Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Calypso

Pages: 1 ... 5 6 [7] 8 9
91
Suggestions & Ideas / Re: Skyrim
« on: December 16, 2011, 08:33:14 am »
I was reading about Skyrim's skill tree and had similar thoughts at the time. I would love to see 4D do something like that. This is a great post, Viri and Jaros. Thanks for taking the time to write down all the specific ideas you had about it. I hope we get the chance to see it come to something.

92
Suggestions & Ideas / Re: Trainers
« on: December 16, 2011, 08:31:27 am »
I think this is a great idea. Good thinking!

93
Suggestions & Ideas / Timed Missions
« on: December 16, 2011, 08:24:44 am »
We could have one central NPC such as the Time Guardian or Mrs. Smith be in charge of timed missions (or this job can be given to all the shopkeepers throughout the Realms). The player would go to the mission leader and type Mission Request or say something like How can I help you? or whatever. (I prefer a key word like Mission so that a list of MISSION commands can be made. I will go into that in a bit.)

The mission leader then tells you about some baddie some place who has killed their dog or stole their favorite teddybear or whatever. The mission leader tells you the name of the NPC and the area and zone name the NPC can be found. The player would only be given a certain amount of time, such as 15-30 minutes depending on the mission.

To check how much time you have left, you could type Mission Time and you would get a message telling you what time you have left.

To get the info on your current mission, type Mission Info. You would then get the NPC name and area/zone, with any brief relevant info.
[Mrs. Smith tells you, 'You are looking for the CITY GUARD near the LONDON DOCKS located in VICTORIAN ENGLAND. Please hurry! You have 12 minutes left.']

To get directions to the area the baddie is located, type Mission Location. You would get a message telling you how to get to the area (not the exact room) that the baddie is located. Perhaps this will be a command available only to Newbies?
[Mrs. Smith tells you, 'To get to VICTORIAN ENGLAND from the Time Guardian, you will need to say FUTURE, go w 4n e n e. From there, find the entrance to VICTORIAN ENGLAND. Good luck!']

You go kill the baddie then type Mission Complete. Going back to the mission leader doesn't have to be necessary (unless, for coding reasons, the gold has to transfer from mob to mob/player.) If that was the right baddie within the right amount of time, you get some exp and some gold. If that wasn't the right baddie, you would get a message saying so. If you failed to complete the mission within the allotted time, you lose nothing but you have to wait a certain amount of time before going on a new mission.

The idea behind it is to encourage players to explore, and reward them for it. This is a great tool to get newbie out there, having fun, learning new things about 4D.


94
Suggestions & Ideas / Re: ....
« on: December 05, 2011, 12:09:11 pm »
I see what you mean, I think. You are talking about adding a new aspect to the game. Can get broken bone which would weaken the fighter, but can be mended with the mend skill. Would this be a lower level skill? Would the amount of strength the mending brought back depend upon Tier/Level of the mender? Or would it more like how T.H. White puts it, "Done and Not Done"; No in between?


I still like the idea of having a non-magic equivalent to the cure light spell. If we were to use Jason's idea of mending broken bones, then this non-magic cure light skill would have to have a different name. (i.e. repair, patch) The use of bandages may be superfluous though. Not sure. What do other people think?

95
Suggestions & Ideas / Re: A newbs life in school, quest academy and after.
« on: December 05, 2011, 11:59:53 am »
Perhaps there could be a bulletin board put up in the newbie section so the Helpers and Imms could post helpful things to the newbs. I can see this being helpful to the newbs and it may make obsolete the need to have so many pamphlets and notes given to the newbs at the beginning of the game. We could just pint them to the board. It would be very easy to add to the board when new information comes up. Easier than, say, a newbie "What to do in what order" help file- which I would love to see happen if the newbie bulletin board isn't done.

96
Suggestions & Ideas / Re: A newbs life in school, quest academy and after.
« on: December 02, 2011, 01:13:32 pm »
Posting my thoughts about keeping newbie interest up, as requested:

- Navigation is an issue for newbies. Knowing which quests to go on next, which ones are important for progress (such as robber baron for the wand)... these are good things for a newbie to know.'

- There is a room in venture way that tells them where to start and even how to get there, transporting them to certain newbie areas, which is great. problem is, we kick newbies out of the newbie areas too early and as far as I can tell, that one little transport area in venture way is weirdly located.'

-The 5th voucher always gives newbies trouble. Perhaps we can have Apollo tell them what Helpers normally tell them about the 5th voucher "don't forget to use all of your senses". And there is the issue of the olive branch sucking as a reward. This was discussed before. Those who are new to mudding might have no idea what to do with it.

- Is there a section in the newbie area that explains which things to wear and which to wield or hold? Or even how to check what each eq is (id scroll)? That could begin to teach newbies about the worth differences between different pieces.

- More practice sessions. In my opinion, there aren't enough. I personally feel as though newbs should never be told they can't practice a skill because of practice points.'


-There could be a pamphlet or board or help info to tell them a list of things to do in what order, perhaps some good tips about which quests are good for newbie eq after school/academy'

 - There seems to be a newbie arti, which I love! It seems pretty powerful, in terms of newbie eq. I don't know if this is old news and I am just finding out about it or if it is new. That gives them a chance to familiarize themselves with the concept of artis and timers.



