Stendhal Development Meeting 2009-11-22/Result Log/New Players

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Revision as of 21:25, 23 November 2009 by imported>Hendrik Brummermann (extracted out of Stendhal Development Meeting 2009-11-22/Result Log)
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  • hendrik: There is one topic we skipped: The first 5 minutes of new players.
  • hendrik: I am not sure if we should discuss that now or call it a day.
  • tigertoes: please, call it a day
  • bluekiller: who make it new?
  • hendrik: This meeting already took 2,5 hours and i am getting exhausted.
  • love_puppet: i think thare should be a place where u have to read the rules befor your player can be made
  • Oslsachem: oh I thought we were still on small details :)
  • humana: so iam back
  • tigertoes: i am past exhaustion
  • storyteller: yes, love puppet
  • love_puppet: so player can not say when a rule is broken that they dident know
  • storyteller: I agree
  • porl: i agree
  • humana: what do you speak about?
  • superkym: love puppet you are told after a certain time about the rules page, that's a tutorial message
  • superkym: every new player gets it - i think after 15 minutes of playing time
  • Oslsachem: the first 5 minutes since logging in or since clicking play now?
  • porl: my friend created an account named porn, and got ban because he didnt know, so i think it would be a good idea
  • humana: puppet I agree what you are saying!
  • hendrik: for a new player.
  • porl: me too
  • hendrik: There is a tutorial event about the rules after 60 minutes.
  • superkym: one of the ideas behind stendhal was to make it accessible for people to just create an account and see the world
  • hendrik: In the past only 20% of all players stayed more than 5 minutes.
  • superkym: forcing to read rules would be the opposite of that. we are really keen that people can visit and see it easily
  • yoriy: i have offer: insert rules to tutorial completely.
  • humana: yes that's important... cannot be that there are some names like porn, with that you can't login?
  • hendrik: we are now at about 50%.

Prevent new players from getting lost (need summary)

  • bluekiller: we can make arrows on the map for new players
  • bluekiller: so they know where they have to walk
  • superkym: bluekiller that's a nice idea. from semos vilage to semos city you mean?
  • bluekiller: to bank, to public chest
  • bluekiller: yes
  • bluekiller: to bank to public chest
  • hendrik: Letting them start in 0_semos_village and asking them to kill something quickly was a huge improvement.
  • yoriy: i dont like this arrows idea. players can speak with various npcs
  • porl: i know its not the subject but, why did gladiatthor get ban? he was lvl 440?
  • superkym: hm. the minimap already shows a 'N' just for new players. i wonder if it can show arrows there.
  • bluekiller: yes
  • superkym: porl, it definitely is not the subject and it's not something we would ever discuss, why players would get banned
  • bluekiller: yes
  • bluekiller: ask later
  • porl: ok
  • hendrik: There is a problem of players getting lost.
  • superkym: yoriy , it's to get them from the village to the city
  • superkym: they only met one npc, say
  • bluekiller: we can make
  • superkym: and perhaps they didn't understand or listen when he said which way to walk
  • superkym: but an arrow is really visual
  • yoriy: hm
  • tigertoes: i hate to be a party poop, but i really need to get busy outside... i will look at rest of meeting online, thats all for coming, on my part, see you, bye
  • hendrik: The first task is to kill a rat.
  • bluekiller: but we can make that every new player have a home scroll in his bag
  • hendrik: There is a small hole in the fence north of the house.
  • hendrik: And the only rat visible was there.
  • erdnuggel: bb tiger
  • hendrik: That player went killed that rat, which was quite difficult with it running away.
  • hendrik: Returned to Hayunn but then walked off north again.
  • hendrik: And got lost.
  • love_puppet: ah but if we gave a free home scroll in the bag then some player would try to abuse that and make char just to get free home scrolls
