Page 1 of 1

A little idea

Posted: Sat Jul 24, 2004 6:08 am
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

Posted: Sat Jul 24, 2004 6:14 am
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...

Posted: Sat Jul 24, 2004 6:14 am
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

Posted: Sat Jul 24, 2004 6:15 am
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 ;)

Posted: Sat Jul 24, 2004 7:47 am
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!

Posted: Sat Jul 24, 2004 12:31 pm
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.

Posted: Sun Jul 25, 2004 8:29 pm
by Kasume
I don't think it matters much on where the character begins.

Posted: Mon Jul 26, 2004 5:39 am
by Willum
I like the idea of them new commers apearing on the dock. I like the idea of the ferryman or sailor too.

Posted: Mon Jul 26, 2004 6:04 am
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 :)

Posted: Mon Jul 26, 2004 7:16 am
by Kincent Nolatri
Kincent Nolatri wrote:A beat up shirt, pants and maybe a handful of gold.
:wink:

Posted: Mon Jul 26, 2004 10:24 am
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.

Posted: Mon Jul 26, 2004 10:28 am
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

Posted: Mon Jul 26, 2004 10:30 am
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
Life isn't easy, is it?

Posted: Mon Jul 26, 2004 10:59 am
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.

Posted: Mon Jul 26, 2004 11:55 am
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

Posted: Mon Jul 26, 2004 12:23 pm
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.

Posted: Mon Jul 26, 2004 2:45 pm
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.

Posted: Mon Jul 26, 2004 4:43 pm
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:

Posted: Mon Jul 26, 2004 4:50 pm
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.

Posted: Mon Jul 26, 2004 5:12 pm
by Gurik Elvenstar
yah that would be a lot better than what we have now ;)

Posted: Mon Jul 26, 2004 5:54 pm
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.

Posted: Mon Jul 26, 2004 6:26 pm
by Gurik Elvenstar
yea i didnt think about that... they would choose a sword weapons over tools