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Post by Makzimia on Mar 19, 2004 16:08:21 GMT
Ummm death preaching town crier?.... hmmm... must be an audio clip I had running there... since I don't have audio turned on hardly ever... I may not have realised what I have put there.... but I have not removed it. Will take a look next update.
Lumix & Phoenix,
The fountain has always been there, it just got spiced up a little. The housing has always been there... it just goes to show how noone hardly took any notice of my work there up until now.
Makz.
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Post by Phoenix on Mar 19, 2004 16:20:01 GMT
LMAO, well I'm not the best explorer, ask Mack. ;D So if that wasn't the new player home area I'll have to keep looking.
About the NPC, actually now that I'm thinking about it, it was night when I was there, so he was probably sleeping, and in Lumix's screenies it was night then too... But yeah, there is a guy thats pretty down on his outlook for life and he feels like sharing that with others, kinda depressing fella.
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Post by Spathic on Mar 19, 2004 16:38:15 GMT
i think the player homes there are obsolete players/characters... never seen arbook heh heh... I believe the new home area was the addition of an area specifically to someone's home...
I am a pretty extensive explorer (though i haven't checked every door in every area or anything) so i notice the "small stuff"
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Lumix
Elder
Come to beautiful Castille!
Posts: 110
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Post by Lumix on Mar 19, 2004 16:53:05 GMT
*blames heavy fog for lack of seeing the fountain before* Hmm... I did a quest there on Monday and didn't even see it. Ask Nat *chuckles* I tried to do my pic posting IC. So it would have been a 'new fountain' to him anyway. ;D <-- cheesy smile In regards to the " death preacher"... no matter where you are on the map you keep hearing "The end is near! The smell of death in the air" or something like that... as well as some guy mumbling something about ".... I can feel it". If they get canned I'd be stoked. Otherwise I can't wait until PC's start showing up more often in Castille. hehehe, make the newb's quest for it.... *ponders posting more pics to build Bard reputation* -Lumix
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Post by Phoenix on Mar 19, 2004 18:23:25 GMT
Yeeeeeah, it was the fog distance that prevented me from seeing those homes. So that makes it YOUR fault Makz.!!! There now I feel better about that.
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Post by addicted2rpg on Mar 19, 2004 18:27:43 GMT
This is probably pretty close to the official 'DM-stance'
1. As Hanah reported in her real world example, people do bail at the sight of a brawl when first on. Not everyone would, but a genre of (role) players would. There are certain images that freak them out when trying something new. My own first time in Fredian was spent in a series of quick metrics to see whether or not I was wasting my time there. You got hundreds of servers on gamespy, why should I give each a good hour? No way! I think others perform similar metrics. Our position is we do want to grow as a server, and frequent "first time bad experiences" for new players are contradictory to our goals. To that end, we want to prevent it happening.... using whatever means we can.
2. No-PvP is not our favored means. It is rather a consequence of people be unable or unwilling to behave. The CJ was our initial response to the problem. It did not help, and maybe even intensified it. West Styne is no-pvp on a trial basis and may go back to full-pvp. We are observing how well it goes over. If it did not impede our goals so much, we would very much like West Styne to remain Full PvP.
3. In your poll response, try to think more about how you like Fredian now that you have experienced both PvP modes ("how it is"), rather than your decision (which you may have arrived at on other threads) that West Styne should be one mode or the other. There is a difference. One is an expectation of what you think should be right, the other is a measurement of your current enjoyment compared to what your enjoyment was. Sometimes what people think should be right is not what would make them happy (crazy). We know this first hand from a lot of people in the past (before our no de-level policy) who wanted levels taken off and re-added to rebuild their char differently, only to want to change again. And again, and again.. They had a thought of what would make them better, but the reality was that it didn't. Of course, we are not assuming this is true for everyone. For a lot of you, what you think it should be coincides with your better enjoyment. However, this is not the case for *everyone*. So please, be sure to respond to the feeling of it rather than the expectation of it. In the long run, overall player happiness is a more successful indicator to reaching our goals than other indicators (like expectations or views). In the end, happy people keep playing and cause more people to start playing.
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Post by MitzaVolchenko on Mar 19, 2004 18:36:00 GMT
*grins* Good sum up Nat...and if we can't get responsible play from everyone regarding W. Styne, I guess no PvP is the only option, but I really hate it. And Castille is just as dead as the ghost town of W. Styne (though maybe I am just missing the big gatherings). I have had a lot of good rp with new folks in W. Styne since the change though, so I dunno maybe I'm just impossible to please. On a side note but related, if you ask the combination talking guidebook/saint bernard/monk express for help please be there when the help arrives
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Post by Silentus on Mar 19, 2004 19:33:24 GMT
It makes the most sence to me to try to have West Styne function as newbie central and Castille to be the experinced area for these reasons:
1. We want newbies to be able to see how the server is - check out that it has ATS in place, see that there are vendors around, see that there are varieties of areas, critters, plots etc. WEST STYNE works great for this.