  • porl: once this guy i dont remember the name, tought me how to pass the orb quest from the temple, i did it, then he told be to use, and i did! he didnt go with me, it was a trap. i got lost and died from ricesia
  • hendrik: There is a similar problem at the south.
  • hendrik: There is the huge "gate" poiting south.
  • bluekiller: hi
  • Mayor Sakhs: Welcome citizen! Do you need help?
  • miasma: you can fix the scrolls, puppet.
  • bluekiller: bye
  • Mayor Sakhs: Have a good day and enjoy your stay!
  • bluekiller: :D
  • hendrik: And only a very invisible path poitnting to semos city.
  • samson: phone .. afk
  • porl: there should be a button to toggle the path to semos, so that a player would know, that would be easier
  • hendrik: perhaps the gate can be moved from semos village to semos city?
  • porl: yes
  • hendrik: and the hole in the fence closed?
  • porl: i had problems with that
  • bluekiller: why
  • bluekiller: yes
  • superkym: the hole is deliberate so people can pass through if they want to, it's only tiny
  • hendrik: okay, you can easily get stuck when you walk from semos city over to the village.
  • superkym: maybe once gates worked it could be a gate instead?
  • superkym: but yes, he huge sign entrance thing could be moved over to semos
  • hendrik: but perhaps we can prevent that people walking into that direction get trapped inside the fence?
  • superkym: do we have any graphic for a sign in that orientation
  • hendrik: I don't know.
  • superkym: and what would you do to prevent people going to the forest, even so?
  • superkym: perhaps semos village was just a bad place to start them
  • yoriy: brb
  • hendrik: Another idea would be to add that sign gate at the south of semos city.
  • superkym: and they should start in a house in the city instead
  • hendrik: And close the passage south in the village.
  • porl: lol
  • hendrik: i suggest that we have a small but closed training area for new players.
  • porl: while everyone is here, im going to take the chance and get grain, bye
  • superkym: thats why i moved it to the village, before. when they arrived in the townhall it coudl be very confusing at first
  • superkym: so many npcs and players running around the city. so i thought a quiet room in the village was better
  • hendrik: yes, i agree.
  • hendrik: and i am suggesting to closing it even more.
  • erdnuggel: sounds good to me
  • Oslsachem: only for new players?
  • superkym: can certainly try moving the sign but i think we need a new graphic, and yes the path to the forest could be changed
  • gido: HOWDY at all
  • bluekiller: howdy
  • miasma: cheers gido
  • superkym: so that it cuts down from semos through semos plains s
  • superkym: instead of from the village
  • hendrik: Oslsachem, we should prevent other players from accidently getting stuck. That is very annoying and the reason why the hole in the fence was created.
  • hendrik: Because if you walk over from city to village at bank level, you get into the confined area.
  • storyteller: what about a level- gate at the hole in the fence and at the gate south? So you can only go to Semos City with level 0 and at level 5 or so you can pass the fence or the gate to the south.
  • hendrik: I think that is a good idea.
  • storyteller: Like at the gnomw- village, but just the other way round?
  • storyteller: * gnome
  • superkym: or make the fenced area smaller
  • porl: grain was gone :(
  • erdnuggel: sorry guys, I am hungry and have to go... will be back later
  • hendrik: superkym, yes.
  • superkym: channel them through but leave plenty space around the edges
  • blackfinix: bye hendrik
  • blackfinix: bye erdnuggel,i mean
  • blackfinix: :)
  • superkym: if you walk out past carmen you'd go into teh small channelled fenced areas but otherwise, you'd go into the unfenced region
  • hendrik: yes.
  • Oslsachem: NPCs guarding level gates make them look more natural...
  • bluekiller: the other style from balrog was better:D
  • hendrik: and perhaps still put the city gate right to Carmen. So that this will become the prefered path to Nalwor for non-new players.

