remenber, info is of upmost impostance. non coded soluctions have zero impact if newbies are not aware of them.
and we could use this to increase RP by having mercs have names like Mulao. And go around saiing silly thing in combat, like Knights OP mob. This improves ranking athmosphere by a lot.
Newbie Arena redesign.
Perhaps a new improved arena would be interesting.
With expantion/updates of the lectures.
Players could pitch in by writing books to figure in the arena, each on a diferent subject of newbie aids.
I really like the idea of better (or at least easier access to the better) merc-style mobs being available for purchase.
I like Mya's idea about better mercenaries.
Out of all the mercs available at the moment the ones really worthy are not that much.
A quick idea of what I had in mind.
Faramon - elven mage merc L31
AC ~100 phisic ~250 vs magic
HP ~200
Hitroll ~ 25
Damage: Faramon's magic decimates a ooze.
1 attack
Skills: None
Spell:
Blindness 1/5
Faerie Fire 1/10
Icicle 1/3
Weaken 1/10
SPECIAL:
At HP < 100 cast Icestorm and say line.
At HP < 50 say line and vanishes.
Sayings:
Haaa! Your Doom is at hand!!!
Few can match the raw power of Arcana. (1/20 when enemy dies)
Think you can take ME! (casts icestorm)
I'm not paid to die. (vanishes)
Feel the cold hand of death. (1/20 on icicle cast)
Affected:
Spell level +2
Aff lvl +1
Mal lvl + 1
Or just set his casting level to 34.
This is a support mage, designed for centaurs camp. Hence the ice spells. Low regular AC/HP so that he gets almost 1 rounded by PC's, in this case fire giant warriors.
(1/20) means or once every 20 rounds or once every 20 ocorrences.