Shattered Kingdoms

Where Roleplay and Tactics Collide
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PostPosted: Tue Dec 05, 2006 8:50 pm 
They aren't heroes yet though, Forsooth. I mean, it might not be a matter of each country sending its star pupils to x place. It's just a school for adventurers, who go there by choice or circumstance.

The biggest problem would be whether there would be enough NPCs for everybody in such an area.

Speaking of which, remove auto newbie. I miss newbwars :(


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PostPosted: Tue Dec 05, 2006 9:03 pm 
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Mortal

Joined: Mon Nov 22, 2004 7:45 pm
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Location: Sunnyvale, California
I too really really like that idea. I've seen it done on some other muds.


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PostPosted: Tue Dec 05, 2006 9:57 pm 
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Immortal

Joined: Sat May 07, 2005 8:16 am
Posts: 4124
Location: Las Vegas, Nevada
SK Character: Achernar
I love the unified newbie zone idea. Let people get a feel for the mud and get info about their choices of home kingdom before they choose. I'd also be down with an email confirmation for characters when they decide to leave the consolidated newbie school. It would also require a set adjective before they could leave. I could see mentoring connecting someone with their class with more likelihood than now. Overall I like the idea of a unified newbie school, but there's a lot of particulars that would go into it. I think a unified newbie school would help true newbies to the mud.

Even when all the details about that are worked out, what do we do with the six, seven, eight, nine newbie schools we have already?


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PostPosted: Tue Dec 05, 2006 10:11 pm 
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Joined: Mon Nov 22, 2004 7:45 pm
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Location: Sunnyvale, California
Well thats easy. I say simply unite them all via portals. Add one more room thats newbie ONLY that would connect all the newbie schools together. thats just my theory.


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PostPosted: Tue Dec 05, 2006 11:33 pm 
Achernar wrote:
I'd also be down with an email confirmation for characters when they decide to leave the consolidated newbie school.


No. The game is a mud, not an internet-spanning institution.


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PostPosted: Tue Dec 05, 2006 11:46 pm 
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Joined: Mon Feb 17, 2003 9:55 pm
Posts: 1365
A unified newbie zone can work in a MUD like Carrion Fields, where PK is level-restricted. But how are you going to keep the newbies from killing each other? Better yet, how are you going to keep the mentors from killing each other?

I'd also note that one of the big things we're selling here is roleplay. A bland common area is not going to help us attract the players we want. And if it's not bland, we're going to have the same problems with NPCs as we'd have with mentors: I don't want to see elves and deep-elves happily co-existing.

And for what advantage? If a newbie really needs a mentor, the mentor's class is almost irrelevant. A newbie might have more people to fight alongside, but at the cost of cutting him off from the roleplay in his home city. I think the latter is much more important; certainly it's why I stuck around. Want to give newbies a glance at the kingdoms? Try adding a two to three line description of each at the choice portal.


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PostPosted: Wed Dec 06, 2006 12:28 am 
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Mortal

Joined: Fri Jul 21, 2006 9:04 am
Posts: 782
Location: Not in the south anymore. Woohoo.
THIS is a horrible idea. It takes away from the atmosphere of SK. The whole reason I at least was pushing for the extra starting kingdoms is to add to it. The ability to start in a city where you grew up your whole life. *something the three race can't do*. Seems that the idea backlashed and that it would be a good idea to take this away from the rest of the races as well. I think this would be a change that would hurt your mud worse the the CRS Dulrik. The coding might be great, but.... hell do what you want, when it stops being fun, I'll quit. :) Peace.


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PostPosted: Wed Dec 06, 2006 12:40 am 
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Joined: Mon Nov 22, 2004 7:45 pm
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Location: Sunnyvale, California
I know a place in SK where you see deep-elf and elf happily coexisting....


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PostPosted: Wed Dec 06, 2006 12:45 am 
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Mortal

Joined: Mon Sep 12, 2005 7:17 pm
Posts: 428
Location: Los Angeles, CA
Achernar wrote:
I love the unified newbie zone idea. Let people get a feel for the mud and get info about their choices of home kingdom before they choose. I'd also be down with an email confirmation for characters when they decide to leave the consolidated newbie school. It would also require a set adjective before they could leave. I could see mentoring connecting someone with their class with more likelihood than now. Overall I like the idea of a unified newbie school, but there's a lot of particulars that would go into it. I think a unified newbie school would help true newbies to the mud.

I really love this idea. It would also create a somewhat neutral place for Mentors to come in and teach the younger. Theoretically, you could be teaching side by side with your worst enemy. Leaves open all types of room for political maneuvers in recruitment and influencing the current youths of the MUD. If I were leading a cabal, i would create an office where we always had one person on Mentor duty.


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PostPosted: Wed Dec 06, 2006 1:12 am 
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Mortal

Joined: Mon May 02, 2005 3:49 pm
Posts: 535
Location: Florida Atlantic University, Jupiter
Terrible idea.

If CRS was the headshot to RP
this idea would simply be a beating of the corpse


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