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BatMUD Forums > Ideas-wanted > Re: What a newbie guild should be like

 
 
#1
02 Jan 2011 10:45
 
 
It should have All the basic combat skill/spells and LOTs of regen
skill/spells without any confusing ones like "freshpants", but the important
part is the skill/spellmax of those should be low, 50%-75% is good and no
mastery of xxx etc. It's shouldn't cost more than 5-10m exp to max one such
guild. The point is to allow newbies to have all the essencial tools to
successfully fight small mobs and doesn't get bored with regen,but will have
to rejoin a "real" guild to get competitive in pvp or parties.
Nomad/magical/good_religious should each have one such newbie guild. I
proposed that's all the choice a newly created player should be able to join.

 
Rating:
-5
Votes:
13
 
 
Azura
126d, 4h, 23m, 41s old
Level:
50
 
 
#2
02 Jan 2011 17:06
 
 
Azura wrote:
It should have All the basic combat skill/spells and LOTs of regen
skill/spells without any confusing ones like "freshpants", but the important
part is the skill/spellmax of those should be low, 50%-75% is good and no
mastery of xxx etc. It's shouldn't cost more than 5-10m exp to max one such
guild. The point is to allow newbies to have all the essencial tools to
successfully fight small mobs and doesn't get bored with regen,but will have
to rejoin a "real" guild to get competitive in pvp or parties.
Nomad/magical/good_religious should each have one such newbie guild. I
proposed that's all the choice a newly created player should be able to join.
I loved fresh pants a a newing in the early 90's. I don't remember all of the
details of my early playing days, but I definitely remember making fresh pants
for extra cash items and tinning mobs to find the elusive healing can. It
would be a shame if these 'non essential' things were lost to new players..
those are the things that make it interesting in the early stages of learning
the game.

 
Rating:
4
Votes:
6
 
 
Xyloid
N e w b i e  H e l p e r
2y, 148d, 16h, 0m, 24s old
Level:
100
 
 
#3
02 Jan 2011 19:21
 
 
Xyloid wrote:
Azura wrote:
It should have All the basic combat skill/spells and LOTs of regen
skill/spells without any confusing ones like "freshpants", but the important
part is the skill/spellmax of those should be low, 50%-75% is good and no
mastery of xxx etc. It's shouldn't cost more than 5-10m exp to max one such
guild. The point is to allow newbies to have all the essencial tools to
successfully fight small mobs and doesn't get bored with regen,but will have
to rejoin a "real" guild to get competitive in pvp or parties.
Nomad/magical/good_religious should each have one such newbie guild. I
proposed that's all the choice a newly created player should be able to join.
I loved fresh pants a a newing in the early 90's. I don't remember all of the
details of my early playing days, but I definitely remember making fresh pants
for extra cash items and tinning mobs to find the elusive healing can. It
would be a shame if these 'non essential' things were lost to new players..
those are the things that make it interesting in the early stages of learning
the game.
Nowadays material affects more to the price of eq, so those leather/fur etc
eqs are worth nothing. When I started at '99 they actually were worth to do.
But for commenting to original article: there is that explorers-guild which is
only valuable to very newbies. Then there is ranger which is very newbie
friendly and maybe even civilized-fighters.

++Beliah Thevil

 
Rating:
1
Votes:
1
 
 
Beliah
1y, 60d, 16h, 17m, 16s old
Level:
45