97
Suggestions & Ideas / Re: ....
« on: December 02, 2011, 09:50:48 am »
Mend could also require the use of a bandage. The player would have to carry around bandages with him. Bandages would be cheaper than potions, I would think. And probably do less healing than certain potions and the Heal spell. Perhaps to do the same amount of healing as cure light or cure critic?

EDIT: On second thought, if it is a higher tiered skill, perhaps it could be equivalent to the Heal spell. Or we could have a Mend Light for lower levels that most classes would get, and a Mend Critic for the higher level/tiers to get with only certain classes can get... like some of the non-magic classes.

Would they be able to mend others that might not have Mend skill?

98
Suggestions & Ideas / Re: Little things that annoy me
« on: December 02, 2011, 09:46:39 am »
aw, come on! I love the fight messages that say I have hit a tornado, etc in its right arm. I think it's amusing.

The flying npc's are annoying though if for no other reason than the fact that its spammy.

my $0.02

99
Suggestions & Ideas / Re: Donation Pit
« on: October 20, 2011, 02:01:37 pm »
I think the donation pit should be crashed proofed.

agreed

100




Except possibly for the last part, which would enable a player to erase their own flags, to start a quest from the beginning again, if it got messed up. A script like that would only be necessary for the multistep quests, meaning a limited number.


oh that would be SO awesome!!!

101
What if we constructed a quest log for each player? That way, olbie or newbie, each player could see what quests they have completed, which ones they are in the middle of, and what percentage of the way through it, they are. Not to mention a little bit of info on each quest to help them remember what it is they are doing. I have seen this on other muds and it is amazing!! I love that feature.

102
The checklist that was discussed could be put in a helpfile rather than yet another pamphlet/booklet/leaflet for the newbie to keep up with. They way they always have it with them, and the get used to reading help files. It could be called something like What Now?


103
Suggestions & Ideas / Re: A newbs life in school, quest academy and after.
« on: September 28, 2011, 02:18:04 pm »

I think the backpack is a great item personally. It’s a container that can be worn. I find those types of items to be very beneficial in keeping your inventory clean and leaving more room for potions etc. Perhaps just change the wear location and add some stats to it.

He was referring to the second backpack. It seems newbies are given one as they start out, then there is another one right before Lionel. I think he means that they don't need two. Right, Bane?

 
Quote
Quote
9. Is olive branch adequate enough for casters? 1.44 multi. Seems more for melee fighters with the 10d10 and 25 max hit. reg stats are :

... the olive branch isn’t a good caster item, because casters don’t need strength items since they have the spell strength. This is also something they should also be taught. I recommend changing the Helper rewards dependent on the players class, because right now I think they are fairly underrated...

Good point, all of the above. I know that i never used the olive branch when i was a newb. I am fairly certain none of the other newbs really use it.


 
Quote
Quote
11. Removing all of the drop outs in school except one at the start, and telling them how to recall out if they wish to leave the school and return later.
Quote
Agreed. I'm all for this.
- Remove all exits down  except the first one.
- Add some info about Recall command and Feather in the rooms between each Dimension.

Right with Molly on this one.

Agreed. In fact, I have had to convince newbies that they won't be dropping out of school if they needed to exit down in order to get to a different area. Its pretty confusing.

 
Quote
Quote
12. The newbie donation pit. Is it needed?
Quote
- Remove the Newbie donation pit. (It probably doesn't work anyhow).

Agreed. The only time i ever remember using the newbie donation pit was when i accidentally donated something i needed and went to retrieve it. *snicker*

Quote
I think they should be given a checklist of things to accomplish to achieve their first remort just on tasks to expedite the process

What a great idea!! I love this idea. I mean, the school is all about learning, right? Lists are a great way to teach the newbies what they should be working on.  

As a side note, if we implemented a checklist, we could add in there to look for melee/caster/rogue eq in xyz zone or just simply say 'there are x number of eq per class spread through out the school and academy, be sure to look for them.' That way they  would have a better idea of what to look for and know when they have found them all, a lot like we currently treat the helper vouchers.

104
Suggestions & Ideas / Re: A newbs life in school, quest academy and after.
« on: September 27, 2011, 02:07:34 pm »
I like your idea about Lionel teaching the newbie casters how to manifest. I also liked your idea in another thread (or just a discussion we had or something) about creating a quest that teaches newbies how to find their own equipment. I think there should be something added that explains how to understand the stats of the different eq and weapons. You and i talked about this before which led to the thought that maybe the feather could have cast identity on it.

I think it would be helpful, too, to add something to the hint channel or newbie quests scripts or room descripts that tell newbies something to the affect of "Newbie Casters can find a great piece of equipment in the Robber Baron's Castle" "Newbie Melees can find a great piece of eq in the Newbie Old West Zone". I say that because newbies (particularly those new to mudding) really don't know what they are looking for or even that they should be looking for something. We don't have to give them the item gift wrapped, just alert them to the existence of it. That could lead to motivation and creativity.

105
Roleplay / Re: Very satisfactory
« on: September 23, 2011, 06:35:47 am »
not funny!  >:( I had just had my hair done and you guys ruined it!!

Pages: 1 ... 5 6 [7] 8 9