Newb island. Introduction to Salem.

Forum for suggesting changes to Salem.

Re: Newb island. Introduction to Salem.

Postby darnokpl » Thu Nov 01, 2012 8:47 pm

L33LEE wrote:
darnokpl wrote:
megasego wrote:
They can prepare people for such negative personality, by programming the AI of some Human NPCs and make them attack the players in the tutorial map on sight. Also, let those human NPCs be able to permakill the new players in the introduction. They already programmed AI for other enemies that semi-auto-aggro such as bears and snakes, so it wouldn't be such a long step to programming auto-aggroing human npcs.


Awesome, it would solve many problems, but imho after char gets killed player must read message what and why it happened :)


again already been covered in my main post.

Please guys, if you wish to contribute / comment read the main thread post.


Sorry, but at the time, which I read it you mentioned "fight with npc" and I understood that player would have chance to prepare him self to that fight
and even chance to win it.

Here is idea to implement griefer-idiot-like-npc to kill you on sight (If I understand @megasego idea in right way).
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Re: Newb island. Introduction to Salem.

Postby L33LEE » Thu Nov 01, 2012 9:14 pm

darnokpl wrote:Sorry, but at the time, which I read it you mentioned "fight with npc" and I understood that player would have chance to prepare him self to that fight
and even chance to win it.

Here is idea to implement griefer-idiot-like-npc to kill you on sight (If I understand @megasego idea in right way).


I guess yes what is said is different, however you could still add the feature you mentioned at the end of thus tutorial, and new players will still think its a "random player who comes and kills them", i did mention several different possible endings could happen.
Retribution ~ Death comes to those who wait.

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Re: Newb island. Introduction to Salem.

Postby MagicManICT » Fri Nov 02, 2012 2:22 am

L33LEE wrote:Create a possible in game apprenticeship feature, were once you are 50+? all biles, you have the option to "become a mentor". Apon becoming a mentor, your added to a list of mentors who are currently looking for an apprenticeship with them to learn the game better, like a player to player training session, and the mentors are all volunteering of course.

After the apprentice leaves / moves on, the mentor can get a new apprentice, many games have such functions already.


This is another idea that I think would work great. I'm not sure if you could tie it to the inspirational system in any way or if it would be all that helpful at that point, anyway. I've played other games like this and sometimes it was just to create a form of "vassal" network to encourage higher level players to teach newer players by giving a small xp bonus and it went up the chain so far.

megasego wrote: I merely commented on Magicman's post, since I could give a counter-argument to his statement without reading your opening post.


Except murder isn't the only issue you have to deal with. You have to deal with people wanting to take your things, break your things, and in general conning you out of the shirt on your back. You have others that will try subterfuge to infiltrate your town and all sorts of other things. THAT's the kind of "negative personalities" I'm referring to and you can't create an AI to teach this in a reasonable way.

Otherwise, yeah, plenty of RPGs have created "death" scenarios in the game to teach a new player how to deal with it.

L33LEE wrote:Please guys, if you wish to contribute / comment read the main thread post.


I quite agree. The details are there for those that want to pick up on them and discuss them. I only wish more of the threads here started off this way (or would at least develop further based on feedback given).
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