So, the big thing I'm working on right now is making the game more accessible and easier to get into for new players, especially those who've never played MUDs before. Now, the trouble is, I've not been a newbie in a very, very, very long time, so it's a bit difficult for me to find some of the more subtle or confusing aspects of the game from a newbie perspective. And thus, a forum thread is born.
The purpose of this thread is to be a place to bring to the administration's attention these sorts of things that are giving new players trouble. So, if you're a newbie and running into trouble, or a more experienced player who's observed aspects of the game consistently causing confusion for your guild's novices (especially if it's some particularly basic aspect of the game), or similar, let us know here and we can look into it!
Additionally, we're aware of current troubles with the Fates quest/introductory tour - for the time being, I'm requesting that issues with this not be included in the thread at this time.
As examples of some of the sorts of things that we're looking for, changelog 379 features two changes that were implemented as part of this overarching process. Specifically, the output for invalid commands was changed because previously it was not necessarily intuitive that the message printed should be interpreted as "you entered a command that does not exist", and further, newbies are also pointed to a help file listing common commands; for the other change, there would be confusion about how to communicate with orgs - using the organization name is much more intuitive than trying to figure out or remember CT/GNT when there's so much other stuff to learn - hence, org-names as aliases for those commands.
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ALL HAIL THE MIGHTY GLOW CLOUD.
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To echo Hiriako, I've had similar issues with getting basic skills done for newbies. It's really hard to tell them when to read the appropriate CGHELP that lists their basic lessons now (and to ease things, perhaps all such CGHELPS should now be trimmed to be nothing but the lesson recommendations).
I direct newbies to them every now and then, but they sometimes don't notice, or will acknowledge it but put it off, then ask again later when there's no one around anymore. I think they generally want to focus on finishing ALL of the Fate tasks before interacting with other players much, which can be frustrating. Especially if they attempt to do the planar task on their own and just want direction/avoid help.
Edit: By a one off, I mean while you're doing your planar quest, not something during your entire Grace period.
The divine voice of Avechna, the Avenger reverberates powerfully, "Congratulations, Morkarion, you are the Bringer of Death indeed."
You see Estarra the Eternal shout, "Morkarion is no more! Mourn the mortal! But welcome True Ascendant Karlach, of the Realm of Death!
The divine voice of Avechna, the Avenger reverberates powerfully, "Congratulations, Morkarion, you are the Bringer of Death indeed."
You see Estarra the Eternal shout, "Morkarion is no more! Mourn the mortal! But welcome True Ascendant Karlach, of the Realm of Death!
The newbie experience should be able (key word able) to be self completed. That doesn't stop them from interacting with other people, that doesn't stop them asking for help or getting involved, it just means they aren't entirely dependant on someone else to get past the most basic elements of the game if there's no one around. If there's anything the game needs, it's more newbie direction on things they can do by themselves without the dependency of others.
While it would be nice and idealic that they work with other people whenever they happen to roll a character, we don't live in ideal and there are times when people simply find themselves in an empty org. Which is better at this point, keeping them occupied with things they can do until other people are around and they can interact and progress post-college, or watch them quit because they rolled a character, and couldn't do stuff because no one was around to help?
The divine voice of Avechna, the Avenger reverberates powerfully, "Congratulations, Morkarion, you are the Bringer of Death indeed."
You see Estarra the Eternal shout, "Morkarion is no more! Mourn the mortal! But welcome True Ascendant Karlach, of the Realm of Death!
You have received a new honour! Congratulations! On this day, you have shown your willingness to ensure a bug-free Lusternia for everyone to enjoy. The face of Iosai the Anomaly unfolds before you, and within you grows the knowledge that you have earned the elusive and rare honour of membership in Her Order.
Curio Exchange - A website to help with the trading of curio pieces in Lusternia.
This aside the game no longer props a novice to use CONFIG PROMPT STATS, which I believe is a very bad decision when it comes to people that have never place this or any other IRE games. Until another player tells them about it, they may never know how to turn their stats on other than looking in score. Also in the config, it is no longer told to the novice to CONFIG MAPVIEW ON which is a very helpful tool. I do like that the whole pathing and landmark system is being emphasized more but some older, equally important things are being forgotten right now.
Date: 11/18/2013 at 22:03
From: Estarra the Eternal
To : Everyone
Subj: Newbies - No Race or Guild
Starting immediately, newbies will no longer enter Lusternia with a race
or guild; however, they will be asked to select a city or nature commune
to start. During their tour, they will be prompted to join a guild
(listed from those available in their city and commune). After they join
a guild, they'll be prompted to select a new race (they begin as human).
Guild Administrators who have not set the recommended and restricted
races yet should do so ASAP.
Guides and those who help newbies need to be aware of this change. It
should be noted that newbies can use the GUILD command to select a guild
at any time (they don't need to wait until the tour tells them to), but
if you are going to suggest that to a newbie, you must have the time and
be prepared to be their guide and explain about the guild system, how to
learn skills and answer any questions they may have. In other words, if
you see a newbie, don't suggest to them to type GUILDS and then leave
them on their own!
Penned by My hand on the 11th of Dioni, in the year 369 CE.
Words simply cannot express how much reading this pleases me. -These- are the kinds of things that should take precedence when selecting work.
So far, I'm liking the new intro. The addition of the fink bandits to Newton is interesting, and doing the quest to turn them in would really interest me as a newbie. As a (insert my newbie's guild here), but I've noticed an issue. After you defeat the Shadow, your "attack" defaults to that guild's special attack, IE Cosmicfire in my case. There's no explanation for this, but that's not a major issue. What is slightly more interesting is that once you fight the shadow the second time, the "attack" alias won't defeat it, even after your attack has defaulted to your magical attack; instead, you actually have to type ABJURE COSMICFIRE SHADOW to kill it.
http://pastebin.com/DHjVYr9Q
I'll look into continuing the novice intro, but it seems to require a little more work.
Estarra the Eternal says, "Give Shevat the floor please."
Estarra the Eternal says, "Give Shevat the floor please."
TELEPORT NEWTON is blocked by monolith. I know this isn't a bug, but can this be changed somehow?
After picking a race and guild, Atropos still wants me to pick a guild. http://pastebin.com/ezw9ax5t
If olive oil comes from olives, where does baby oil come from?
If vegetarians eat vegetables, what do humanitarians eat?
I'm not sure what you're talking about.