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Author Topic: New Player Vault  (Read 8716 times)

gordulan

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Re: New Player Vault
« Reply #30 on: July 21, 2010, 02:54:47 pm »

why not just call it Huntington?
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Gatling

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Re: New Player Vault
« Reply #31 on: July 21, 2010, 03:07:54 pm »

Ok, let me say it again: The Vault is not there to give the new player starting items.  Say it again with me. Ok? Done. 

It is there to Teach, if they want to learn it and require it.  That is the point of a tutorial.  Hides can be gained easily outside of the vault, or in a friendly town like NCR if one simply asks.  Heck, now with moving boxes, its easy as ever to pay for them if people ask for payment. 

Now say it again: The Vault does not give you stuff, the Vault gives you knowledge. >:(
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Ned Logan

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Re: New Player Vault
« Reply #32 on: July 21, 2010, 03:09:02 pm »

If you want to go with the brahmin hunting quest idea, you can just swap the location, instead of vault it being a slaughterhouse...
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Re: New Player Vault
« Reply #33 on: July 21, 2010, 03:13:23 pm »

Also remember, having a tent is optional, it's just a feature and not mustbe, I've even got a char on 21 lvl that doesn't have a tent because it doesn't need it...
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kraskish

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Re: New Player Vault
« Reply #34 on: July 21, 2010, 03:14:18 pm »

If you want to go with the brahmin hunting quest idea, you can just swap the location, instead of vault it being a slaughterhouse...

I mean all the hides starting from 10 would be taken by the NPC guy who would let you go to another level.

 And if its possible exp points would get back to normal after or every player would have its own vault with 1 or 10 brahmins there and the task would be to bring a brahmin hide to NPC to go further.
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Haraldx

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Re: New Player Vault
« Reply #35 on: July 21, 2010, 03:56:06 pm »

Finally we would have an explanation of these blue suits we are in.
Also, my vision is, when 3d comes, maybe we could choose where we start at the beginning?
1. Vault
There could be some beginning quests, where we learn the basics. Teachers would explain how to survive in wasteland. In one moment, at lvl 3-5 we would be somehow forced to leave the vault like in Fallout 1 or Fallout 3.
2. Tribal village(Arroyo like?)
Same as before. There could be a trial though and then we are forced to leave like in Fallout 2.

Both would have a tutorial, and...

3. In a cave, after a storm when you don't remember what happened before - just like we are starting now. No beginning quest, no safe start, this is for old players who already know how to survive. Of course everyone could choose option 1 and 2 if he wants to.

So people could choose to do the tutorial or not.


I'm very sorry, but this is the worst idea ever. Think about people making power builds or totally anything else, they get enough high level and go out in the wastes, now tell me, what is the use of number 3 if in option 1 and 2 you can get free exp, while others who choose 3 have to get their level 5 killing critters and crafting.
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Surf

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Re: New Player Vault
« Reply #36 on: July 21, 2010, 03:57:46 pm »

Because the already experienced players know how to survive without being constantly killed other then the people option and 2 is aimed for?
Re: New Player Vault
« Reply #37 on: July 21, 2010, 05:04:49 pm »

I'm sure the very experienced players won't be likely to do the looong and boooring(for these who already know such things) tutorial.
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kraskish

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Re: New Player Vault
« Reply #38 on: July 21, 2010, 06:01:40 pm »

I'm sure the very experienced players won't be likely to do the looong and boooring(for these who already know such things) tutorial.

Call it anti-alt policy?
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Drakonis

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Re: New Player Vault
« Reply #39 on: July 21, 2010, 06:37:41 pm »

Vault for starting players? Great idea!
It could be a tutorial area that will teach the basic survival through few starting quests(that will give exp)

Possible list of quests:
(The player should not be able to leave the quest group at any point- If dead he should respawn inside the vault)
1. Crafting quest:
- Travel with a group of vault guards(escort) to neariest mine(cannot leave group - TRAIN LIKE)
- Mine some resources
- Bring them back to vault and refine
- Craft the item and give to the quest giver to recive exp

2. Hunting quest
- Travel with a group of vault guards on a quest to obtain brahmin meat and hides and gecko pelts and get some fibre(this part will show lowbies where to get hides for tents, hunt small game and obtain fibres)
- The player helps to hunt brahmins and geckos(The player recive basic weapon of choice through dialog)
- When the player gathers 10 brahmin hides, 5 gecko pelts and 10 fibre, the group will travel back to vault(option in dialog when desired items are in inventory)
- The player returns 9 Brahmin hides and 3 gecko pelts and 9 fibre, and quest giver teaches him what could he possibly do with 10 hides and other stuff(a tent and armors etc). Exp reward

