moving starting town to port joesph

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Ayin
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Post by Ayin »

Rednaxela wrote:Heh, I had one incident with this because I was getting fed up with that spell that shoots a poisonball (can't remember what's it's called atm) because it couldn't ever affect anything of my level, so I was shooting it around in a mice mob, and then a noob came running in to kill mice... ran right through my poison :-/
Don't feel too bad. Rat Poison is clearly labeled. Not your fault. :wink:

As far as the topic of keeping newbie areas for the newbies, I had this random though fire through my brain. I'm new to CF, so please bugbear with me. Long post cometh!

Ok, say I'm a level one player who just started the game. I've got my starting equips, some free food, etc.... AND a "Amulet of Extreme n00bness +1" (for example). Maybe it does nothing for the char, maybe it gives +X% to Poison Resistance, or even Resist Acid damage, something helpful for a low level to get used to the game.

The "Amulet" would serve two real purposes:

1.) It is needed for a quest. This "Amulet", if you will, would be a required trade-in item for a quest which results in the reward of a City of Scorn Gate Pass, thereby allowing the player to exit Scorn after completing the quest.

2.) Certain areas of Scorn would be accessible only if you have the "Amulet" in your inventory. These areas would consist manly of newbie training areas; Beginner’s House(s), The Towers, etc. This idea could also be extended to include some "Newbie" Shops (which would have to be added), that would sell some low level gear, food, etc. to get a player started.

A more "RPG" feel could be added by making the Gate Pass Quest center around slaying the proverbial "dragon." For example, "Help us hero! Use the "Amulet" to open the "Sealed Portal" to the "Dragon's Lair" so that you may rescue the "Princess", blah, blah, blah..." Of course, the "Dragon" would be a mob of appropriate level for said newb, and would be located in one of these proposed "newbie areas."

Bottom Line:
Want to leave the city? Need to complete the quest and trade in the "Amulet."
Want to enter the newbie areas? Need to have the "Amulet." (Have never left Scorn)

I have to say, so far I'm in love with CF. It has a lot to offer, and I keep finding out new things every time I play. Few games these days, especially RPGs, live up to their promises of a "Vast, interactive world to explore." CF is one of the few games out there that still deliver... and that means a lot to an old school gamer like me! :D
Thanks for reading!
cavesomething
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Post by cavesomething »

how do you propose to stop someone creating two characters, leveling the first one, completing that quest, then taking the amulet from the second character?

If you answer 'make it godgiven' then consider what happens to someone who accidentally drops it.
Ayin
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Post by Ayin »

cavesomething wrote:how do you propose to stop someone creating two characters, leveling the first one, completing that quest, then taking the amulet from the second character?

If you answer 'make it godgiven' then consider what happens to someone who accidentally drops it.
Yes, that was exactly what I was thinking. Make it godgiven. Yes someone may drop it and lose it, thereby locking themselves both inside the city, and outside of the newbie areas.
I know that this may seem harsh, but this too could be integrated into the tutorial at the start of the game. It would be a great time to teach a newbie the art of "locking" items. I believe that a primer already exists about locking items, maybe this could be stressed a bit more, or even have the amulet be locked by default (if this is possible) when given.
This would not eliminate the possibility of someone "losing" the amulet of course, but re-rolling a char that is only level 2 or 3 or so to begin with is not a big deal anyway.
The best answer that I can really give is that you can warn the player about dropping the amulet (primer maybe? that explains "godgiven" items), give them the tools to prevent dropping it (locking items tutorial),
but ultimately it is up to the player to be careful about it.
Paying attention to those primers, nexus npcs, etc. is what separates the newbs from the n00bs if you ask me. So I don't see too many newbs being hurt by making it godgiven. Worst case scenario, reroll at level 4... meh.

I once made the mistake of dropping my Talisman of Summoning as my Summoner once. I thought that since I was in my apartment, it was safe... then *POOF*, the gods taketh away! :cry: I had just saved up enough to get an apartment, now I had to buy a new talisman, lol.
C'est La Vie I guess, live and learn.
cavesomething
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Post by cavesomething »

I can't say I like the idea of /forcing/ a player to re-roll after spending potentially several hours playing the game, only to discover that they are unable to go any further because of a simple misclick.

