Re: Welcome Boards
Posted: Tue May 03, 2005 6:40 am
On the starter isle thing:
* take the trainers out of the buildings, they are not verry accessable.
* don't let people choose starter packs, give them everything form the start. (spending 50 skillpoints on another tree can be a tough one when you are level 10 and want to do something else and chose all melee) this can help show the whole ryzom experiance and show you need to train a skill to be good at it, any skill.
* put small bosses that drop good crafting mats in the starter isle that can be killed with 2/3 people to make it a bit more exciting then killing kipee's and shows some variation. eg a slightly bigger clopper/yber/kipee in a group of mobs
* Lower the prices of the materials in the shops so people can craft more easy, maybe even bring back the generic mats ?
* make the missions a bit clearer and interesting to do, maybe a starter rite for every skill branch with a nice reward in fame/dappers/items/skills ?
* create a help channel that all the players in the newbie isles can acces.
thoughts
Merging the islands is a good idea but it will split people up later if they have to go to the main lands or it will drive chars to one 'best' land of you can choose.
A solution might be a karavan and kami starting island, preparing the refugees for karavan or kami life and give a bit more back ground. after the initial training has been done a representative of the karavan (starting race?) will offer to tp the player to their homeland.
another idea: have a level req to leave the starting isle, say level 10 in a branch, or to have aquired a certain amount of dappers to leave. Combine this with the option to have higher players acces the starting lands to help thier friends and not let level 1 newbies out in the big world without any training whatsoever. If the help channel is linked to the starter isles players can acces it there and help out new people with advice and items. If needed put restrictions on actions of higher players in the starter islands
* take the trainers out of the buildings, they are not verry accessable.
* don't let people choose starter packs, give them everything form the start. (spending 50 skillpoints on another tree can be a tough one when you are level 10 and want to do something else and chose all melee) this can help show the whole ryzom experiance and show you need to train a skill to be good at it, any skill.
* put small bosses that drop good crafting mats in the starter isle that can be killed with 2/3 people to make it a bit more exciting then killing kipee's and shows some variation. eg a slightly bigger clopper/yber/kipee in a group of mobs
* Lower the prices of the materials in the shops so people can craft more easy, maybe even bring back the generic mats ?
* make the missions a bit clearer and interesting to do, maybe a starter rite for every skill branch with a nice reward in fame/dappers/items/skills ?
* create a help channel that all the players in the newbie isles can acces.
thoughts
Merging the islands is a good idea but it will split people up later if they have to go to the main lands or it will drive chars to one 'best' land of you can choose.
A solution might be a karavan and kami starting island, preparing the refugees for karavan or kami life and give a bit more back ground. after the initial training has been done a representative of the karavan (starting race?) will offer to tp the player to their homeland.
another idea: have a level req to leave the starting isle, say level 10 in a branch, or to have aquired a certain amount of dappers to leave. Combine this with the option to have higher players acces the starting lands to help thier friends and not let level 1 newbies out in the big world without any training whatsoever. If the help channel is linked to the starter isles players can acces it there and help out new people with advice and items. If needed put restrictions on actions of higher players in the starter islands