Hello! Like Unwashed, I am (for all intents and purposes) a new player. I've been jotting down my thoughts as they pop into my head, so forgive me if this post rambles on a bit. I mostly share Unwashed's opinions on the game, but let me write out my opinion anyway. (The quotes are not actual quotes; I just couldn't find a spoiler tag.)
Good Things:
* The staff! You guys are /awesome/. This is by and far the best staffed game I have ever seen or played.
* The players! I played an RPI mud before, which does tend to attract more mature and polite players, but prior to that I came from a PK universe... anyone who understands the grief of that should know where I'm coming from :)
* The lore! It's a rich universe. You can do a lot of things with it.
* Visnet and Aides! Even when the staff is AFK you can usually get questions answered :)
* The QP system! This is an excellent way of making new players feel welcome.
* The travel command! This is a very nice way of getting around.
Things That Could Use a Little Improvement:
* Jumping into the game. Like Unwashed, I have been having a little bit of trouble finding the meat of the game-- I will get into that in another section.
* The size of the world. It is my understanding that this is undergoing renovation, so I will not be too harsh with my complaints here. Things I hope are being taken into consideration about this are, however:
** Making it smaller overall-- having a big world is nice, until you take into account stamina drain and how difficult it can be to find other players to RP with. I understand mounts help with this, but they are difficult to afford as a new player.
** Until I found out about the travel command, getting around the city was a headache. It is difficult to rely on the in-game map because it is somewhat difficult to read. Organizing the ASCII map's legend by types of places (shops, pubs, gathering spots, etc.) or color coding would help quite a bit.
** Putting in landmarks or extended routes, or a help file, for the most-traveled room names. Church Square, the ore outpost, entrances to outdoor villages, the bank, etc.
* Stat allocation in character creation. The most frustrating thing about this is: as a new player, you have probably written your descriptions, selected your class and all these things, read a great many help files, and you've gotten to the skill allocation stage... where you realize that you didn't put enough points in x, y, and z. Making this editable in character creation without needing to reroll completely would save a lot of new players a headache.
** Alternatively, putting the stats needed for specific skills in HELP STATS would also work.
* Crafting. It is not very intuitive. For the first few days I was in the game, I kept trying to type 'work x' assuming it would help me get an IC job. Things that would help:
** Putting the skill syntax in SKILLS <x>
** Being able to look at your crafts list outside the workroom. If I'm in the forest hunting for leather and want to see what crafts I can make with rawhide, I don't want to have to trek all the way back to the University Sewing Room to do that. An alternative command, adjustment of <CRAFT> INSPECT or just being able to look at the list up to the point of wearloc would help.
** On that count, it's not intuitive to find where to go to work your materials. Putting them on the in-game map or in skill help files (or in SKILLS <x> alongside the commands would help quite a bit.)
* The influence and rumor systems.
** I have been actively purchasing rumors, which is an interesting but extremely expensive hobby. Yes, I am aware you can have troubadours tell them to you for free, but what troubadour wants to spread bad press about themselves? Half the list is is about them. Besides, they're not always easy to find.
** I still have no idea what makes a rumor vapid or enduring. Adding an explanation to the help file would be great.
** What do you get paid IP for? Starting new rumors, or promoting/quashing existing ones?
Suggestions for Flavor:
* Alternative default outfits. Restringing can take a long time and require looking up a lot of help files and even send people off the game to their internet browser. It would be great if you could turn your current Lithmorran freeman outfit in for a default Vavardi gentry outfit.
* Taking a look at noquit for hunting animals. As a character who works leather, my noquit is over 3 hours for 12 skins. I understand if by code this is a problem, but not being able to quit out because you were hunting non-sentient mobs that no one is going to come after you for is... well, it does not make much sense to me.
* Knowing who the ruling nobility is. Maybe I wouldn't know them by sight, but at the very least, even if I am from a backwater place, I should know the names of the king, queen, and crown prince/princess, right?