3. Making a jacker quest.
- The player is requested to make a leather jacket off items he obtained on previous quest.
- The player recive exp reward and gets to keep his jacket

4. Quest to learn about professions.
- Profession tutorial(school like)
- Simple quiz that will check gained knowledge about professions(required stats, possible crafting, etc)
- Reward: First level of desired profession, Exp Reward

5. Rat problem quest.
- Player recives a solo quest to kill some rats in the basement
- Once again the player will recive a basic weapon of choice through dialog
- Once completed he will recive Exp reward and gets to keep his basic weapon

6. Scouting and survival quest.
- Player once again will travel with a group of Vault guards
- They will teach him about basic survival
- Once the group arrives to NCR, the group will trigger town preview
- After that they will attempt to return to the vault but will get involved in an encounter with ghoul crazies or deathclaws(example).
- The player will be forced to run away or he will die like vault guards(and respawn in the vault again and re-do the quest)
- that way player will learn that sometimes it's simply better to run(one of the guard will shout RUN to the player)
- Once he ran out of mentioned encounter, exp reward will be given and the player won't be able to get back to the vault(dropped near Hub for example)


Note:
- Inside vault PVP and stealing should be disabled
-these 6 quest should be sufficent to provide the player with exp ammount that would be enough to reach 5-6 level(depending on ammount of killed creatures within previous quests)
- Vault travelling group cannot be encountered by other players or encounter other player
- Exit grids during all travelling quests except quest 6 should be disabled.
- Summing vault item rewards: player will leave "be kicked" out of vault area with just Leather Jacker, Weapon of choice and some ammo, a knife, (and maybe a survival guide that would tell him to make a tent first)
- One travelling group spawned for each player(so if they get killed(or player get killed) for some reason, it should not block from re-taking the quest)
« Last Edit: July 21, 2010, 06:47:19 pm by Drakonis »
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Re: New Player Vault
« Reply #40 on: July 21, 2010, 06:40:21 pm »

I'd say that covers all the basics.

Wait, maybe add dog/guy who accompanies you on a combat mission to teach you about companions/the alt menu.
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Drakonis

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Re: New Player Vault
« Reply #41 on: July 21, 2010, 06:43:02 pm »

I'd say that covers all the basics.

Wait, maybe add dog/guy who accompanies you on a combat mission to teach you about companions/the alt menu.

Hmm a dog during hunting quest wouldnt be a bad idea :]
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Re: New Player Vault
« Reply #42 on: July 21, 2010, 06:45:27 pm »

Maybe they get to keep the dog when they go into the wasteland. And then when they watch their furry companion die forever, the inhospitality of the wasteland will never be forgotten.
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Drakonis

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Re: New Player Vault
« Reply #43 on: July 21, 2010, 06:48:34 pm »

Maybe they get to keep the dog when they go into the wasteland. And then when they watch their furry companion die forever, the inhospitality of the wasteland will never be forgotten.

Well another great idea! Dogs have good outdoorsman, so that would help low level players in travelling)
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Re: New Player Vault
« Reply #44 on: July 21, 2010, 07:48:33 pm »

Well, the problem in Drakonis' idea is, that player will be forced to visit NCR through quest, and that will make him think that NCR is the "starter city" which is wrong. NCR isn't very safe :P

In my opinion the vault should be CLOSED! The people inside shouldn't know anything about the wasteland, except these few(NPCs with their story) who came from outside to live in the vault and now are teaching you by giving you quests. In one moment, some bad things are going to happen in the vault and you will be forced to leave it - look at Fallout 1 and 3.

Yes, there should be a way to gather resources so new players can learn how to craft stuff - but that should be some collapsed tunnel reachable from the vault or anything. Same with hunting.

The idea is that a new player doesn't know details about cities on wasteland, but when getting out of vault, someone should mark a few of them on the map, though there will be nothing like you visiting NCR before you got out of the Vault - that would discriminate other cities.

Quote
Call it anti-alt policy?

Dunno, well, not really, as I presented my vision there would be an option without tutorial.

Start as a vault citizen(+outcast)/tribal(+outcast)/someone with a memory loss.
« Last Edit: July 21, 2010, 07:52:23 pm by Floodnik »
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