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  #31  
Old July 30th, 2004, 08:17 AM
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Arryn Arryn is offline
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Default Re: idea about newbie guide . plz share your opinions

Quote:
Originally posted by Norfleet:
There is no perfect XP system: Your great SWG system, for instance, neglects the value of support characters.
I agree with the "no perfect system" part of this, and with the rest of the post, but I feel that I must point out something that you've overlooked, either through lack of familiarity with SWG (which has many, mnay flaws as a game I admit, else I'd still be playing it), forgetfulness (happens to you a LOT), or deliberately so as to not be inconvenienced by it. That something is that SWG "support" characters do get XPs for noncombat activities. Virtually everything you do in the game can garner XPs for the appropriate character (ie: provided they have skill in the area of what they're doing). Medics get XPs for healing, crafters get XPs for crafting, et cetera. That part of the SWG game, at least, was fairly well thought out. Balancing the game, OTOH, was a disaster ...
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  #32  
Old July 30th, 2004, 10:23 AM

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Default Re: idea about newbie guide . plz share your opinions

"Paper and Pencil RPGs such as Runequest, AD&D and the like certainly never insisted that a character make a kill to get experience, or 1st level mages would never reach lvl 2; "

Actually when I played AD&D 18 years ago this is what we happened but our mage got to 4th level when we were 1st by getting xp for putting on a magic ring! Ah the sheer madness of the thing..

"I'd suggest that your exposure to RPGs, and to computer games, is somewhat more limitted than you might like to believe. "

Well some of us have probably been playing RPG since before he was born...

Pickles

[ July 30, 2004, 09:27: Message edited by: Pickles ]
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  #33  
Old July 30th, 2004, 11:28 AM

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Default Re: idea about newbie guide . plz share your opinions

Going back to main topics:

I think there are 2 things that people playing dom2 needs ... and two level:

things: rules and guides
level: newbies and expert

Usually (and also dom2) games provides in the box the rules for newbies, some games also the rules for experts and few of them also guides for newbies.

We can try to write a very usefull document keeping this level in minds:

we can just try to complete the rules of the manual with all the kind of informations newbies needs and than also a "in depth" look for expert.

Also with the guides we could just try to write a sort of newbies strategy guide (just telling the fondamental things a pleyer must do or not do) and than a in-depth guide.

I think we can use (and rewrite) the manual addenda just to cover the rules (both newbies and expert) and try to write a strategy guide (both for newbies and expert).

For each chapter I was thinking a sort of brief description and than a box (expert box) with formulas and details ... the same for the strategies.

In the guide we can concentrate on two things: general strategies and race/theme specific, on both level (basic=newbies, and expert).

Obviously we have to keep in mind and use all the usefull documents are already avaible on the net.

Some more suggestion ?

good play
Liga

PS. I'm still updating my Manula Addenda with all the suggestions/notes your are giving me in that post and also in other ... I things it could be still usefull, expecially to peolple tha don't have too much time to spend searching the forum ... I hope to realease a new Versione (1.1) before the end of that month
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  #34  
Old July 30th, 2004, 12:07 PM
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Boron Boron is offline
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Default Re: idea about newbie guide . plz share your opinions

Quote:
Originally posted by liga:
Going back to main topics:

I think there are 2 things that people playing dom2 needs ... and two level:

things: rules and guides
level: newbies and expert

Usually (and also dom2) games provides in the box the rules for newbies, some games also the rules for experts and few of them also guides for newbies.

We can try to write a very usefull document keeping this level in minds:

we can just try to complete the rules of the manual with all the kind of informations newbies needs and than also a "in depth" look for expert.

Also with the guides we could just try to write a sort of newbies strategy guide (just telling the fondamental things a pleyer must do or not do) and than a in-depth guide.

I think we can use (and rewrite) the manual addenda just to cover the rules (both newbies and expert) and try to write a strategy guide (both for newbies and expert).

For each chapter I was thinking a sort of brief description and than a box (expert box) with formulas and details ... the same for the strategies.

In the guide we can concentrate on two things: general strategies and race/theme specific, on both level (basic=newbies, and expert).

Obviously we have to keep in mind and use all the usefull documents are already avaible on the net.

Some more suggestion ?

good play
Liga

PS. I'm still updating my Manula Addenda with all the suggestions/notes your are giving me in that post and also in other ... I things it could be still usefull, expecially to peolple tha don't have too much time to spend searching the forum ... I hope to realease a new Versione (1.1) before the end of that month
small additional info for your manual addenda

for ae/sg ermor you should include that sentence :
starting site unholy sepulchre produces 5 gems on poor world / 10 on normal world and 20 on rich world .

for every other nation/theme the starting site gem income is independent from world richness settings .


afaik about ermor freespawns and reanimations now almost everything is know .
but not so about pan cw .
i would like to try a pan cw newbie guide first and as expert info provide the freespawn/reanimation rates .
i start a new thread for gathering that info
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  #35  
Old July 31st, 2004, 01:23 AM

liga liga is offline
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Default Re: idea about newbie guide . plz share your opinions

Quote:
Originally posted by Boron:
additional info for your manual addenda

for ae/sg ermor you should include that sentence :
starting site unholy sepulchre produces 5 gems on poor world / 10 on normal world and 20 on rich world .

for every other nation/theme the starting site gem income is independent from world richness settings .

added ... thank. It will be in the next release
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