Updated rules and new help file

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Cherek
Site Admin
Posts: 2859
Joined: 04 Mar 2010 04:36

Updated rules and new help file

Post by Cherek » 12 Feb 2016 13:36

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Greetings Genesisians,

The ntell rules have been updated. All newbies and helpers are
encouraged to check <nrules> to familiarize yourselves with the 
new rules.

The changes are:

- Hints on all quests are now allowed, not only tutorial quests.
- Role-playing is not allowed. (It is very much encouraged in the 
  rest of the game but we have noticed it can be very confusing
  sometimes if used on the ntell)
- Helpers are not allowed to ask other helpers questions, the line
  is for newbies to ask helpers. Nothing else.

There has also been a clarification to the Wise People Club's
rules regarding the usage of free emotes. For those of you who 
are members of that club, check <help pin>. In short, we have 
simply clarified that the free emote ability is meant for enhancing 
roleplay only and using it for faking game output in order to
confuse other players is not allowed.

Finally, we have realized that many new players, and some old
players too, are a bit unsure of exactly what the Genesis 
Administration is, and what things like "AoP", "AoD", "Keeper", etc 
means. Therefore I have updated a very old help file on the subject
with up to date information about the different roles of the Admin 
crew. Please check <help admin> if you are curious about what we do.

Cherek, Arch of Domains

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Kitriana
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Re: Updated rules and new help file

Post by Kitriana » 12 Feb 2016 14:27

Cherek ---

I would point out hat sometimes newbies grow to a size that they lose their newbie pin and then pick up a helper one so they can continue to ask questions. Are you suggesting that this is not allowed? Where would you suggest those individuals to gain help from? Or is it assumed they will have already built up enough in game relationships to ask those questions there? or here on the forum assuming they find it?
If something I wrote sounds confusing ... assume you misunderstood it.

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Cherek
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Re: Updated rules and new help file

Post by Cherek » 12 Feb 2016 14:39

Kitriana wrote:Cherek ---

I would point out hat sometimes newbies grow to a size that they lose their newbie pin and then pick up a helper one so they can continue to ask questions. Are you suggesting that this is not allowed? Where would you suggest those individuals to gain help from? Or is it assumed they will have already built up enough in game relationships to ask those questions there? or here on the forum assuming they find it?
Actually it has never really been allowed for helpers to ask other helpers, it's just more clear now in the rules I hope. And yes, the idea is that once you lose your pin you're supposed to know enough about the game to be able to ask such questions in-game, or have gained knowledge of the forum. We could however considering raising the level you are considered a newbie. Wanderer might be a bit low? I know we have talked about that before, but now we have more actual newbies to ask about it.:)

Having that said, the rule is mainly aimed at experienced players who sometimes ask other experienced players questions, which has happened now and then. For example if Kitriana is stuck on a quest and asks Irk for help on the ntell line. That's not the idea of the ntell, which is what I wanted to clarify in the rules.

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gold bezie
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Re: Updated rules and new help file

Post by gold bezie » 12 Feb 2016 16:17

Cherek i can remember we had this discussion on the forum a while ago
i suggested then that it might have been a good idea if the wizards would change when a newby would loose the pin, this because a lot of new players loose their pin very fast with the help of others.
I for example did a lot of runs with grampal who also instructed me to do quests so i grew fast and absolutely panicked when i lost mine haha.
i also remember the wizards agreed back then and that other players adviced on when people would loose their pin.

maybe a good idea to find this link on the forum and change when someone looses their pin? or is this already done?
Darkness cannot drive out darkness: only light can do that.

