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Forum Name Gameplay
Topic subject(Alleged) newbie meltdown
Topic URLhttps://forums.carrionfields.com/dcboard.php?az=show_topic&forum=6&topic_id=39106&mesg_id=39106
39106, (Alleged) newbie meltdown
Posted by Veteran on Wed 31-Dec-69 07:00 PM
As many people witnessed, a person claiming to be a newbie had a meltdown on the newbie channel. I have my doubts it was actually a real newcomer to the MUD, as it seemed way too emotional to be someone just here to check it out for the first time.

That said, a few other newbies agreed and some may have ditched. The complaint: It's too hard to survive without a cabal and cabals are too tough to get into.

Thoughts?

Imagine you were a brand new player to the CF who didn't necessarily feel like sticking it out through countless frustrations and spend 400 hours con-dying five characters to get adept at it. (When I started years and years and years and years ago, I had the time and patience to do that... I wouldn't today, which is why I haven't even tried playing other muds for long, if at all).

Another MUD I once played had a cabal specifically for newbies and those who want to help them. It believe it did not permit evil players, but allowed good and neutrals.

The roleplay was it was a guild formed for adventurers and explorers. The powers were pretty much player versus environment... think explorer ranger minus wanderlust and scatter.

None of those powers compare in PvP battles to Nexus or Battle or Empire, etc. But they might prevent you from dying to bleeding or poison. Maybe anti-gang code could be upped for those in this guild (both offensive and defensive).

The joining could be automated, a la bloodoathing to Empire, and perhaps the mobs inside could give quests for exp or to illustrate game mechanics. Vet players in the guild could get leader spots with better, VERY exploration-useful powers or other perks as a reward for basically devoting a char to helping newbs (and exploring).

Thoughts? (Especially you new players)