There have been a bunch of new players lately, and I must say anyone that asks gets pointed in the same direction for starter packs:
There is no need to add this confusion, and potential penalty at your first experience with the game.basicart wrote:go 1 magic 1 craft 1 harvest for steady lvling up no need to pick melee since ya can do this anyway, doing it this way will save ya bout 80 sp i think
Since you have said you are looking to make the start more inviting to new players, I think my suggestion below would have some merit.
Forget the starter packs. Give everyone the basic abilities to Fight(dagger & accurate attack), Magic(Amps and Acid spell), Craft(Choice of crafting tool and plan), and Harvest(Pick, Extract, and Prospect). You tout a classless system make that evident immediately.
I think the one thing you could do after making the above change to provide the basics in each of these is to give the choice of 2 Add-ons. (There are several ways to implement this. You could give 40 generic Skill points and let them choose immediately from a short list of specific skills, and then do the same for weapons/etc.)
This could all be tied in with background information to explain the skill and stanza system as well as these basic skills so someone can choose without feeling lost.
Say you have 15 or so other items to choose from and you can choose 2 of them.
Some ideas.
* A 1-hand sword
* A second dagger
* The increase Damage skill
* A better Amp
* The Fear Spell
* A HP Heal Spell
* Another crafting plan
* More generic Raw material
* Choice of a Bonus (HP bonus, Sap Bonus, Focus Bonus, Stam Bonus) for your crafted items.
* The 5m prospect skill
* The upto Fine or Fine only prospect brick
...
Just my thoughts on making the start more fun. I am looking forward to everyone else's feedback.
Noin.