The newbie area.
Posted: Fri Oct 17, 2008 4:13 pm
I have this whole idea typed up on another computer... it's similar to how people were trying to figure out a good way for the newbie area, but with benefits for everyone...
Instead of finding the file, I'll type up what I remember of it.
- - - - -
The starting area can be "underground" with cave walls, and other things to signify the area is actually underground.
The town can be completely underground with torches that reach pretty far...
Torches can also dot paths between some key areas in the land from the town gates.
There can be some lighting effects like beams of light showing from up high down to the ground for eye candy, to catch the players' attention.
There can be NPC's within the town that supply the newbs with all they need to progress.
The first 3-5 quests or so can be within this underground cavernous area, with a couple of small dungeons off to the side if an adventerous player feels ballsy enough to take them on.
Caves can lead around, interconnecting to small houses with other NPC's that can offer quests to help a newbie even more (purely optional though).
All together, this underground could get a new player from level 1 to 5 at a pretty steady rate with the quests... even if they're done only once.
Not all of the area would be underground... there could be stairways or ladders that lead up to closed off surface areas with monsters, chests, and maybe another stairway leading down into other parts of the caves or a dungeon that you normally couldn't access without taking this surface path.
These split off areas could also lead back to a part of a dungeon that's also near the town, or lead you into a cave that takes you back to the town, coming up a ladder into one of the houses (+5 Interactivity)
Once the newbie is ready, one of the quest NPC's tells the newbie they can say a certain line or give a certain item to the leader NPC, who would then give them a permit allowing them to pass through the main gate "room" to the rest of the world.
This main gate "room" would have two exits... the door connecting the room to the underground newbie area would only allow newbs that haven't left the cavern yet.
The second door would allow everyone from the outside world into the room, but they'd only be able to access that room, nothing more.
The second door will only allow newbies out if they have the permit.
This keeps newbies in check without skipping the newbie area, unless they REALLY want to...
If someone who has already done all of this before wants to leave, they should already know and remember what they need to do to get the permit from the town leader rather than being told how at the end of the main newb quests.
Higher levels can visit the room and give newbies things to help them, or transfer items to their lower characters if they don't want to leave the city yet.
Once a newb has actually left through the main gate, they cannot get back to the underground city... they can only access the gate room from then on.
- - - - -
The surface world could start in a valley, that leads past a couple of houses with quest NPC's... a couple small easy dungeons, and finally... the first town.
- - - - -
I have all of this typed up and I was ready to fully design all of it, quests and all if I had become one of the map makers for xen, but alas, I found Evidyon is much more promising.
If/when Karl allows people to use the map makers, I wanna see if a few other people would like to work together on a similar newbie area like this with me.
Instead of finding the file, I'll type up what I remember of it.
- - - - -
The starting area can be "underground" with cave walls, and other things to signify the area is actually underground.
The town can be completely underground with torches that reach pretty far...
Torches can also dot paths between some key areas in the land from the town gates.
There can be some lighting effects like beams of light showing from up high down to the ground for eye candy, to catch the players' attention.
There can be NPC's within the town that supply the newbs with all they need to progress.
The first 3-5 quests or so can be within this underground cavernous area, with a couple of small dungeons off to the side if an adventerous player feels ballsy enough to take them on.
Caves can lead around, interconnecting to small houses with other NPC's that can offer quests to help a newbie even more (purely optional though).
All together, this underground could get a new player from level 1 to 5 at a pretty steady rate with the quests... even if they're done only once.
Not all of the area would be underground... there could be stairways or ladders that lead up to closed off surface areas with monsters, chests, and maybe another stairway leading down into other parts of the caves or a dungeon that you normally couldn't access without taking this surface path.
These split off areas could also lead back to a part of a dungeon that's also near the town, or lead you into a cave that takes you back to the town, coming up a ladder into one of the houses (+5 Interactivity)
Once the newbie is ready, one of the quest NPC's tells the newbie they can say a certain line or give a certain item to the leader NPC, who would then give them a permit allowing them to pass through the main gate "room" to the rest of the world.
This main gate "room" would have two exits... the door connecting the room to the underground newbie area would only allow newbs that haven't left the cavern yet.
The second door would allow everyone from the outside world into the room, but they'd only be able to access that room, nothing more.
The second door will only allow newbies out if they have the permit.
This keeps newbies in check without skipping the newbie area, unless they REALLY want to...
If someone who has already done all of this before wants to leave, they should already know and remember what they need to do to get the permit from the town leader rather than being told how at the end of the main newb quests.
Higher levels can visit the room and give newbies things to help them, or transfer items to their lower characters if they don't want to leave the city yet.
Once a newb has actually left through the main gate, they cannot get back to the underground city... they can only access the gate room from then on.
- - - - -
The surface world could start in a valley, that leads past a couple of houses with quest NPC's... a couple small easy dungeons, and finally... the first town.
- - - - -
I have all of this typed up and I was ready to fully design all of it, quests and all if I had become one of the map makers for xen, but alas, I found Evidyon is much more promising.
If/when Karl allows people to use the map makers, I wanna see if a few other people would like to work together on a similar newbie area like this with me.