Yvonne_Blacksword
11-07-2007, 09:13 AM
I know, I am not a newbie..
In fact, I would be considered a veteran if I had not waited till the game was in full tilt to join the adventure
and had gotten in on the beta testing like my friends did...oh well.
Here it is.
I have been rolling newbies on other servers and have realized a couple of things. (first, not
having gear and access to 32 point builds is hard...no ...wait!)
New characters spend a lot of time in the harbor, getting familiar with game play, gaining proficiency with spells,
weapon sets etc. and rarely leave the harbor until they are level 2-3. They have no idea what is available to
them in the market and the various houses until they no longer need them.
Potions
Ones needed are often sold in the market and not in the harbor.
Things that are regularly needed require us to pay 20 GP or have completed WW (or the first 2 quests at least)
Lesser restore
remove curse
cure moderate wounds
repair moderate damage
Armor/weapons
There are vendors in house "D" that sell +1 weapons. By the time we would find these they are already obsolete,
we have hopefully found similar items we can use.
Wands
I am in no way suggesting that level 1-2 newbies be required to carry an arsenal of wands. This is not what I
am suggesting. However, it has often been suggested by more experienced players that newbies buy a few wands
to help flesh out their mana.
So this is my silly suggestion.
Upgrade the harbor vendors,
Have them offer a few more items that are usable by level 1-2 available to them without forcing them to leave the harbor.
1.) Move the +1 weapon/armor vendors to the harbor, so affluent newbies (some of us get lucky) can purchase them.
2.) Sell remove curse, restore cure/repair moderate pots at the harbor potion vendor.
3.) Sell newbie friendly wands in the harbor, cure/repair light, sleep,
4.) Move the 1-2 scroll vendor to the harbor.
I just know that there are a few newbies out there frustrated with the mystery of where and how to find the supplies they
might need and many experienced players frustrated that newbies already do not know the advanced mechanics of the game.
5.) Make the Pre harbor quests more tutorial...
Oops! I brought up the last one and did not give a previous reference...
Many of the newbies playing this game have played others. Some haven't. Having some demos on how to do things...other
than the 20 or so helpful hints that pop up before you leave the docks after character creation...(that all experienced
characters turn off in disgust)
Make the newbie quests more useful.
a.) Combat room. Teach them how to make weapon sets. The last iron golem tells you to use tumble and always knocks
you down if you do...why? Why tell a newbie to use something and then punish them if they do?
I know, I am asking for a game breaking change...as all changes are...lol.
b.) Magical combat room. Offer a wand to those without MM, (offensive spells) that has no UMD and drops when you leave.
Let those tank starters that go through the rooms know that when they roll their first arcane they will have a useful place to train
(out of sight of prying eyes...lol) Give everyone the chance to understand the mechanics of combat magic s we won't all be under
the impression that it just happens and works every time.
c.) Stealth room. As it is it is only completable by rogues...Because there are traps to disable...So should it be called
stealth? There are other classes that use stealth but cannot complete this room. If it were less designed to test out the rogue and
more to teach all characters abot how to sneak...(wait till the mob turns its back...like red light green light ...lol) It might help give
players an understanding of the mechanics of sneak...How and when to use... and how easily it is undone by silly tanks charging in.
d.) Healing magic room. Easily completed without healing magic by anyone who can beat down a single skeleton.
Hmmm...Needs work. A least the magical combat room turns you away if you have no offensive spells. This one could be used
(again with a drop on exit 0 UMD wand...) to train newbies on the mechanics of healing. You could also add a NPC party member in
need healing...And maybe an incapped fleshie and an incapped Warforged to train those seldom used skills of repair and
heal...Maybe even give a +1 bonus to the skill on completion. (ooohhhh!!! game breaking...getting a +1 to a skill..I make bad
suggestion)
I know...all of these rooms give just 7 xp (and a bound cure pot). maybe they could give more...or something different than XP.
Nothing huge...Just something to keep us doing them... Something that actually trains the Newbies some useful skills, other than
how to open a chest and grab whatever is inside. If they were given more of a tutorial feel I think that we would have less new
players out there that lack basic survival skills and tactics and more that have some working knowledge of how the game operates.
