Laremere wrote:Reduce and or spread out impact of new players ... Would be nice if the system spread out players so that they would reach a more uniform population density
The obvious solution to this problem is to physically spread out the players. Unfortunetly all this would do is make it harder for players to find each other (unless camp fires can be made into markers by making them produce more smoke) and also spread the devastation across the map. Players will still need materials, and even though it's not being taken from one area, it's still going to be sucked out of the map.
I think a better solution is to do 4 things:
0. Alter the spawn-room so that it is more like a hallway then a room. Force the player to walk towards the ladder and meet the critical NPCs along the way; this way a player won't feel "lost" when they're confronted by the area (because there's only one obvious direction to move along) [Edit - this isn't really necessary, but it would definitely help along #1.]
1. Give the player more things when they create their FIRST character on an account. Some starting LP or skills that are directly enabled by an NPC similar to the name-giving NPC. Also, instead of having just one starting inventory type, tie-in the skill giving NPCs to give the player useful starting items, and a wicker basket that can fit in whatever resources the player can stuff into it from a variety of "theme" item chests in front of the related skill NPCs. This way when the player spawns they feel useful, knowledgable after using the interface, and can become immediately productive. [Edit - The wicker basket and optional item chests are the "first character on the account" things that get removed after that first character is made.]
2. The first character that's created on an account is spawned in a frozen state between the spawn hallway and the RoB, so they're literally in limbo, while the player is treated to a interactive slide-show movie as "Hurf the Hearthling" the moral of which is that resources can and do get used up (regardless of which choice the player makes from "oh no, there are no more apple trees!" to "oh no, you have no more silk moths!") and that they should carefully consider all their potentially perminate actions. [Edit - again, second and onwards characters on the account don't need to see this slide show. It's only for the first character.]
3. Alter the RoB to have each arch perminately tied to a specific critical skill or action, and in special cases, instance that action for every player who uses the arch (so players don't interfere with each other) Optionally, the amount of actions the player can perform at the arch depend on the levels of belief the character has (100% industry can't use the nature-oriented arches, except the "critical actions" like tree planting) [edit - The original idea was massively overpowered, because it wasn't location restrained enough. So, REDO:]
Example: The Herbalist Arch - The RoB detects in a circle around it the number and types of trees. The herbalist arch generates replacement tree pots of the tree that's cut down. These tree pots can be planted by anyone at any time, and give experience based on how many (or few) trees there are in the RoB area and how much experience the player has; if the player has too much experience, they get nothing but the tree they plant.
Example: The Arch of Sustenence - This arch acts as a QL10 Grind stone, QL10 Water well, and generates 1 food item every real-life day that depends on your Barbarism/Civilization belief, with the food item being str/con based for barbarism, or int/cha based for civilization; 50/50 str/con at 100% barbarism - 25/25/25/25 str/con/int/cha at the middle position - or 50/50 int/cha at 100% civ. All foods should (read: MUST) give the same amount of FEP of each stat and hunger reduction to be ballanced.
Handle the [scent] (typo?) summoning of players with no hearth fire or village
All the pvp crap needs to be torn out and replaced (less autocombat, more interactive imo) but maybe as a place-holder, if the player has a scent of a non-hearth non-village player, "summoning" the player would simply make that player appear as asleep on the ground where they logged out, and then produce a 'ping' similar to when the player is looking for wells with the dowsing rod. Thus the player that summoned the offender can hunt them, or wait for a wandering wild animal to kill them.
Characters should be able to easily join their friends who invited them to play the game, instead of spawning a several hour journeys worth away
Travel system could be used for this, by having the player that's doing the inviting typing in the character name of the character they're friend-inviting and a password. The friend receives the password by in-real-life means, types it into a special travel window, and if the password succeeds and the character name matches, the character travels to their friend. The character name check exists so that even if a non-friend knows the password, they still can't use it.
Last edited by Machenoid on Wed Oct 28, 2009 11:05 pm, edited 1 time in total.
The Dwarf is making a plaintive gesture. He doesn't really care about anything any more.