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BatMUD Forums > Ideas-wanted > Re: exp tuning for newbies

 
 
#1
03 Apr 2012 20:54
 
 
The following is something that occurred to me a while ago, but I've just
never gotten around to writing it up. So anyway, here's some thoughts on how
the exp tuner is particularly bad for newbies (hopefully I'm not wildly wrong
on any of this):

* I suspect most newbies don't even realise it exists in the first place

* Many older players don't even fully realise how it works, so most newbies
definitely would not.

* Newbies would be much less likely to have skills (and understanding of those
skills) that would help them determine what the exp tune on a mob could be in
advance.

* There are few newbie only areas so most areas suitable for newbies to make
exp in are in poor tune because bigger players will often grind stuff there.

* Most newbie areas are full of "clones", which are bad for the exp tuner.



Some simple ideas on what could be done to help newbies (without having to
re-code or add new areas or change restrictions on them):

* the "consider" command could give the same output as the consider skill at
100%

* the global exp tuner could simply not apply - only personal tune would
apply. Or maybe both would not apply.

* there may be things in starter guide/tutorials that could be updated to help
point them in the right direction.


For the sake of argument, for the above tweaks, "newbie" could be defined to
have the same limits as for the "recreate" command - ie to get the benefits
your play time must be small enough and you must never have gotten to level
40.

It could be argued that it's better for newbies to make exp by exploring -
it's certainly a good way to make exp immediately after rebirth. However, it's
very hard for newbies to (safely) explore enough new areas - after all, if you
haven't been before you don't necessarily know what traps lay ahead.

 
Rating:
1
Votes:
13
 
 
Antarax
290d, 10h, 58m, 6s old
Level:
94
 
 
#2
03 Apr 2012 21:52
 
 
Antarax wrote:
Some simple ideas on what could be done to help newbies..
<deleted *highly* sarcastic blurb about the Exp pool>
Quote:
* there may be things in starter guide/tutorials that could be updated to help
point them in the right direction.
I definitely think there could be a lot of work done in the 'newbie guide'
area. Some better indications of what areas are geared toward what levels,
etc. I know there's some information on starter areas in help getting started,
but once the newbie mines are too easy (or well explored) something that could
point them to the next logical areas of progression would be nice.

 
Rating:
2
Votes:
2
 
 
Xyloid
N e w b i e  H e l p e r
2y, 333d, 16h, 43m, 40s old
Level:
100
 
 
#3
05 Apr 2012 12:23
 
 
Quote:
Some simple ideas on what could be done to help newbies (without having to
re-code or add new areas or change restrictions on them):

* the "consider" command could give the same output as the consider skill at
100%

* the global exp tuner could simply not apply - only personal tune would
apply. Or maybe both would not apply.

* there may be things in starter guide/tutorials that could be updated to help
point them in the right direction.


For the sake of argument, for the above tweaks, "newbie" could be defined to
have the same limits as for the "recreate" command - ie to get the benefits
your play time must be small enough and you must never have gotten to level
40.

It could be argued that it's better for newbies to make exp by exploring -
it's certainly a good way to make exp immediately after rebirth. However, it's
very hard for newbies to (safely) explore enough new areas - after all, if you
haven't been before you don't necessarily know what traps lay ahead.
--- EXP tune of the monster could be automatically shown when the newbie kills
it. This would be ON/OFF setting and it would ON by default for newbies. It
could use same messages as consider does. This way newbie would realize there
is such a thing as 'exp tune'.

Like this:
Furry squirrel is DEAD, R.I.P.
Exp tune: Furry squirrel was below average experience.

--- I agree, that consider skill should work at '100%' efficiency for
everybody regardless if they have the skill or not. What skill percent could
affect is the duration how long it takes for the skill to operate. I'd like it
to be possible for all newbies(perhaps just give all backgrounds some
+consider percentage if they dont have yet) to 'use cosider at <monster>' and
get reliable results.

Also such an option should be added to consider command. It would give same
result as consider gives and it would take same amount of time(like the skill)
to give the information.

--- I also wonder, if it would be possible to fix some of those old areas with
clone monsters? Maybe add some random adjectives to them or how that works? :D

--- And yes, we need 'help exp tune' -helpfile.

 
Rating:
4
Votes:
6
 
 
Lyriikka
1y, 344d, 7h, 20m, 6s old
Level:
99