Talk:General new player guide: Difference between revisions

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(Created page with "Should we separate general information (e.g. target spells vs augment vs utility, etc.) from how-tos (e.g. prep first, wait for full prep, cast)? To me, the two ideas are ver...")
 
 
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To me, the two ideas are very different, even if they cover the same topic. The fewer words there are, the easier it is to read/parse. This will also affect other systems like combat, creation, etc. and I think if we don't try to keep out the bloat, it may become huuuuge --[[User:KAMVENIENCE|KAMVENIENCE]] ([[User talk:KAMVENIENCE|talk]])
To me, the two ideas are very different, even if they cover the same topic. The fewer words there are, the easier it is to read/parse. This will also affect other systems like combat, creation, etc. and I think if we don't try to keep out the bloat, it may become huuuuge --[[User:KAMVENIENCE|KAMVENIENCE]] ([[User talk:KAMVENIENCE|talk]])

I pretty much just removed them all. The purpose of the newbie guide is to tell people HOW to play. I left links to every skill in case they want to know more about it. IMO it's a better layout since the way Barbarians and Clerics use Debilitation are very different. ([[User talk:HOLYELF|talk]])

Also, Arcana: I removed all references to runestones. With the release of 1 mana noob cambrinth, there's zero reason to train it via a runestone. They're harder to obtain, more RT to use, and don't train as well. ([[User talk:HOLYELF|talk]])

== Commands for new players ==

[[User:ABSOLON]] alluded to new player commands on the [http://forums.play.net/forums/DragonRealms/Discussions%20with%20DragonRealms%20Staff%20and%20Players/Kudos/thread/1795686 forums]. I dug up my notes on when I was new to the game as well as what I try to walk newcomers I find lost along the way.

The guide, as written, is not completely intuitive for a new player. For someone new I would suggest it would be more helpful to be a "my first day" checklist (here's how to do these things). The talk about skills/concepts is important, but maybe this is not the right place? The guide goes into a lot of detail where it doesn't need to (e.g. character creation, advancement). When I run across someone completely new, I try to make sure they can do the following:

*Movement/Navigation: cardinal movement, GO, CLIMB, DIRECTIONS bank/guild/empath, link to Ranik Maps
*Character information: INFO, EXPERIENCE
*Train stamina to 15 (other statistics can follow later): INFO, DIR stat, TRAIN
*Choosing a guild: DIR guild, STUDY guildleader, JOIN
*Interacting with your items: LOOK, GET, PUT (always use MY container), WEAR, REMOVE, APPRAISE, STUDY, INVENTORY, GIVE item TO player, ACCEPT, STORE, STOW
*Interacting with others: SAY, WHISPER, OOC, ASSESS TEACHING and LISTEN TO player
*Asking for help: using a crystal ring, THINK TO player, mentors, DIR MENTOR, RING BELL, or CHATTER
*Getting essential gear: full armor coverage with INV ARMOR and APPRAISE, worn shield, weapon(s), skinning knife, bundling rope
*Interacting with shops and shop owners: SHOP, BUY, READ catalog, ORDER item, OFFER
*Combat 101: armor coverage, parry stick, shield, DIR SHIPYARD, melee weapons: STANCE SET 60 60 60, ADVANCE, ANALYZE, ranged weapons: STANCE SET 80 0 100, LOAD, AIM, LOB/THROW/FIRE, LOOT/SEARCH, ARRANGE, SKIN, BUNDLE
*Getting healed: HEALTH, DIR EMPATH, TIP
*Casting a spell: PREPARE, CAST, TARGET, HARNESS, CHARGE/INVOKE
*Training magic: ASK leader about magic, CHOOSE SPELL, different types of spells, POWER walking
*Death and Favors: DEPART, DIR FAVORS, GET orb, COLLECT rock or POWER walk to altar, PUT orb on altar
*Making your first coins: FORAGE stick, GIVE to Mags, SELL bundle, DEPOSIT, WITHDRAW
*Training non-combat survivals: COLLECT grass, HUNT in combat, swim the brook out the west gate
*Training lore: PLAY instrument, ASSESS instrument, WIPE/CLEAN instrument, BRAID grass, APPRAISE item
*Training your guild-specific skill: Summoning, Scouting, Theurgy, etc
*Advice on skills they should train: clerics need to focus on Attunement, Utility, and Athletics for their quests

From there, there's still lots to learn: charity chests, circle requirements, TDPs, WIELD/SHEATH, tending bleeders, boxes, gems, hunting ladders, gweths, crafting, fluff, festivals

- [[User:RY4NPW|padhg]] ([[User talk:RY4NPW|talk]]) 14:56, 15 August 2016 (CDT)

Latest revision as of 15:07, 15 August 2016

Should we separate general information (e.g. target spells vs augment vs utility, etc.) from how-tos (e.g. prep first, wait for full prep, cast)?