Certainly if I were playing a game that did that to me, I would probably give up and play something else instead.
Ayin
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Post by Ayin »

cavesomething wrote:I can't say I like the idea of /forcing/ a player to re-roll after spending potentially several hours playing the game, only to discover that they are unable to go any further because of a simple misclick. Certainly if I were playing a game that did that to me, I would probably give up and play something else instead.
I understand completely. However, I don't feel like they'd be forced to reroll. A higher level player could give them a gate pass, (not my favorite thing to say btw). Another option would be to sell the gate passes at City Hall or a shop. There would still be lower level maps within Scorn that are open to everyone, amulet or not, so that they could effectively farm up enough money to buy one in a relatively short amount of time whilst still leveling their skills.

My idea was not to totally segregate the new players from the high level players, just more of putting a few small Sandboxes (newbie areas) within a Daycare Center (Scorn). Then, when you know your ABCs, you can go play outside, and the whole time you had adult supervision. :)

You just have to be "this short" to ride the Tea Cups, and "this tall" to ride the Rollercoster.
Leaf
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Post by Leaf »

Instead of using an item that can be dropped (by intent or accident), what about using an invisible force (object?) in the players inventory - similar to what the Scorn Royalty quest uses.

A player starts out with something like "Aura of Learning 1", as they complete various quests or tasks (movement, range attack, spell casting, etc.) their "Aura" updates to Learning 1, Learning 2, Learning 3, Learning n-1, etc. The old "Aura" would be replaced by the new one by having them step on the exit teleporter to leave the quest or task map - again, just like how the Royalty Quest updates the players title.

Only when their "Aura" is n-1, can they leave the newbie area.
"Put another, more succinct way: don't complain, contribute. It's more satisfying in the long run, and it's more constructive."
Eric Meyer
Rednaxela
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Post by Rednaxela »

Leaf wrote:Instead of using an item that can be dropped (by intent or accident), what about using an invisible force (object?) in the players inventory - similar to what the Scorn Royalty quest uses.

A player starts out with something like "Aura of Learning 1", as they complete various quests or tasks (movement, range attack, spell casting, etc.) their "Aura" updates to Learning 1, Learning 2, Learning 3, Learning n-1, etc. The old "Aura" would be replaced by the new one by having them step on the exit teleporter to leave the quest or task map - again, just like how the Royalty Quest updates the players title.

Only when their "Aura" is n-1, can they leave the newbie area.
I like that idea
Ayin
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Post by Ayin »

Rednaxela wrote:
Leaf wrote:Instead of using an item that can be dropped (by intent or accident), what about using an invisible force (object?) in the players inventory - similar to what the Scorn Royalty quest uses.

A player starts out with something like "Aura of Learning 1", as they complete various quests or tasks (movement, range attack, spell casting, etc.) their "Aura" updates to Learning 1, Learning 2, Learning 3, Learning n-1, etc. The old "Aura" would be replaced by the new one by having them step on the exit teleporter to leave the quest or task map - again, just like how the Royalty Quest updates the players title.

Only when their "Aura" is n-1, can they leave the newbie area.
I like that idea
I second that emotion! Awesome! :D And "Aura of Learning #" sounds better than "Stank of n00bness #" :lol:
mlab
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Post by mlab »

I suggest keeping scorn as is and just making a new town. Maybe put it more inland, would be nice to have an inland town not too far away from scorn.

Don't invent restrictions for high lvl players, that will destroy the free-roam ability of crossfire. In CF, unlike many games, you can do what you wish... this is good.

If you want more players all you have to do is advertise.

Can someone please upload "the wheel" to cvs (along with the 2 latest weaps I made before"

Also I'll be out of commission for... a long time as in debian unstable xorg is broken for me after an upgrade 5 weeks ago and still doesn't work.... apparently I'm the only one with this problem and no one can help. I wonder if I wasn't targeted...
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