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Place to Start

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ChikChik:
As we know big amount of new players lefts Fonline just after they start, because this is hardcore game, not for everyone, you can be killed anytime, everywhere (almost) and by anyone, whatever you doing. You doing quests, gathering items for craft, you are newbie, or not quite newbie - PKs dont care, NPC either. And of course, after 3-4 deaths -> respawn, without any gain, newbies makes rage quit from Fonline.
So i was wandering about how to make newbie's life easyer, to make them able to get theyr first 5-6 lvls without being killed everytime they trying to do some quest, or gather some stuff for making some kind of item, or so. And i think i found out solution:
Everyone knows how it hard to start as loner in Fonline, especialy if you dont know how works game world around you. So my idea is simple, and clearly visible - there should be some safe places where newbies can start the game.

Now detailed:
I suggest to make 4 locations around the game world, on the north, on the west, on the south and in the middle of map. And make them invisible for other players. There should be some not-hard-to-do quests inside those locations to let players gain 6th lvl (6th because of 2nd perk), some of quest should be with item reward (low level stuff, like leather jackets, hunting rifles etc.). Also, start locations needs theyr own respawn places (shit happens), and maybe some markets with low level stuff. There should not be exit-grids, and you can leave this location only with dialog with some NPC, he says coordinates of closest city (and maybe NCR), and after you leaves, you dont see your start location anymore.

More detailed:
I suggest to pick individual style for each start location:
1) Trapper Village (north, somewhere near klamath)
This is a simple village of trappers in ruins of some pre-war town. 8x bonus healing powders when leaving.
2) Tribal Village (west, somewhere between Redding and Navarro)
Village of tribals living somewhere in mountains. 8x bonus healing powders when leaving.
3) Vault-13 (You know where is it)
5x bonus stim packs when leaving.
4) Scavenger Village (south, somewhere near ruins of L.A)
Village of scavengers, which gathering junk around L.A city. 5x bonus stim packs when leaving.
Start location will define randomly.

PKing in Start Locations:
This is simple, if someone will kill somebody, it means that he is harsh enough for wasteland, so he will be pwned by guards and will respawn in common respawn point in desert, without any bonuses. Killed one, will respawn in start location's respawn point, so he can continue to make his quests.

So...
In that way, players will be able to prepare themselves for haaaaaarsh wasteland. If you'll made all quests, you will leave start location equiped and more or less experienced. As well, It will force players to make and to feel some RP in Fonline.

In perspective, it could be nice to let players choose theyr start location. Then every start location could have bonuses to skills, depends on location wich could be gained by completing some inner quest. Lets say, you can gane some bonus to first aid or doctor skill in Vault-13, bonus to repair or science in Scavengers Village, small guns or melee in Trapper Village, and unarmed or throwing in Tribal village. Also, after 3d model will be added in game, players could get basic skins depending on theyr start location.

Eternauta:

--- Quote ---4) Scavenger Village (south, somewhere near ruins of L.A)
Village of scavengers, which gathering junk around L.A cit
--- End quote ---

L.A. Scavengers are Adytum folks "protected" and ruled by Regulators... I don't think any of them could be independent enough to create an independet village. Regulators would go and exterminate the competence. In fact I don't really understand how they don't kill us players, who can go and farm Junk for BB's for getting anything in the Adytum market, but it would  be beter not to demand serius economic system to FOnline.

Anyway, what I'm saying is that a separated Scavenger village in L.A. doesn't convince me.

In fact I'm against the whole suggestion. New players should read the Wiki,, which makes almost everything clear. Heck, you can even ask the most basic shit in this forum and there's always a good person who will reply. I mean, come on! the wiki even has a part titled "GETTING STARTED", it's not like it's hard to know where to search for the basics.

So in my humble opinion this would be unnecessary work for the developers.

aguuux:
I like the idea but don do it so long

It could be some kind of tutorial where u can learn the basics (like mining, crafting, etc) and get some really basic things like a sledgehammer and a 10 mm pistol, laser pistol or flamer (u choose) with a little ammo
and maybe enough experience to pass the first level.

Nyarla:
i don't think the main purpose of this suggestion is to make players "learn" how to play. it is to make newbies stay in game long enough to see how fun this game can actually be. as the OP stated, many players leave the game for good, just a few hours after they start playing. not because it is very difficult to learn how to mine or where to find stuff. they generally leave after encountering some pks in a row, which makes them think all this game offers is to stay in guarded towns and shovel brahmin shit all day, or to be killed by a random dude and lose everything that took you hours to gain... this way new players could enjoy their first hours in a safe place where they can do more than shovelling brahmin shit, they can learn the game mechanics better, make some friends and maybe even form gangs before they leave the starting zones. and finally take their first steps into the wasteland with about 70 hp which will make their lives in the wastes a little more bearable.

Eternauta:

--- Quote from: Nyarla on December 04, 2010, 03:40:28 AM ---i don't think the main purpose of this suggestion is to make players "learn" how to play. it is to make newbies stay in game long enough to see how fun this game can actually be. as the OP stated, many players leave the game for good, just a few hours after they start playing. not because it is very difficult to learn how to mine or where to find stuff. they generally leave after encountering some pks in a row, which makes them think all this game offers is to stay in guarded towns and shovel brahmin shit all day, or to be killed by a random dude and lose everything that took you hours to gain... this way new players could enjoy their first hours in a safe place where they can do more than shovelling brahmin shit, they can learn the game mechanics better, make some friends and maybe even form gangs before they leave the starting zones. and finally take their first steps into the wasteland with about 70 hp which will make their lives in the wastes a little more bearable.

--- End quote ---

Ok, this is more convincing. However, do no ask Devs to work on this, they got other stuff to do. Instead, APK gangs like the one I am in should care about this kind of things, and I can say that at least my gang cares about this as much as it can.

this is not aproblem that should be fixed by devs while gangscontinue with senseless PvP and TC. The should be more projects like Modoc Militia, BH, etc...

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