To me, the two ideas are very different, even if they cover the same topic. The fewer words there are, the easier it is to read/parse. This will also affect other systems like combat, creation, etc. and I think if we don't try to keep out the bloat, it may become huuuuge --KAMVENIENCE (talk)

I pretty much just removed them all. The purpose of the newbie guide is to tell people HOW to play. I left links to every skill in case they want to know more about it. IMO it's a better layout since the way Barbarians and Clerics use Debilitation are very different. (talk)

Also, Arcana: I removed all references to runestones. With the release of 1 mana noob cambrinth, there's zero reason to train it via a runestone. They're harder to obtain, more RT to use, and don't train as well. (talk)

Commands for new players

User:ABSOLON alluded to new player commands on the forums. I dug up my notes on when I was new to the game as well as what I try to walk newcomers I find lost along the way.

The guide, as written, is not completely intuitive for a new player. For someone new I would suggest it would be more helpful to be a "my first day" checklist (here's how to do these things). The talk about skills/concepts is important, but maybe this is not the right place? The guide goes into a lot of detail where it doesn't need to (e.g. character creation, advancement). When I run across someone completely new, I try to make sure they can do the following:

  • Movement/Navigation: cardinal movement, GO, CLIMB, DIRECTIONS bank/guild/empath, link to Ranik Maps
  • Character information: INFO, EXPERIENCE
  • Train stamina to 15 (other statistics can follow later): INFO, DIR stat, TRAIN
  • Choosing a guild: DIR guild, STUDY guildleader, JOIN
  • Interacting with your items: LOOK, GET, PUT (always use MY container), WEAR, REMOVE, APPRAISE, STUDY, INVENTORY, GIVE item TO player, ACCEPT, STORE, STOW
  • Interacting with others: SAY, WHISPER, OOC, ASSESS TEACHING and LISTEN TO player
  • Asking for help: using a crystal ring, THINK TO player, mentors, DIR MENTOR, RING BELL, or CHATTER
  • Getting essential gear: full armor coverage with INV ARMOR and APPRAISE, worn shield, weapon(s), skinning knife, bundling rope
  • Interacting with shops and shop owners: SHOP, BUY, READ catalog, ORDER item, OFFER
  • Combat 101: armor coverage, parry stick, shield, DIR SHIPYARD, melee weapons: STANCE SET 60 60 60, ADVANCE, ANALYZE, ranged weapons: STANCE SET 80 0 100, LOAD, AIM, LOB/THROW/FIRE, LOOT/SEARCH, ARRANGE, SKIN, BUNDLE
  • Getting healed: HEALTH, DIR EMPATH, TIP
  • Casting a spell: PREPARE, CAST, TARGET, HARNESS, CHARGE/INVOKE
  • Training magic: ASK leader about magic, CHOOSE SPELL, different types of spells, POWER walking
  • Death and Favors: DEPART, DIR FAVORS, GET orb, COLLECT rock or POWER walk to altar, PUT orb on altar
  • Making your first coins: FORAGE stick, GIVE to Mags, SELL bundle, DEPOSIT, WITHDRAW
  • Training non-combat survivals: COLLECT grass, HUNT in combat, swim the brook out the west gate
  • Training lore: PLAY instrument, ASSESS instrument, WIPE/CLEAN instrument, BRAID grass, APPRAISE item
  • Training your guild-specific skill: Summoning, Scouting, Theurgy, etc
  • Advice on skills they should train: clerics need to focus on Attunement, Utility, and Athletics for their quests

From there, there's still lots to learn: charity chests, circle requirements, TDPs, WIELD/SHEATH, tending bleeders, boxes, gems, hunting ladders, gweths, crafting, fluff, festivals

- padhg (talk) 14:56, 15 August 2016 (CDT)