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Author Topic: New Player Vault  (Read 8305 times)

New Player Vault
« on: July 21, 2010, 12:01:00 am »

I think some sort of optional new player support would be good. Like a vault that you get the option to enter when character is first created. The vault would basicly be a nice safe place for players to level up to a certain level without all the stress that causes most to leave Fonline 2238. Once you reach a set level ( lvl10 maybe ...or even lvl5 would help) you are sent away from the vault to start your travels(or you can leave earlier, but cant re-enter). Vault could have several quests that help explain a few game functions, Trainers to teach all Professions to lvl 1 , safe low level mining and crafting areas and pking and stealing disabled.

I cant see this would make any difference to the enjoyment of us higher level players, and would help new players get going and stick with the game longer. New players wouldnt beable to use it to craft high end weapons safely since trainers only teach lvl 1 and all players would be limited to leaving with only what they can carry.
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Nice_Boat

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Re: New Player Vault
« Reply #1 on: July 21, 2010, 12:05:06 am »

Cities would become dead. I mean literally empty.

gordulan

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Re: New Player Vault
« Reply #2 on: July 21, 2010, 12:06:53 am »

it's only for a short while anyways, they get kicked the fck out when they're lvl 5
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Re: New Player Vault
« Reply #3 on: July 21, 2010, 12:32:24 am »

Yeah , you could easily get to lvl 5 - 10 in one sitting as a new player if the atmosphere is safer and game alittle easier... At the moment it is a very cruel that new players just get thrown in with a bunch of players that have played to high levels, through several wipes. I for one would like to see new players staying with us longer and helping Fonline grow to its full potential.. rather then just seeing the same faction fighting for tc.. the same pkers annoying people and the same abuse that gets thrown at both the GMs and game developers by frustrated new players.
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Re: New Player Vault
« Reply #4 on: July 21, 2010, 12:39:41 am »

Cities would become dead. I mean literally empty.

how so? they cant stay in vaults forever, and if they need those professions to get, they're not in vault anyway.
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Nice_Boat

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Re: New Player Vault
« Reply #5 on: July 21, 2010, 12:51:29 am »

how so? they cant stay in vaults forever, and if they need those professions to get, they're not in vault anyway.

Yeah maybe... I was just thinking about all these low-level players creating such a commotion in the NCR all the time. I don't know man, your idea of a "tutorial level" sounds reasonable enough, if it doesn't mess with demographics it should be implemented and left to stay I guess...

gordulan

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Re: New Player Vault
« Reply #6 on: July 21, 2010, 12:53:38 am »

it would also force some player interactions and actually having to be able to know english, I know several player killers who don't know a single word.
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Re: New Player Vault
« Reply #7 on: July 21, 2010, 01:00:00 am »

I am not sure how keeping players in a vault is a good idea; I think it will actually demotivate new players. For example you are a new player and you accumulate items and caps and then finally on reaching level 5 or what not, you exit the vault, and because of your virginity to the wasteland you run into an unprotected town (you probably would not know about town preview since you stayed in the vault), and rage quit because everything you worked for is lost. Right now, for new players death doesn't mean much, because they don't lose anything on their deaths.
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Re: New Player Vault
« Reply #8 on: July 21, 2010, 01:41:58 am »

ye, one thing though... leveling up till vault to 5-10 lvl is too much, good side: theyll be atleast a bit more challenging to other people who are higher level (maybe, lol), bad side: they're gonna stay in vault for a veeery long time if they can level up there. (leveling up takes time too).
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Gatling

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Re: New Player Vault
« Reply #9 on: July 21, 2010, 01:54:02 am »

You assume that they will accumulate any vast amount of wealth while in the vault.  Why would they?  It's a vault, they don't even use currency most of the time within their own walls to my knowledge.  Other than little knick-knacks that would help with doing miniature quests within the vault for xp and to teach how to use skills on items, maybe some possible functions of them, the vault shouldn't be giving them much when they leave anyway.  Nothing, in truth.

 Maybe if the idea reaches fruition specifics could be fleshed out and certain players may be able to work within the vault for a few caps before leaving, but it would not be much. Lvl 5 is too high as well, lvl 3 sounds more appropriate.  And even then, they might get bored, not even reach lvl 3 but have learned everything and leave early. 

Vault is about teaching some basics and hints to those who Want it before being kicked out on their ass, thus the lower lvl cap. People would be bored in there before 5 too I bet. It would also negate most of the need to always tell new players to go to ncr, too.  Unless he was a dork, didn't know anything and still chose to skip the tutorial-vault.  ::)
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Metal Avalon

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Re: New Player Vault
« Reply #10 on: July 21, 2010, 02:20:33 am »

Fix for that : Make vault quests give more exp. After all you'll be learning from teachers instead of just stumbling around and finding it out for yourself, makes sense.
I support this idea.
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Re: New Player Vault
« Reply #11 on: July 21, 2010, 02:28:38 am »

i cant see that it would take player a long time to lvl. Not if there are quests within vault aimed at teaching game basics that reward with xp.. And crafting area will help lvl players.. nearly all new players start with a crafter and you can lvl crafters up fast even with basic resources. And lets face it , if they include alittle bit of info about leaving the vault it will reduce the shock of entering the wasteland and they will only have low end tech so it aint worth shit in the long run... Its more about preparing new players and giving them the skills and advice needed to progress in a less stressful way.
« Last Edit: July 21, 2010, 02:31:01 am by chenzo »
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Re: New Player Vault
« Reply #12 on: July 21, 2010, 02:48:00 am »

I like it. Any self-respecting MMO teaches people gameplay ingame because that's the best way for players to learn.
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Re: New Player Vault
« Reply #13 on: July 21, 2010, 04:02:02 am »

haha, i just thought that if they would get some cool starting loot when leaving, then there would be few gangs waiting in same World Map square for enc xD
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Re: New Player Vault
« Reply #14 on: July 21, 2010, 04:58:46 am »

You would have to be very careful making it unexploitable by assholes, like an instant banishment to the wasteland for any anti-social behaviour and if an honest player dies they respawn in the infirmary.

Wood, ore and minerals could come from a collapsed tunnel with some tree roots and rocks around the place.

...and hopefully by the time the player is level 3, or whatever is decided, they should have enough stuff to trade for 10 brahmin hides from a friendly caravan driver (who collects vault memorabilia) waiting outside the cave who will insist that the player buys some hides and break the fourth wall to explain how to right click and use science on the hides in an area free of resources.

Player: "Press 'I' to open inventory what does that mean? Right click the mouse.. what's a mouse?"
Driver: "Uhh what? Sorry I black out sometimes, what were we talking about?
Player: "Brahmin hides..."
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