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Ody
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Re: Updated rules and new help file

Post by Ody » 12 Feb 2016 16:27

I'd move the cut off from Adventurer to Adept or even Great Adventurer. I lost mine quickly and was super lost and if I hadn't asked questions as a helper there'd be no Ody today.
All I am is your Van Gogh; I paint our dreams on the golden coast
I stay up high, flying solo; Don't come too close
I just ghost
I told you I am the new Poe; I sold my soul to the radio
I steal your heart in the shadows; Don't come too close
I just ghost

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Mayobe
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Re: Updated rules and new help file

Post by Mayobe » 12 Feb 2016 17:46

Maybe have it erode in parts? Cutting off 'home' at adventurer seems appropriate (even if it's still painful). Maybe it stops auto-equipping soon after and then breaks later?

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Cherek
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Re: Updated rules and new help file

Post by Cherek » 12 Feb 2016 18:23

Thanks for the input.

Yes, we discussed levels like Great Adventurer and even Veteran before. Personally I feel it's better to set it "too high", since you can always break it if you don't want to feel like a newbie. And no we never made the change last time we discussed it, but perhaps it's time now.

Interesting idea Mayobe.

Aerylina-leafschade

Re: Updated rules and new help file

Post by Aerylina-leafschade » 13 Feb 2016 18:24

I have a suggestion if I may, why not add an a quest player can take when they feel up for it, the quest us unlocked at wanderer and can be done at any point after.


The quest is called master of the land

The quest takes you through a review all like the one on tutorii isle, and has 4 segments.

1 review of basics read sign etch going through a maze using basic commands to solve.

2 fighting review you go through a maze, fight monsters to a boss

3 advance commend review where you sold a quest using the more advanced commands

4 written review of multiple choice where you answer basic questions.


At the end you turn in your newbie pin for helper pin.


This way players pick when to not be a newbie, and given a fun quest to earn coin, quest exp, and gain confidence they are no longer a newbie.

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Ody
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Re: Updated rules and new help file

Post by Ody » 13 Feb 2016 20:06

Aerylina-leafschade wrote:I have a suggestion if I may, why not add an a quest player can take when they feel up for it, the quest us unlocked at wanderer and can be done at any point after.


The quest is called master of the land

The quest takes you through a review all like the one on tutorii isle, and has 4 segments.

1 review of basics read sign etch going through a maze using basic commands to solve.

2 fighting review you go through a maze, fight monsters to a boss

3 advance commend review where you sold a quest using the more advanced commands

4 written review of multiple choice where you answer basic questions.


At the end you turn in your newbie pin for helper pin.


This way players pick when to not be a newbie, and given a fun quest to earn coin, quest exp, and gain confidence they are no longer a newbie.
Okay scenario then: I like the option of having a line for help. I decide to never do this quest. There's no punishment in my case because I want to keep it. And there's no reward.

Also not everyone should have a helper pin. There's a lot of people who get it too soon and flood it with bad advice.
All I am is your Van Gogh; I paint our dreams on the golden coast
I stay up high, flying solo; Don't come too close
I just ghost
I told you I am the new Poe; I sold my soul to the radio
I steal your heart in the shadows; Don't come too close
I just ghost

Aerylina-leafschade

Re: Updated rules and new help file

Post by Aerylina-leafschade » 13 Feb 2016 22:09

Ya been there in a few mmo with mentor programs


Well if that is an issue have it be required to unlock veteran rank, seems the best because a vet shouldn't need a newbie pin,

Maybe not have the helper pin as part of a reward.

Have the helper pin as a reward fir a side quest where you escort an npc to teach them??

I'm just trying to suggest something that would help you guys out based on my experiences in other mmo.

Loosing newbie pin at a level up may not be the best way to now a days because of the popularity of online games and need to go fast. Even ff14 is adding a bunch of newbie friendly training tools because people level too fast, the training tools in game currently are a bust.


Like ff14 mentor program has 2 sets fir combat you need max level, 300 (likes), and have ran 1000 dungeons trials raids

Second set is max level crafter or gather have crafted/ 1000 items and done 300 collectible trade ins.


Maybe with my quest idea, have similar reqs.


Can't always Limit something due to the possibility if trolls giving bad advice.. what's stopping ppl from giving bad advice currently on the ntell line or forums??

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