Newbie pin

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Rhynox
Titan
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Joined: 04 Mar 2010 03:48
Location: Departed from here. Meet at Genesis!

Newbie pin

Post by Rhynox » 21 Mar 2010 05:23

Well, today it happened to me for the second time (^_^;) I teamed with a newbie, who was wanderer, and took him to Faerun. There he grew to adventurer, and he lost his newbie pin. He told me he still wants to be considered a newbie (even if he is big and knows enough to travel around) because he still has questions to do. That made me think (again) on this issue: if a newbie enters Genesis, and I pick him up, take him to Faerun and grow him to adventurer in a single day, he will lose his pin when he still needs it.

There could be an expert newbie if he is lucky enough to meet people to team with them, but the system won't accept that. That is why I think newbies should be considered according to their time around.

2 days would be the minimum, but would be nice to have statistics about how long it takes a newbie to graduate from the newbie land, and to determine a good time (maybe 5 days) to consider a newbie as one. This way we could stick pump them up but have time to play as newbies (asking questions, for example). Maybe have the home command removed after a couple of days, but keep considering newbies as such for a few days more?

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petros
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Re: Newbie pin

Post by petros » 21 Mar 2010 08:09

Besides the home function, a newbie can still pick up a "helper" pin and be able to ask questions if needed. At that point, the player should also be big enough to attempt the zodiac quest, right? If so, does it matter whether they are designated a "newbie" or not by the system?

Rhynox
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Joined: 04 Mar 2010 03:48
Location: Departed from here. Meet at Genesis!

Re: Newbie pin

Post by Rhynox » 21 Mar 2010 09:05

petros wrote:Besides the home function, a newbie can still pick up a "helper" pin and be able to ask questions if needed. At that point, the player should also be big enough to attempt the zodiac quest, right? If so, does it matter whether they are designated a "newbie" or not by the system?
That is the thing. A newbie needs to be reassured that they can explore new areas. At worst, they can always return home safely. Without that reassurance, the newbie will stay in the areas he knows the most, not daring to leave them. This newbie told me he was two days and some hours, and that he had explored a bit of Gont, Sparkle and Calia. He was adventurer, elementalist and wanted to join the gardeners because he had help while young (people who took him to hunt, people who led him to the guilds to join, people who told him where the gardeners could be located). But that is not true with all newbies.

There is an alternative way, older characters shouldn't team with small ones, and let the small ones grow at their own way. Sure, they will have to herb for days and then kill the couple of water krougs (if they manage to explore that far) around. That way they will grow at their own pace. However, how long do you think a newbie can stand being alone and kill a couple of orcs in Sparkle and water krougs before he gives up?

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Trutblemma
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Joined: 04 Mar 2010 13:41
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Re: Newbie pin

Post by Trutblemma » 21 Mar 2010 09:22

petros wrote:Besides the home function, a newbie can still pick up a "helper" pin and be able to ask questions if needed. At that point, the player should also be big enough to attempt the zodiac quest, right? If so, does it matter whether they are designated a "newbie" or not by the system?


Uhm...the zodiac quest is quite advanced for a newbie, and for some of the things you need your stats to be higher than a newbie possibly can have. At least that is my experience, trying to do it with young seconds. Besides, it's a very dangerous quest and the area it's located in is not a good place for a newbie to be............ Way down on the to do list.
//Emma's overseer

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Trutblemma
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Re: Newbie pin

Post by Trutblemma » 21 Mar 2010 10:04

Newbies should be able to keep the pin till the moment they hit great adventurer, at least. The donut is so big and a lot of the areas have so much to explore.

It's so complex, can't be compared to any other game of today. Infact, I think it's harder for today's newbies to learn how to play this game. They are numbed by all the easy-to-start graphic games out there. They are used to a sort of stale environment. In Gen...turn a rock and just about anything can happen. Just learning about items in Gen is time consuming. In a graphic game, you click on a list and see exactly what you can use, should try to get, at your level. In Gen that is impossible. Newbies of today has to learn to think in a very different way than they are used to. All that takes time, a lot of time.

I say, let them keep the pin longer. It won't hurt the game if young ones can teleport home. But it would surely help and encourage the youngsters to explore more.
//Emma's overseer

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Cherek
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Re: Newbie pin

Post by Cherek » 21 Mar 2010 15:10

I think Rhynox has a point. Let it be based on time instead. Or leave it until expert. Sure, they can go pick up the newbie helper pin again, but why not simply let them keep it instead, with the option of breaking it? When I made a new char once I didnt have a clue about where to pick up the newbie pin when it broke, heh..:) And also I think it's a good thing to be considered a newbie because that means they will still feel good about asking questions. If the system considers them newbie helpers suddenly its probably gonna feel a bit silly to ask newbie questions.

Let newbie be newbies I say! :)

Ilrahil

Re: Newbie pin

Post by Ilrahil » 21 Mar 2010 15:51

I think it would be a good idea to extend the teleport home function to Great Adventurer level. This leads to true newbies being able to explore the lands until a decent size, but will not lead to abuse of having it for seconds of people who want to test out things like on wizdays.

However extend when they transfer from a newbie to newbie helper up to veteran/expert or have a one way toggle that when they feel they are ready they can make the switch.

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Tarax the Terrible
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Re: Newbie pin

Post by Tarax the Terrible » 22 Mar 2010 11:27

The experience of the player behind the character has little to do with the size of the character.
I think the characters should be able to choose the status themselves.
http://genesisquests.pbworks.com/
Join up and help each other with Quests :)

Sharn
Expert
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Re: Newbie pin

Post by Sharn » 22 Mar 2010 11:41

Tarax the Terrible wrote:The experience of the player behind the character has little to do with the size of the character.
I think the characters should be able to choose the status themselves.
I agree, it would be best if players would be able to choose the status but I think there should be some limit for being a newbie.
600 days myth is NAN (Not A Newbie). Rising hero is probably NAN anymore.

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Megarius
Apprentice
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Re: Newbie pin

Post by Megarius » 23 Mar 2010 20:51

Rhynox wrote:
petros wrote:Besides the home function, a newbie can still pick up a "helper" pin and be able to ask questions if needed. At that point, the player should also be big enough to attempt the zodiac quest, right? If so, does it matter whether they are designated a "newbie" or not by the system?
That is the thing. A newbie needs to be reassured that they can explore new areas. At worst, they can always return home safely. Without that reassurance, the newbie will stay in the areas he knows the most, not daring to leave them. This newbie told me he was two days and some hours, and that he had explored a bit of Gont, Sparkle and Calia. He was adventurer, elementalist and wanted to join the gardeners because he had help while young (people who took him to hunt, people who led him to the guilds to join, people who told him where the gardeners could be located). But that is not true with all newbies.

There is an alternative way, older characters shouldn't team with small ones, and let the small ones grow at their own way. Sure, they will have to herb for days and then kill the couple of water krougs (if they manage to explore that far) around. That way they will grow at their own pace. However, how long do you think a newbie can stand being alone and kill a couple of orcs in Sparkle and water krougs before he gives up?
Thats what I was thinking about as well and pointed out in one of my suggestions posts that new players need some kind of an option to feel being a part of our community. Of course Genesis is for the strongest, basically in the end you either survive or leave for a more friendly MUD, but I see that people here are still quite friendly and helpful no matter how tough for some this MUD may get. Completing the Zodiak quest may be quite an achievement for a newbie but it won't assure his safety, since there are quite a few conditions and places where kissing the gem fails returning the owner to his safe haven.

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