In fact, I would be considered a veteran if I had not waited till the game was in full tilt to join the adventure
and had gotten in on the beta testing like my friends did...oh well.
Here it is.
I have been rolling newbies on other servers and have realized a couple of things. (first, not
having gear and access to 32 point builds is hard...no ...wait!)
New characters spend a lot of time in the harbor, getting familiar with game play, gaining proficiency with spells,
weapon sets etc. and rarely leave the harbor until they are level 2-3. They have no idea what is available to
them in the market and the various houses until they no longer need them.
Potions
Ones needed are often sold in the market and not in the harbor.
Things that are regularly needed require us to pay 20 GP or have completed WW (or the first 2 quests at least)
Lesser restore
remove curse
cure moderate wounds
repair moderate damage
Armor/weapons
There are vendors in house "D" that sell +1 weapons. By the time we would find these they are already obsolete,
we have hopefully found similar items we can use.
Wands
I am in no way suggesting that level 1-2 newbies be required to carry an arsenal of wands. This is not what I
am suggesting. However, it has often been suggested by more experienced players that newbies buy a few wands
to help flesh out their mana.
So this is my silly suggestion.
Upgrade the harbor vendors,
Have them offer a few more items that are usable by level 1-2 available to them without forcing them to leave the harbor.
1.) Move the +1 weapon/armor vendors to the harbor, so affluent newbies (some of us get lucky) can purchase them.
2.) Sell remove curse, restore cure/repair moderate pots at the harbor potion vendor.
3.) Sell newbie friendly wands in the harbor, cure/repair light, sleep,
4.) Move the 1-2 scroll vendor to the harbor.
I just know that there are a few newbies out there frustrated with the mystery of where and how to find the supplies they
might need and many experienced players frustrated that newbies already do not know the advanced mechanics of the game.
5.) Make the Pre harbor quests more tutorial...
Oops! I brought up the last one and did not give a previous reference...
Many of the newbies playing this game have played others. Some haven't. Having some demos on how to do things...other
than the 20 or so helpful hints that pop up before you leave the docks after character creation...(that all experienced
characters turn off in disgust)
Make the newbie quests more useful.
a.) Combat room. Teach them how to make weapon sets. The last iron golem tells you to use tumble and always knocks
you down if you do...why? Why tell a newbie to use something and then punish them if they do?
I know, I am asking for a game breaking change...as all changes are...lol.
b.) Magical combat room. Offer a wand to those without MM, (offensive spells) that has no UMD and drops when you leave.
Let those tank starters that go through the rooms know that when they roll their first arcane they will have a useful place to train
(out of sight of prying eyes...lol) Give everyone the chance to understand the mechanics of combat magic s we won't all be under
the impression that it just happens and works every time.
c.) Stealth room. As it is it is only completable by rogues...Because there are traps to disable...So should it be called
stealth? There are other classes that use stealth but cannot complete this room. If it were less designed to test out the rogue and
more to teach all characters abot how to sneak...(wait till the mob turns its back...like red light green light ...lol) It might help give
players an understanding of the mechanics of sneak...How and when to use... and how easily it is undone by silly tanks charging in.
d.) Healing magic room. Easily completed without healing magic by anyone who can beat down a single skeleton.
Hmmm...Needs work. A least the magical combat room turns you away if you have no offensive spells. This one could be used
(again with a drop on exit 0 UMD wand...) to train newbies on the mechanics of healing. You could also add a NPC party member in
need healing...And maybe an incapped fleshie and an incapped Warforged to train those seldom used skills of repair and
heal...Maybe even give a +1 bonus to the skill on completion. (ooohhhh!!! game breaking...getting a +1 to a skill..I make bad
suggestion)
I know...all of these rooms give just 7 xp (and a bound cure pot). maybe they could give more...or something different than XP.
Nothing huge...Just something to keep us doing them... Something that actually trains the Newbies some useful skills, other than
how to open a chest and grab whatever is inside. If they were given more of a tutorial feel I think that we would have less new
players out there that lack basic survival skills and tactics and more that have some working knowledge of how the game operates.