Mathue Moyer explains: | Hmm..... haven't thought this through yet, so there may be some glaring | problem(s) with it, but how about this: | Give newbies, say, 10 coins.... and have them start in a shop that sells | _VERY_ low-level equip for 1 coin per item. The room would need to be such | that it could not be accessed by any players who haven't just been created.... | I'm too tired to think much right now, so be kind if there's something stupid | about this idea. ;) Creative solution :) I like it, personally - right up there with choosing your own stats for player-choice. I really do think that this is a very feasible way around the starting item problem. It would allow newbies to choose X number of items to start with, and the shopkeeper could even be rigged to buy and sell at the same price so as to be more forgiving of mistakes (ie, if JoeNewbie buys a dull dagger when he wanted a tarnished longsword then he could just sell it back without losing any choices). This shop could be in a starting area that is only connected through a one-way door to the rest of the mud (couldn't be too hard to make newbies start somewhere different from dead players, could it?) Personally, I believe that such items should be inferior (and obviously so, in terms of item description and item 'look' descriptions) to items that newbies would find available to them in the game itself. Ideally, decent starting items would be accessible in the game itself without having an area so... contrived (yes, I know, it's fantasy - perhaps "out of genre/ spirit/theme" would be better, all IMO, of course) as the Warg-Fido Breeding Grounds, or worse: a 'MUD-School', with special newbie items emblazoned with the mud's name *puke*. [[You hear a harsh scraping noise as Derkhil drags his much-abused soapbox across the floor.]] At least if it's going to be a _MUD_ School then it should have helpful tips about playing the game instead of room descripts and pathetic creatures waiting to be slaughtered. The character can earn experience just fine once the PLAYER understands the game. Heh - lord knows that I was a clueless newbie when I first MUDed, oh-so-long-ago on Copper I! I hadn't a clue where the Temple was in relation to other things, and only the basest idea of how to communicate; I read the help pages - interrupted and scrolled by shouts&tells&goings&comings - and was finally snatched up by a _group_of_newbies_ that were feeling nice and needed an extra sword. They figured out that I was totally lost and helped me out, buying bread and water (in cups, from the Cafe ;) and letting me beat (bare-handed) on the spiders and such in (the old exp-and-gold-laden) Arachnos. Eventually I learned (despite my character being merely level 7; at the time, level 20 seemed years away [there were a alot less of them then, and it was something you worked for]) what was going on well enough to solo (though I did manage to accidently attack a party member with a name beginning with 'L' in Thalos; I had never seen Lamia before, and it was a bit fast-paced...) and explore on my own. The point of these nostalgic ramblings is that IMO players don't need 'Gimmes' beyond a good supply of bread and water (which could even be simulated by setting their hunger/thirst to higher-than-max values... assuming it doesn't get cut off at some 'top value') and a good help file. I don't understand why someone would want to start at some level above 1 in any case, really, and having some 20+ level character titled 'loves to help newbies' leveling new players and giving them dwarven axes or whatever nice-yet-abundant-and-not-as- nice-as-the-BEST item can be had is most certainly NOT the solution either. Assigning a god as 'greeter' ("Hi, welcome to Wal-MUD. Have a nice day!" ;) to clue in newbies and make sure that they understand what's going on is a good way to handle new players, as is re-assigning the start room to someplace that cannot normally be reached and putting a board, some information, and maybe an ascii map (or a description of the basic layout of the world) in it for study by the newbie. I know that "experienced players" - ppl that have played other muds - are generally the ones that ask for "newbie packs" and starting gold; *true* newbies are too clueless to know that they are entitled to a MUD-handout ("It's not a hand-out - it's a hand-up", right? ;) and will likely struggle along (perhaps enjoying the challenge, perhaps becoming frustrated...) until offered aid. High-level "Newbie Helpers" have spolied the 'experienced' players that are simply starting-anew at lev 1; these "experienced" players never learned how to actually earn the lower levels themselves, and many have never bothered to explore beyond the 'juicy' areas that will level them most easily. I think that this undercuts the idea that MUDs are social *games* - I personally think that exploring the world and learning how to survive there (ie, what to avoid and what to find where) is more the purpose of the game (and more fun, at least for me) than the power-trip of bashing halflings in the Shire with Jupiter's Thunderbolt and cackling gleefully while trying to impress new players. I'm a purist - I liked the Zork games and I like fantasy; I don't like to see people getting handouts so that they can skip "the hard parts" and get straight to the senseless slaughter and power struggle without worrying about how the world is set up. As a player, world architect, and X-Imp, I hate to see players kissing up to high level players rather than playing the game and 'earning' their items (which is why I think that true "limited items" is a good idea) and their experience (which is why I think that grouping restricts and/or group exp functions that take level into consideration are a good idea). Ah well... I guess it's "more realistic" if you must kiss butt to get anywhere in the virtual world too, eh? At least they're preped for Immort-hood, eh? ;) Just think of it this way, Imps - if they begged and sucked up to get their mortal levels, it's unlikely (well, yeah, I'm generalizing, but I'm summing up my soapbox ranting by flaming lazy players and dead-weight immorts, so it's ok, right? ;) that they'll do any different to try to get those all-powerful and important Immort levels -- and just try to get them to do anything but poof around to chat *grin* [[The soapbox, having already burst into flames, now explodes. Derkhil, grinning like a scoundrel, wipes ashes off his clothes and gets back to work]] Danny +---------------------------------------> | Danhiel Baker // Derkhil CatSpawn /) /) Fade away | dbaker@dcs.uga.edu ( o o ) into the | dbaker@jb.ucns.uga.edu = x = ethereal grey... | Work: 542-0123 Pager: 369-2781 m m +--------------------------------> ***(=======-
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