Warning new players running into dangerous zones (need summary)

  • hendrik: Can we have zone entry messages that are level based?
  • superkym: i dont see why not
  • superkym: i like the region messages idea too
  • Oslsachem: what for, for example?
  • superkym: that shouldn't be forgotten
  • hendrik: So if a new player walks to the west of semos village, he could get a warning.
  • storyteller: yes
  • bluekiller: yes
  • superkym: oslsachem, every time you head towards X location while you are still less than level 30 you get warned but after that why do you need it
  • storyteller: just to tell him that he better turn round
  • kiheru: current code does not do them, but extending the functionality a bit would be easy
  • storyteller: Well, what about to do a quest, which leads the new player to a NPC in Semos City?

Losing Club on Death (need summary)

  • hendrik: Some time ago it was possible to lose your club when being killed.
  • porl: it still is
  • hendrik: And you can not kill a rat easily with just your hands.
  • hendrik: It may be a good idea to prevent that.
  • storyteller: hmm... maybe add a "basic damage"...
  • storyteller: for the players who lost their club
  • storyteller: just 1 ATK or so...


Killing the first creature (need summary)

  • hendrik: It may be too difficult for new players to kill a rat because they are running away.
  • superkym: gummipferd he didn't mean training like camping
  • superkym: just teaching about the game, i think
  • hendrik: yes.
  • superkym: hendrik yes, that is true. perhaps it shoudl be a different creature you are first asked to kill
  • superkym: something that is not a coward
  • hendrik: learn how to fight, how to talk to npcs, etc.
  • superkym: and perhaps it could even be in the guard house
  • storyteller: yes...hmm...
  • bluekiller: hoi
  • superkym: i think rats should be cowards, and they were made stupid cowards so they are easier to kill
  • superkym: (stupid cowards don't turn corners to run away)
  • blackfinix: i guess you dont like rats in real life kym?
  • superkym: but the new player could be asked to kill something else
  • hendrik: Just in case anyone is wondering: superkym is talking about the AI profile.
  • Oslsachem: hendrik, the difficulty is mainly proportional to the space the rats have to run... :)
  • superkym: blackfinix ??
  • bluekiller: they are in fado castle
  • bluekiller: or?
  • superkym: rats should be scared of you and run away when you try hit them
  • bluekiller: yes
  • hendrik: so having a rat in the small guard house may help.
  • superkym: = they should be cowards
  • hendrik: ?
  • hendrik: or something else?
  • porl: archers are really anoying when ther run away
  • superkym: rats should be stupid cowards and not turn corners as you run after them
  • Oslsachem: I think so, and it adds to the atmosphere
  • superkym: because otherwise it i smuch too hard for low level players to kill them
  • superkym: hendrik i think a small mouse or rat which is special and not cowardly could be in the guard house
  • kiheru: a rat in the guardhouse would be a danger for new player who wants to find about gameplay
  • superkym: or maybe since it's a close space, it's not a problem that they ytry to run away
  • superkym: kiheru : a special creature which is really low damaging?
  • storyteller: well, what about to ask the NPC to "summon" (or let in) a special training enemy?
  • bluekiller: no
  • bluekiller: the
  • blackfinix: a giant flea?
  • hendrik: rats cannot hurt players.
  • storyteller: then there is no danger at first
  • bluekiller: Gashadokuro drop only noob things
  • Oslsachem: perhaps rats shouldn't attack...
  • hendrik: Well, in the past, did not check that recently.
  • bluekiller: the best monster
  • gummipferd: hendrik they can
  • bluekiller: Gashadokuro
  • hendrik: okay.
  • heder: bye my friends
  • heder: :)
  • superkym: storyteller, nice idea. maybe a rat or mouse can appear when the player agrees to try kill one
  • storyteller: yes, that´s my idea
  • hendrik: storyteller, we may need a summon meachnism, so that there is always one enemy if a new player arrives. But I guess the player should not have to ask for it being summoned.
  • superkym: i think it could happen when you agree to teh quest from hayunn
  • storyteller: yes
  • hendrik: okay, sounds like a good idea.
  • bluekiller: we can make a special house for raits
  • bluekiller: we can make a special house for raits
  • storyteller: :)
  • bluekiller: yes
  • bluekiller: nice idea blue
  • bluekiller: :D
  • superkym: ok. i will look into those things that we discussed to help the first 5 minutes then
  • Oslsachem: perhaps hayunn could give the player a piece of cheese and when the player dropped it to the ground, the rat appeared :)
  • blackfinix: i like that osl
  • storyteller: Maybe Hayunn also says: "Oh, how does this rat get in? Quick, kill it before it hurt´s you!" or something ;)
  • superkym: players probably won't know how to put cheese on the ground yet
  • superkym: that's something they are taught later, how to inspect corpses and how to move items around
  • Oslsachem: then make hayunn drop it :)
  • superkym: i wonder how many new players woudl then lay pieces of cheese everywhere and wait the rats to come
  • Oslsachem: and then do as storyteller says
  • bluekiller: :D lol
  • Oslsachem: except kill it before it eats the cheese
  • storyteller: yes ^^
  • Oslsachem: I thought the rat was special :)
  • heder: hola
  • Mayor Sakhs: Welcome citizen! Do you need help?
  • storyteller: well, just something like that :)
  • Oslsachem: a cheese-rat
  • storyteller: ^^
  • Mayor Sakhs: Have a good day and enjoy your stay!
  • bluekiller: who is from germany
  • bluekiller: ?
  • Oslsachem: me, hede
  • hamunu: me too
  • bluekiller: resident evil kommt
  • bluekiller: :D
  • heder: que sea mas facil de cuvir los skills
  • Oslsachem: me, heder
  • superkym: I think that's a good time to close the meeting maybe?
  • bluekiller: yes
  • blackfinix: yes!
  • hamunu: yes!
  • hendrik: I like the idea, but i suggest that we implement it in two steps: First get it to work and only than let Hayunn put down the cheese.
  • storyteller: hmm...
  • bluekiller: and make a rait:D?
  • gummipferd: hayunn could also put up a training puppet. old warrior getting scared of a rat sonds strange to me...
  • yoriy: what with agenda
  • hendrik: Perhaps it should be a smaller cheese image.
  • hendrik: gimipferd, he is not scared.
  • superkym: gummi - i don't think he's scared of it. he's just trying to teach.
  • hendrik: He asks the player to kill the rat because he things the player has too little experiance to even kill a rat.
  • Oslsachem: well, it happens that people are not scared of big animals while they are scared of smaller ones
  • heder: up skills very very fast
  • gummipferd: aah, so he intentionally drops the cheese? sry my brains have been working today
  • hendrik: gummi, yes.
  • heder: make much raids
  • kiheru: or lets a rat out of a cage, or whatever
  • Oslsachem: I was thinking about hayunn accidentally dropping the cheese while offering it to the player
  • blackfinix: which is the way it should be i think