Author Topic: Inventory  (Read 1887 times)

Lyrah

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« Reply #15 on: April 06, 2005, 02:37:23 am »
Thinking about the newbie weapon idea, I would LOVE a newbie quest, maybe something that pops up in a semi transparent window when you first spawn that leds you to the newbie quest NPC, that introduces you to the important trainers and NPC\'s through a series of quests and \"take this note\" errands.

You could IN a role play style, explore and learn ALOT, earn...not be GIVEN a weapon (from the sword skill trainer maybe? maybe give you a TINY bit of training in the skill), some cash, a bit of xp at each NPC and know where everything is. Ryzom had something like this at each races starting town.

It would help with the \"lost and clueless\" newbie walking around like a lost toddler syndrome, not knowing where to go, where trainers/merchants/quest npc\'s are at, not knowing where to find mobs (as this game is the MOST non intuitive in its monster placement of ANY game I have ever tested or played...other than Wurm online...which is NOT really a hunter type game, right now it is DEEP alpha state and not ready for players at ALL. Two weeks to learn to cook...Oh PULEEZE).

If the manual isn\'t going to help, a brand newbie...one time ONLY quest truly would help ALOT!

DivineLight

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« Reply #16 on: April 06, 2005, 08:17:53 am »
Balannce can be fixed, if :
1- rats become a bit easier to kill.
2- killing give less exp points & more loot.
3- training is less expensive per session, i think about 30 - 35 trias.

This should fix it.
Every one will die in pain except those who were less pain for the others, while they were.....

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Lyrah

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« Reply #17 on: April 06, 2005, 09:20:12 am »
That and fixing quests should free up rats for those that refuse to quest. Plus quests would be more role play and immersion intuitive than killing rat number 4 million and five.

Also putting logical loot on mobs that logically WOULD have loot (rogues should have some coin, possibly a dagger, and maybe some LOW grade, weathered leather armor...from time to time), Clackers should drop mandibles (how are they biting me without them), carapaces (maybe usable for medium armor? or a quest?), legs(umm how did it run over here without legs? and I didn\'t hit them ALL...where did they go?) and maybe some coins (ate another player and digested a coin? or a player dropped it when they ran and the bug found it and ate it). Mobs made of stone should drop some kind of stone, or gem (rare loot), maybe some small bits of ore(semi rare for low end ore, rarer for high end to VERY rare for rarer ores). If it HAS a weapon, armor or shield...it should drop them, the quality is up to debate, it could be nearly worthless or nearly priceless or anywhere in between.

If more mobs dropped items that either could be sold or WERE cash, fewer people would crowd the rats. If there was another way to gain cash and/or training was cheeper...fewer people at the rats.

Quote
Originally posted by DivineLight
Balannce can be fixed, if :
1- rats become a bit easier to kill.
2- killing give less exp points & more loot.
3- training is less expensive per session, i think about 30 - 35 trias.

This should fix it.

DivineLight

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« Reply #18 on: April 06, 2005, 09:49:05 am »
Yeah that\'s the point more more loot.

Ok i think this should be fixed with wipe.
Every one will die in pain except those who were less pain for the others, while they were.....

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