A little idea

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Gurik Elvenstar
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A little idea

Post by Gurik Elvenstar »

i had a little idea ;) instead of starting out in town why not make a little dock extended in the water to make it seem they just got off a ship i think it would be more exciting for the player ;) and maybe a graphic of a little wooden boat sitting by the dock
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Kincent Nolatri
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Post by Kincent Nolatri »

You know ive been wanting to suggest this for a while but just never got around to it, I think its a great idea, considering most chars claim they came by ship anyways...
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Post by Domitrio »

it would at least make it easier for us to tell if a character is new, or just reading books at the library
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Gurik Elvenstar
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Post by Gurik Elvenstar »

yes most say they came from there home land on a ship why not save them some trouble and just really make that happen when they begin ;)
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Drogla
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Post by Drogla »

Well..we have a dock, which does lead to an island (hidden transporter)

they could always start there, we would just need a clearer path to town, else teh newbee would be confused adn lost and who knows what!
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Phelix Vierwind
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Post by Phelix Vierwind »

How about a NPC standing at this dock? Some kind of sailor or ferryman who does nothing else but describing the direct way to town. And maybe have some 'sea-rumors' to tell.
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Kasume
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Post by Kasume »

I don't think it matters much on where the character begins.
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Willum
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Post by Willum »

I like the idea of them new commers apearing on the dock. I like the idea of the ferryman or sailor too.
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Nilo
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Post by Nilo »

Hm. Yes, not a bad suggestion.

Also, i think people should start out with different items. Dwarves keep the hammer and shovel, elves maybe an axe and saw, and humans maybe a sword and shield.... somethin' like that. oh and orcs could also have hammeer and shovel. and lizards, a fishing pole and bucket :)
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Kincent Nolatri
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Post by Kincent Nolatri »

Kincent Nolatri wrote:A beat up shirt, pants and maybe a handful of gold.
:wink:
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Aragon
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Post by Aragon »

Nilo wrote:Also, i think people should start out with different items.
I agree, that the starting tools should be changed, so that you can start with different jobs. But the better idea is to give the person a starting amount of money, so that he can buy himself, what he needs for his job.
By the way, the change of the starting tools is allready planned.
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Post by martin »

The problem with money could be that one does not exactly know what to buy and spends it for something that is never needed.

Martin
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Aragon
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Post by Aragon »

martin wrote:The problem with money could be that one does not exactly know what to buy and spends it for something that is never needed.

Martin
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Moskher Heszche
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Post by Moskher Heszche »

Yes, but I think the problem that Martin foresees is that if a new player spends all his starting money on useless things, it's just as bad as that starting player having tools that are useless to his character. Then we end up right where we started.

Possibley you could pick certain tools based on race, but also a few extra gold in case he/she chooses another profession.

I think 15 gold would be fair. A new character could buy roughly a single tool for that. In that case, if a character wanted to be a carpenter, for example, he could buy an axe to cut down trees and then sell his wood. He could use the money from that sale to buy a saw. There we have a solution.
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Post by martin »

Aragon wrote:Life isn't easy, is it?
Indeed.

But I think we do not have the potential to make people leave the game, we just don't have enough of them.

Martin
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Cassandra Fjurin
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Post by Cassandra Fjurin »

proposal:

We can made a small starting area, a harbor or something like that. The players couldn't leave the are until they have choosen a vocation. This could be done over a NPC who stands at the harbor. If you use this npc he says.

Choose your vocation

You see in the menu (like that from sam) different symbols.

a hammer
an axe
a scythe
a sicle
a glasblowpipe
a sword

(plaese make sugestions)

if you now chose one of that things, the following happens:

choose the hammer: the player gets 3 shovels, a hammer a litte bit of mining skill and a little bit of smithing skill.
choose the axe: the player gets 3 axes one saw a little bit of lumberjacking skill and a little bit of carpentery skill.
choose the scyte: the player gets 2 scythes 2 flails 20 grain and some peasantry skill
choose the sicle: the player gets 3 sicles and some herb lore skill
choose the glassblowpipe: the player gets 1 glassblowpipe, a shovel and an axe and some glassblowing skill
choose the sword: the player gets a sword, a light leather armor a light metal shield. some minor fighting skills.
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Caranthir the great
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Post by Caranthir the great »

choose the hammer: the player gets 3 shovels, a hammer a litte bit of mining skill and a little bit of smithing skill.
choose the axe: the player gets 3 axes one saw a little bit of lumberjacking skill and a little bit of carpentery skill.
I suggest, that they would only Mining and Lumberjacking at first, as the other two can be different professions. Furtherly, I propose two more kits:

Archer: Bow, some Arrows (+Huntingarmor?) and some distance weapons skill. Perhaps a new, weaker bow (shortbow?) could be made for this purpose only.

Tailor: Two needles, Two scissors, some thread and wool. Skill to Tailoring.
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Nilo
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Post by Nilo »

Ah, but theres a problem.

You'll have to code it to where he cant click on it more than once, or he'd get everything.

And if he messes up the first time, then he cant go back and fix it.

So, bascially, stupid people will never get this game. :wink:
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Cassandra Fjurin
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Post by Cassandra Fjurin »

Nilo wrote:Ah, but theres a problem.

And if he messes up the first time, then he cant go back and fix it.

So, bascially, stupid people will never get this game. :wink:
thats true but its a better way than we have now.
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Gurik Elvenstar
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Post by Gurik Elvenstar »

yah that would be a lot better than what we have now ;)
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Bloodhearte
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Post by Bloodhearte »

I say, that minimal skill for a chance of not losing all of your tools is given after you select that vocation Cassandra. Good idea you have there though.

But in my opinion, combat (the "sword" icon) shouldn't be an option. Fighting isn't something you can make a profit on, unless you're a skilled mercenary or assassin.

Not to mention, I just know that about 80-90% of the newbies will choose the sword icon.
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Gurik Elvenstar
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Post by Gurik Elvenstar »

yea i didnt think about that... they would choose a sword weapons over tools
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