Re: Nevrax: To be clear about the people that seem not to like the game.
Posted: Thu May 26, 2005 4:58 pm
Why not make standard actions up through level 20 give multiple options, nearly free heal, long range heal, long range acid, short range acid, attack slashing Quadraped head, make the actions much cheaper SP wise, and introduce the "concept" of there being the possibility of making multiple styles of the same base spell or attack action. 0-20 should be throw-away, It currently is very very important to your progression. You could give a story along with this, an intial rite about progression as a Refugee. A multi step rite that feels "questy" without being a stupid WoW clone. Tells you about your future as an integral part of the population, etc. Introduce at this point that at Lvl 20 in a skill you will need to undertake the training for advanced Refugees.
This could apply to everything, digging, melee, magic, and crafting.
Once you hit 20, then make you have to undertake a "rite" that teaches you about the skill system, be creative, I am not sure how, but a tutorial type thing that you can blow through or take the time to read and come back to. Once you complete this, you then offered to go to the mainland, you can decline, or accept.
Even after passing through this phase, maybe it is possible to learn about a brick from a Sage or somehting. When a new brick is introduced into your skills, it could give you a mission to learn about it, you can do it, or skip it. If you talk to the trainer he could offer the option to learn about your new skills that are available. and maybe it could even include some training with your new skill.
Think about all of the depth, the merchants could offer information about why to choose a mace, and missions that teach you about blunt damage, and how the elders learned of it's abilities... It could even give you hints or send you to talk to others that would tell you about an animal native to a land that is very susceptible or has a high resistance to it.
I want to share the depth of the game in a way that is helpful, not just throw the depth out there and say GOOD LUCK, have FUN.
Just some thoughts...
Noin.
This could apply to everything, digging, melee, magic, and crafting.
Once you hit 20, then make you have to undertake a "rite" that teaches you about the skill system, be creative, I am not sure how, but a tutorial type thing that you can blow through or take the time to read and come back to. Once you complete this, you then offered to go to the mainland, you can decline, or accept.
Even after passing through this phase, maybe it is possible to learn about a brick from a Sage or somehting. When a new brick is introduced into your skills, it could give you a mission to learn about it, you can do it, or skip it. If you talk to the trainer he could offer the option to learn about your new skills that are available. and maybe it could even include some training with your new skill.
Think about all of the depth, the merchants could offer information about why to choose a mace, and missions that teach you about blunt damage, and how the elders learned of it's abilities... It could even give you hints or send you to talk to others that would tell you about an animal native to a land that is very susceptible or has a high resistance to it.
I want to share the depth of the game in a way that is helpful, not just throw the depth out there and say GOOD LUCK, have FUN.
Just some thoughts...
Noin.