* Free rumors. Things that might be found in IC newsposts, like 'the king is dead' or 'damned mages attacked x recently', that it is expected everyone would know-- those would be great to have in the rumor system.
And finally:
Jumping Into the Game as a New Player:
Before I continue, allow me to say that I have indeed read
this and I think it was a little on the general side. I'm going to post my concerns here so as to not clog the thread that's reference material.
If you are a new player who has no experience with this type of MUD-- which is to say, a character-driven game where the power is in /your/ hands rather than the admin's-- it is completely overwhelming.
Things that will put the new player at a disadvantage:
* Not having a specific character in mind.
* Or, not having enough character traits in mind.
* Seeking an inactive guild.
* Or, seeking a guild that is has an insulated-enough social circle where it is difficult to come in as a new player.
* Not knowing how to rock the boat, or save the boat when it's rocked.
* Not knowing when the boat is rocked at all.
Well, you might say to that, "There's only so much the other players or admin can do for you as a new player. We can't write a whole character for you, after all." But what does the new player do, then, to make him or herself interesting?
People play RPIs to feel like they are part of a compelling story. RPing out drinking in a tavern is /not/ interesting, as Unwashed says. The best way to force an undeveloped character to develop is to put them in a situation that requires, well, development. I think this is where new players like Unwashed and I run into some trouble.
I have no problem playing an uppity merchant-wannabe orphan girl who has a tendency to run her mouth. (In case this was not obvious, I play Beatrix.) I think she's fun to play. I have had some /excellent/ RP scenes, some where I really got a chance to shine, some where I didn't do so well, but I think I can say that she is a character who is getting some development. However, this development is mostly mundane. There is little sense of being connected to a greater plot, despite having had the chance to be involved in one.
I don't want to get too specific on the things that have happened in game recently, but how do you go from a mostly vapid character to a great one? How do you become a character who drives a plot?
As someone who plays a character who can only be counted as a minor character at best, I feel seeing examples and getting into the thought process of someone who plays a true hero or villain or just an all-around interesting character will be better able to answer this.
Questions:
* How good
code-wise does your character need to be?
For example: If you want to play a badass mage, how high in your skills do you need to be prepared to go? Looking at
this thread would imply you not only need good magic skills but also good martial fighting skills and stats if you want to successfully defend yourself.
For another example: If you want to be a legendary knight, besides picking the right skills to begin with, are you going to suffer if you don't boost your stats to a certain point? This has to be a relativity question, but even so, there is probably a code advantage in, for example, dumping charisma in character creation.
*What are compelling
protagonist qualities in this universe?
Plenty of people want to play the hero of the story. This type of character is probably most at risk for becoming (forgive me my tvtropes) a Mary Sue. But... this type of character also has great potential for driving the story.
It isn't enough to play the character. You have to go to the right places and build the right story. I'd guess joining the knights is the quickest way to victory here, but that doesn't account for atypical heroes. Tips, tricks, advice?
* What are compelling
antagonist qualities?
It seems that if you want to play a good villain in the game, you need to tread much more softly than someone who wants to play a good hero. This is perfectly reasonable, but it leaves newbies who want to antagonize others stranded until much later. A story with no villains is uninteresting, though, so where are they to be found?
The serial killer thing seems to have been done (to death? ha, ha, puns are the lowest form of humor, I know); after awhile, people must go 'oh, this again'. I heard about the giant mage flood IC, but the effects seem almost gone and only one person ever mentioned it. There must be more.
* What is the skeleton of a good, all-encompassing, world storyline?
Are they admin-driven? How are they written? How do you go about getting a major event set up?
I think saying very general things like 'join a guild' is great, but it's also intuitive. It doesn't cross the gap between following the newbie steps and getting my newbie to an interesting character in itself.
So what I suppose is the question is: How do I, the newbie, make myself compelling enough for RP to come to me, and/or make compelling RP, in this universe?
I know that this game has a lot more to it than what I'm seeing. I just want to know how to get there. :)
Edit: wow, this was really a lot longer than I thought it was. Sorry for the wall of text. :|