Helping Us Help Newbies!
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RUNES - UR
gold 1
Obviously, it shows what tint is needed to inscribe the rune. (Never mind the fact that it's probably one of the more expensive tertiaries along with tarot in terms of both supplies and willpower drain), but beyond that... unless you check the full list, it is impossible to determine what each rune does... and then, some are ambiguous in their explanations.
Example1: Eohl Peace will come to those under this rune's blessing.
Example2: Sigil This rune warns of a draining of the aura.
Do I fling these rune at myself and end up benefiting from some defensive effect... or do I fling them at others? How do they work exactly? All in all, any novice that grabs Runes and then is a bit too shy to ask questions about the abilities would likely end up being stumped.
I have tried reporting this, but got the usual response that it's working as intended and that I should contact my envoy if I felt it was wrong.
Forgiveness is the fragrance that the violet sheds on the heel that has crushed it.
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And I believe I just came up with one. And it's so very, very simple.
IDEA: Switch around the skill placement of Potionlist and Itemlist on the Discernment skill tree.
WHY IS THIS A GOOD IDEA?
Okay. Let's start with Itemlist. It is presently learned at 50% novice, and allows you to quickly look over and access a whole slew of things, from clothing, to jewelry, to books, to esteem, to kegs. It's a great skill. However, I want you to consider: how many of these things are really pressing and important to a true newbie?
Right now, if you probe a vial, you only see the liquid it contains. There is no indication of how much use you still have from it.
For a newbie, knowing how much healing/mana you have left is probably one of the more important and early things you'll want to deal with, along with herbs. Herbs are already very neatly managed by the rift. But for a true newbie, there is no way to know with potions.
In addition to this, most everything else you can learn to use a discernment list for already has the information available by probing - the list just makes it easier to manage. You can see how many charges an enchanted ring still holds by probing it, you can see how many months clothing has left by probing it, etc.
Potionlist would be infinitely more valuable to a totally new person, so why do we make them wait longer to learn and access this skill than one that seems geared to a more advanced player?
I can't think of any good argument for why itemlist and potionlist shouldn't switch places. Let's do it.
For instance, some things that give DMP both rely on the lessons put in its skillset as well as the lessons put into the parent skillset. This means that transcending one skillset gives you 75% of the maximum DMP; to get 100% you'd need to transcend two skillsets.
There are also abilities that give DMP alongside other things. The one I'm primarily thinking of is Nightkiss (and, I'd assume, Drawdown). Splitting this into two skills (NightAura and NightBlessing), giving newbies partial DMP early on in the skillset (which would increase to 100% at the time they reach transcendant) but requiring them to transcend to get the new attacks (or weapon stats, in case they're warriors) would help give them DMP while keeping the desire to reach transcendant (both to maximise DMP and to get the new attacks).
I completely agree, though. When I think about "How can we help newbies?" I try to think about ways to make the game less confusing and to introduce them to the lore and mechanics in a logical way. Instead, we handed them EasyMode.
However, there is a way for newbies to track their sips without potionlist that requires 45 lessons or so into planar and that most guilds require, which is liquid rift. The cost is a little higher in the long run, but it's not impossible in the least. So switching Itemlist and Potionlist, while I think it is a good idea, should be weighed with the fact that number of sips are accessible for enough gold to buy a couple of teardrops, have a couple of vials made, and putting the extra lessons in.
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Basically, anyone new to muds in general and the game have the option of requesting a tour guide after they finish the basic intro/creation. A message comes up when the new person joins, saying they also request a tour guide. A player then will meet them and take them on a tour of the city, giving a basic run down on basic concepts and a brief tour of the area as well. The guide receives a bonus for helping (It's an xp bonus but it's a lot harder to get xp there, I think a simple gold or credit reward would suffice.)
It's not a mentor, they get one of those in the guild, and it's ideally what teachers/aides should be doing, but perhaps with the notification and added incentive for people to actually spend the 15 mins with a new person could make a lot of difference! Just an idea to ponder.
That said, I think the problem with combat is not about the amount of artifacts you need to buy or the amount of skills you need to trans, it is more along the lines of Lusternia being the IRE with the most complicated combat. There are afflictions that are not readily apparent in what they do, so someone reading their skills and seeing they can deliver an affliction means absolutely nothing when they have no idea how that affliction actually helps them. Then you run into the other problem... finding someone to teach you. My Tahtetso got scrapped, for instance, because I tried talking with three different champions about combat training and all I got was... "Here, have some forms, use them, win."
That's something that most certainly needs addressing, and probably not just by champions either. Champions can be busy, they have other things to do and so on. Yes, I know a fair amount of people learned how to fight by trial and error, but you also need to consider that for a complete newbie to Lusternia, combat can be simply overwhelming. They walk into a group fight, everyone around you is doing something, there's probably a meld that's spamming 20+ lines each tic and all of a sudden, you're dead. Following that, you step back and try to ask people what happened, try to look for someone to help you improve the outcome for next time... and you get no responses from anyone around you, including your guild champion. You buckle down, do it all over a couple more times with the same result, and you just think... well, this is obviously not the place for me.
There are hundreds of thousands muds out there. Some of them are better, some of them are worse than Lusternia, and some of them have the easy PvP where it all depends on skill levels and/or equipment, where you know what the best gear is, where to find it and where having it means that you'll be murdering people left and right without the need to do anything more complicated than typing KILL <target>. Lusternia takes skill to win, and it takes knowing how to go about acquiring said skill. I tried talking with the Glom champions about holding basic classes on combat. Most were definitely interested in that idea, but then I got one telling me something along the lines of... "practice is better" Well, practice is all fine and dandy, but again... if you have no idea what you're doing, you're not going to acquire said knowledge through osmosis.
I guess what I'm saying is... there probably need to be more help files that deal with afflictions, explaining their effects (which tend to usually not be readily apparent), not just how they're cured and so on. I know that information isn't some secret knowledge, but if a bare newbie wants to get into PvP, that's pretty much required reading, and maybe even try and talk champions into producing some basic tactics for each of their guilds, maybe give them some incentive to do so. I'm willing to bet we'll be keeping more newbies if that were to happen.
Forgiveness is the fragrance that the violet sheds on the heel that has crushed it.
Forgiveness is the fragrance that the violet sheds on the heel that has crushed it.