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[Q] Some ideas for turorial quest

Unstructured ideas, requests and suggestions for the development of the game.
Sarumar
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[Q] Some ideas for turorial quest

Post by Sarumar »

Ideas for tutorial quest.

When starting a new game how about if you dont automatically gain starting items. Instead there are 3 new guest:
-Wooden club, Maby someone gives it to you and explains basic of the combat in proses of rats quest
-Cloth shirt, maby someone gives it to you in proses of bread queat and explains bacic of the armour abd says sonething like "I dislike when you walking aroud in nude"
-Michaels ring, maby Michael gives it to you when you are completed all quest in home town and explains...

And I suggest:
-After completed Rats quest, Michael chould explain the meaning of quest item.
-When player got first level up there should be somekind message like "congrats...."
-In proses of bread quest maby Mara explains something of the healing items and foods.

Any opinions ?
Sarumar
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Bard
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Re: Some ideas for turorial quest

Post by Bard »

I think our little boy should leave the house in clothes :) This also implies, that the clothes should be worn from the start or a little sentence from Michail to not leave naked. It happend to me the first time I played AT and it hit me hard.
About the wooden club, I think it not worth being used at all. My actual character went trough the first 5 or 7 levels without a weapon.
Sarumar
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Re: Some ideas for turorial quest

Post by Sarumar »

Bard wrote:I think our little boy should leave the house in clothes :) This also implies, that the clothes should be worn from the start or a little sentence from Michail to not leave naked. It happend to me the first time I played AT and it hit me hard.
About the wooden club, I think it not worth being used at all. My actual character went trough the first 5 or 7 levels without a weapon.
:D but good point, wooden club is disadvantage.. I suggest to chance this first weapon to something else.
Sarumar
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fiernaq
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Re: Some ideas for turorial quest

Post by fiernaq »

Kitchen knife: 3 AP, 1 AD, 0 AC, 0 BC, 0 CC, 0 CM, applies actor condition "In Training"

Actor Condition: In Training
AP cost reducing items have a reduced benefit of 1 AP (meaning that the Jewel of Fallhaven for example would have no effect).

This creates an item that is better for a beginner than bare fists but which doesn't scale as well because it can never cost only 2 AP like fists can.
Level: 58, HP: 102, AC: 295%, AD: 46-56, AP: 2/12, BC: 35%, DR: 4
Gold: 75235 | RoLS: 0 RoL: 0 SRoV: 0 VSH: 0
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buddyCasino
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Re: Some ideas for turorial quest

Post by buddyCasino »

+1

I like the idea of quests that show a new player around, but I am not sure if we should really call this a tutorial. I really hate it when you have to do a tutorial in the exact order forced upon you by the programmers. Yes, the game may be hard to start with for some players, but I like the freedom a player has right from the start.

Conclusion: offer easy quests, make each easy one hint to the next one, but don't force anyone to do them.
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Sarumar
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Re: Some ideas for turorial quest

Post by Sarumar »

fiernaq wrote:Kitchen knife: 3 AP, 1 AD, 0 AC, 0 BC, 0 CC, 0 CM, applies actor condition "In Training"

Actor Condition: In Training
AP cost reducing items have a reduced benefit of 1 AP (meaning that the Jewel of Fallhaven for example would have no effect).

This creates an item that is better for a beginner than bare fists but which doesn't scale as well because it can never cost only 2 AP like fists can.
+1 nice starting weapon and excellent new conditition too !
Sarumar
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Sarumar
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Re: Some ideas for turorial quest

Post by Sarumar »

buddyCasino wrote:+1

I like the idea of quests that show a new player around, but I am not sure if we should really call this a tutorial. I really hate it when you have to do a tutorial in the exact order forced upon you by the programmers. Yes, the game may be hard to start with for some players, but I like the freedom a player has right from the start.

Conclusion: offer easy quests, make each easy one hint to the next one, but don't force anyone to do them.
+1 good point, I too hate those overly long mandatory instructions type of tutorias. But IMO there can be some "soft" and integrated type of hints/ tutorial in the first quest in the game. AND IMO any quests should note be named anything like "tutorial".
Sarumar
..dansing left foot polka with Hirathil

Lvl 313|XP 559721474|Gold 7965188|AP 3/12|AC 516|AD 161-175|ECC 48|CM 6|BC 311|HP 591|DR 2|RoLS 3|RoL 2|ElyR 2|ChaR 45|GoLF 3|ShaF 9|SRoV 28|VSH 13|GoW 1|WMC 1
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Re: Some ideas for turorial quest

Post by Pyrizzle »

Great ideas! I am a big supporter of "training Quests" to help the adventurer start out.
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lady black
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Re: Some ideas for turorial quest

Post by lady black »

I don't know, I'm kind of torn on all this "tutorial" type of stuff. When I started playing, I had played exactly ONE rpg before in my life. I started out assuming that you could not use a healing potion during a fight, only before and after. I didn't try healing mid-fight until I was in the snake cave, having completed the rat cave without it. NOBODY could be greener than I was, and I made it, without explanations of the absolute basics. I did read everything in the forum before starting the game itself (the forum, and the world, was much smaller a year ago), but the forum does not give the basic instructions we are talking about here. I figured it out, and it really wasn't all that hard. I died a fair number of times, early on, and got tired of killing snakes before I got geared up, but I figured that it had to be done, and didn't complain in the forum that it was too hard and they should make the game easier for me. I would not have wanted to admit to being that stupid, rather than saying the game was too hard for poor little me and they should change it. If there had been tutorial quests, I suppose it would have been easier, and I would have found out that you can heal in mid-fight earlier, but I repeat that it was not. that. hard., starting from absolute zero. Most players are veterans of many rpg's, over many years. Do those games spell everything out for you from the beginning, so the players expect the same here? Seems to me we're going to spoil the fun, and leave only the grinding for gearing-up money.
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Antison
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Re: Some ideas for turorial quest

Post by Antison »

Again, Lady Black...WELL SAID. +1
I could not agree more! Save these quests for the "easy mode".
"A home without a beagle is just a house"
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