TMC Newbie School Thread

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TMC Newbie School Thread

Postby *juggleblood* » Sun Jan 17, 2016 6:04 pm

Check out this thread on the mud connector.

http://www.mudconnect.com/SMF/index.php?topic=79684.0
Talk to the clown.
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Re: TMC Newbie School Thread

Postby Teron » Mon Jan 18, 2016 8:36 am

Well, that's odd. I wonder who all voted for our college, because Aardmud's seems better. At least, ours does have room for improvement, I'm sure you are just getting started :)

That being said, maybe it's been a while I took it, but I don't remember Aardmud teaching newbs how to use skills, rather than read help files. Even though I do like how they stress through the system that you can get info from the help.
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Re: TMC Newbie School Thread

Postby *juggleblood* » Mon Jan 18, 2016 11:34 am

I think ideally each guild on vk would have something similar but prime class/skills oriented. But that's not something I'll probably ever take up.
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Re: TMC Newbie School Thread

Postby Madigan » Tue Jan 19, 2016 7:47 am

Does the Dean's quest actually work? I can't seem to find a spot to use that iron key and find the soot mob...
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Re: TMC Newbie School Thread

Postby *juggleblood* » Tue Jan 19, 2016 2:19 pm

There's a door at the end of the hall. It's not hidden.
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Re: TMC Newbie School Thread

Postby Madigan » Tue Jan 19, 2016 6:51 pm

FYI - submitted a bug report today related to this (from Blix).
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Re: TMC Newbie School Thread

Postby Yasik » Wed Jan 20, 2016 4:33 am

It is early to vote since Sloth's is not finished yet, as I get it.
But aard's was really good.
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Re: TMC Newbie School Thread

Postby Yasik » Wed Jan 27, 2016 8:49 am

By the way, have you ever considered placing a "plot" behind the gameplay? Something more than just exp/cpoins grinding, eq hoarding, or even doing aqs?
Like saving the world from ultimate evil (epics invasion?) or something like that?
If you have time, I advice checking few hours in World of Warcraft as Forsaken race (any class will do). This is greatest 'newbie school' I ever experienced; player starts low, but they immediately presented with 'great scheme' they are part of, and while leveling 1..20 (starter edition) player sees the plot development to a big scale, and players take action in sort of 'historical' events, meeting great leaders and key personalities. At the same time, players are not obliged to do, they can abandon at any time, just like in Morrowind/Oblivion/Skyrim/Fallouts series.
Giving a purpose of existence and 'big goal' is good thing to attract and attach "customers", isnt it?
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Re: TMC Newbie School Thread

Postby Teron » Wed Jan 27, 2016 10:37 am

I'll also add that storytelling is a huge help in making stories/text stick. There's a huge bandwagon of storytelling in the US right now.

As I'm fondling an idea of writing an area, I think there needs to be a story behind it, like the one Kara'sa has. Or the Moon Temple, if you read the descs.

Perhaps, doing quests that help one faction (e.g., two quests with Fisica) or killing mobs that move you through the storyline through trigtraps (opening portals, teleports, etc) would be helpful.

Then again, I heard that no one thanks immortals for the huge effort they put into the areas, so I don't expect much.
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Re: TMC Newbie School Thread

Postby *Neptune* » Wed Jan 27, 2016 2:37 pm

Not entirely true.

We do receive some thanks outright for the areas we build, and I am
appreciative of each and every person that tells me so. They don't all
come at once. They may trickle in over long periods of time. But honestly,
the greatet compliment that any player can give me that I find is seeing
and hearing the desire and will to play and explore the area. It's part of
why I continue to build.

Well, that and because I'd probably go crazy trying to clear my consciousness
of these sort of things offline.... :roll:

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