2. We want newbies to not be threatened as thier initial contact in Fredian. A no PVP or responsible area works well for this. Again, West tyne can be fine here if the experience tend to gather in Castille
3. We dont want Castille to be too chaotic, and it need not be because it makes sence for the knights to hang out near thier lieges castle. I know knights have caused choas (not thru any fault of thiers) but Ill still stand by the concept.
4. The walking path out of Castille brings one close to the Northern Desert (evil) Town which can add some spice without being real far away.
Our hardest problem is how to make Castille be appealing as a central gathering place. I think some of the recent additions have added to that. It also has extensive crafting, the bank, everything you could want really. If we can try to use it as RP central, it will likely become so. One thing that might help is have some DMs hang out there and do small impromptu events (city encroachments, King Wend audiences, etc...)
BTW, I never want to see it where the newbies are separated from the experienced, but I dont belive that will happen anyway. The greater Styne area is a bottleneck between east and west and as such will likely always have some foot traffic.
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Post by MitzaVolchenko on Mar 19, 2004 20:02:55 GMT
Suggestion, emove the fences from around the Castille gathering fountain...they give a feeling of blocked conversations...particularly if like me you zoom your camera in when you are talking to someone to represent the attention you are paying to your conversation rather than the rest of the area around you.
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Post by Phoenix on Mar 19, 2004 20:03:53 GMT
You ain't the first person to think about that. ;-) The desert is kinda lonely being evil and by yourself. I have spent a bit of time just sitting out in the desert drinking water. Hopefully this will increase traffic there too...
Yeah, that's going to have to be worked on. I think a couple of things could be changed help make this happen.
1. The well know players must start hanging out there. It takes a crowd to draw a crowd. If people are looking for someone and they keep hearing 'yeah check Castille' they will get the point.
2. I think the portal limit to Castille needs to be reduced to about 10, maybe 5, or none at all... The thinking is, if there are such events, like the Kings court meeting it should be easy for everyone to get there. Also, when lower level people need help, it would be nice if the could get to the area where everyone else is (will) be hanging out at.
3. Currently Castille is at the 'end' of the world. This makes 'just passing through' something that never happens. I would suggest a boat from the docks in Castille to go to another isle like Ferrus is to Styne. Also maybe another exit from the city to the north or south. This all required development work from Makz. and co., so let's get do our part first and start playing there so he has a reason to expand the area. I don't want to ask for this unless we are going to use it.
So there are a few things, the first we can do now, the second is a minor change, the third a larger one.
Well I agree with the idea of knight, but we all know they DO cause conflict (the very nature that they are there). If we are moving people from W. Styne to Castille I would expect some of the same stuff to follow. After all we are moving because the conflicts would happen in front of new players. If we could just stop (and for RP reason I don't think it should, there have been many many good RPs from all these conflicts. But for new player reason I agree with the change), the move wouldn't be necessary...
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Xiloscient
Fredian
~Xiloscient ~Bora ~Sable ~Gorfnod ~Lia
Posts: 94
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Post by Xiloscient on Mar 19, 2004 21:16:04 GMT
So then West Styne it seems will stay No-PvP. And I accualy have no oposition to that.. I only oppose the central meeting location being No-Pvp. and if Castile is te new palce... then I am all for that. But honestly if I was "browsing" servers.. and in my first 20 minutes or so I saw a big brawl and was killed then raised I would *certianly* feel like sticking around longer then If I showed up and there was simply no PC's around. I know alot of other people might feel diferently ((Hanah style players... yes Hanah you have your own style)) but thats just me..
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Post by Spathic on Mar 19, 2004 21:23:11 GMT
yeah ghost towns = adios amigos...
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Post by Phoenix on Mar 19, 2004 21:29:11 GMT
But logic is, if there are 20+ people on the server and they are not in the spwan area they must be somewhere. Besides I have been to several worlds where the spawn point was a ghost town, but the server wasn't. Heck the mod I played the most before I came here had racial based spawns, each race had it's own city. Imagine the ghost towns then. But the server thrives, it's stilll running with plenty of players.
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Post by Spathic on Mar 19, 2004 21:56:48 GMT
that might work for some people... but i know if i wander around for a while and see no one i tend to bail... the reason i stayed around was because the depth of the areas and backstory, and the fact that people actually talked to each other...
if i didn't see these people around i might have bailed from here as well...
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Post by Silentus on Mar 19, 2004 22:52:56 GMT
Good points. I dunno, I really ting that if we can change focus to Castille, we should be able to take no PVP off West Styne. I know that many people will still hang there, and lower levels wont have the option if the Portal stone stays at 20. Point is if we can get the high level players to start thinking of Castille as thier new home they will still visit West Styne, but may not think of it as thier stoping ground. On the flip side, if we want castille to be more attainable, a Stone of Ke'Haar is the most attractive. However I dont know if locations can be level restricted with it, nor if it should be. I doubt this is an option anyway though - Makz is pretty paticular about this sort of thing. There is no good answer here, but Ive felt like Castille should have a more major role for a long time. I for one am going to bring Vugor there more often to try to promote it (Instead of Whillem where he is most often now.) Look for me there
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