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Training Area

This is a game for roleplayers. We want your ideas how how to build the better game. Post your suggestions here.
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HikiraFang X
Dreamer
Posts: 25
Joined: Wed Feb 12, 2014 7:31 pm

Training Area

Post by HikiraFang X »

Hey there, I feel like the training area could be upgraded so the majority of interaction with newlies is more roleplay based or at the very least the newly have some idea abut basic concepts.
(Please create a pop up box for JP so no more accidental party breaks! Also a combine box that asks if you sure and what the outcome of the combining will be!)

Obstacle course - Basically two 'lines for each debuff. For instance, the player will run over a glowing line that functions like it, like running over the first line blinds them for 1 sec or something, they proceed and in their pack or on the floor is a vis alteror, this time they will run over the next 'line' debuffed. This may prove challenging for the others arts like para, but Im sure we can come up with something.

Combat - Instead of a practice chak when they enter the armory, what if they entered a mock up of the arena in pits or the Palisade. When they do, they can face off with an emph then a bog, and after that maybe fight a revenanant that is frontal vulnerable and not as nasty. This area can also simply be walked passed if they don't wish to try it.

Concepts - After the arena an area that explains charms and elemens and states that combat is not a necessarily always the best way to go and you can progress being non violent.

Vault - A simple vault with dummy items they can move around and have it explained that some rooms do not reap items, and state how long an item normally decays when dropped outside of one.

Arts - Give them the experience of casting Firestorm, blast, maybe ward/amulet, and finally something like vampyric draw.

Dissolution - A Horron has collapsed you into a soulsphere! When floating you are vulnerable to a rare but powerfull art that can end your ability to dream. Also if you awaken like this % of XP is lost rather than saying its a shock. Finally, let them go into the next room and if possible let a revenenant chain restore them to regain coherence via art. The next room another something floats them, then they walk into a sanctuary.

Teaching - "You have learned push!" 9 avatars: Single halo of each focus, MT Halo for each, and finally the elder halo. Brief explanation of tasking.

Hidden panels - Some portals are hidden! "Use" the glowing wall to leave.

Avatar - House crests, sphere crests color meanings and also personal coloring so maybe no more chalk newlies! Brief explanation of descriptions and maybe an explanation of Macros, Bug-report, when and how to file an rp report, and cheat reports.

Bringing it all together, Ask them to embrace the light, or embrace the dark, depending on portal, the get a different scenario. The light would bring them into either a keep battle or a battle on DoL's house plain, humans fighting emphants or bogs or something, "Slay the demons and protect your brethren!" Embrace the dark would bring them to HC, "Aid the Maren earn their freedom by attacking the Calenturians!"
Finally, "Pick a side." One portal would make them HC, another DoL, and they could experience a house battle. Though the ai might be tricky.

And finally, at the beginning give a second portal that goes into the old training scheme if they decide they'd rather do it old fashioned.

I know learning is part of the experience but for true newlies giving them a bit of time to understand what things might mean they have a better chance getting to play and also can ask players questions more directly and geared towards whatever they didn't learn. Or maybe we could balance some of these out and find the best mix to leave some things unexplained giving just enough, or making them fully aware.

Thank you!
~Kris
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