Post by dodrudon on Apr 16, 2007 0:02:59 GMT
So what does it take to move from one of the four groups to another?
Group 1 -> Group 2
This takes mostly time, gathering lowbie equipment for the first time, learning the area of the servers, getting into parties, etc. The best way to help here is for experienced players (3s and 4s) to actively seek people to add into your lowbie levelling parties (by occasionally checking the PC scry for anyone within level, or shouting a run).
(skipping 2->3, that's the main point of this post and will be last)
Group 3 -> Group 4
This is where you go from merely experienced to a true vet. The players making this jump already know the server well enough that they don't necessarily require help, but help would still help. For instance, yes, you could grab some buddies and all do Pyramid for the first time and wipe a few times while you get the hang of it, learn the abilities, weaknesses of creatures, etc, or someone who's been there already could take you along and tell you these things. Each method has its pros and cons.
Equipment is the biggest concern here, but again, they don't need help as they already know how they can go about getting this equipment without much trouble. However, generous trades from the better off are always welcome....
There is, arguably, a group 3.5, which I'd say the majority of the server is in. Lending rings and more helps ease the hole in equipment for this group.
Group 2 -> Group 3
This is, IMO, the toughest jump to make. It requires becoming familiar with all the LL areas of the server, all of which are difficult and require varying degrees of teamwork, areas which pre-Xul places do not prepare you for. Going from the easy party-going atmosphere where everyone runs around willy-nilly (more or less) to having clear objectives and needing the group to stay together as well feeling the pain of not having good equipment is quite a paradigm shift (okay, sorry, I know I shouldn't use phrases just because they sound cool).
What can be done here? When going on any run, as long as it isn't a party full of 2s, then the 2 will have free pick of the Uncommons, and oftentimes free pick of the non-immunity ring Rares as well. URs are a matter of luck.
Time, experience (familiarity with runs), and equipment are the three things necessary for this (and all other) jumps. (Imagine a triangle, if you will, with these three at each corner.)
For 1 to 2, time wasn't something too important. You could log on and play for an hour and still get experience. Suddenly, you need maybe two consecutive hours to do runs, sometimes more. Time is mostly in the hands of the player, though finding a good party can make runs go significantly faster. For all jumps, getting experienced players to lead them (such as bringing immos along for the immo run) really help here.
Experience is something slowly gained with time, often taking repeat trips to the same area to learn them, though the number of repeat trips decreases as you become more familiar with the concepts underlying HG. This requires diligence and a certain willingness from the player to learn runs, as well as a willingness to seek out shouted runs to ask what equipment is needed to go, and then going on the run if possible to learn more. There's not much outside help can do here.
Equipment is the easiest way to help newbies. However, you don't want to spoil them either. Give somebody 20 URs and they'll never realize the value of them. This is possibly the only corner of the triangle that can be built in to the mod (because shortening the runs isn't an option, and everything you need to know is in the log, the mobs aren't gonna spoon-feed you their weaknesses).
Because of the overwhelming need for immunity rings, I suggest a pedestal or altar or some sort be added to allow users to change the immunities on their Rare immunity ring(s), so you could bring it your Elec/Cold ring after your sissy run and switch it for a Fire/Cold ring for DB. You'd have to consider location, cost, and frequency it could be used.
If you could use the stand as much as you'd like, then you'd only need two immunity rings and you're set. Any more than that is merely convenience. Of course, this isn't ideal, so the pedestal might be decreased to x times per reset per player, or make it similar to the sphinx. However, if it can only be used once per reset by ANY player, then it's like the old Dachy/Beholder runs, whoever manages to get on first after a reset gets it.
A cost could be added to the pedestal, maybe in gold or items. The price can't be too high, or else only experienced players (3s and 4s) can use it. Somewhere around the range of 5-15 million gp might be right, though 15 could be on the high end for the ones that still don't know where to farm for money. Or the price could be in rare items, such as one or two rares. Because the cost is scaled for 2s, the 3s and 4s would have no problem paying the price, but having good enough equipment and rings to do runs anyways, this would take away some of the inconvenience in suiting up for a run, and not suddenly shift the power to the 3s and 4s.
The location of the pedestal is probably the most important decision. It'd have to be close enough to town and easy enough to get to for those that don't know the mod well, but not so close that it takes no effort to get to (this shouldn't be a free nor painless service). The alignment-change altar, for instance, is probably known by all 4s, most 3s (some will probably still suggest the sacrifice method), and very few 2s. With the recent change to XP, these numbers might increase. Basically, if it's too far away, only 3s and 4s will know and use it, while if it's too close, it's too easy, which would spoil players.
This pedestal would allow 2s who get an immunity ring to switch it for one they can actually use (instead of wondering how to go about trading for one), and let 3s and 4s switch out their duplicate rings. However, one disadvantage might be that 3s stop passing on immunity rings they already have on lootsplits, making it harder for 2s to get the rings in the first place.
I suck at conclusions, so I'll just say thanks for sticking through the entire post! (unless you skipped to the end, for shame!)
Group 1 -> Group 2
This takes mostly time, gathering lowbie equipment for the first time, learning the area of the servers, getting into parties, etc. The best way to help here is for experienced players (3s and 4s) to actively seek people to add into your lowbie levelling parties (by occasionally checking the PC scry for anyone within level, or shouting a run).
(skipping 2->3, that's the main point of this post and will be last)
Group 3 -> Group 4
This is where you go from merely experienced to a true vet. The players making this jump already know the server well enough that they don't necessarily require help, but help would still help. For instance, yes, you could grab some buddies and all do Pyramid for the first time and wipe a few times while you get the hang of it, learn the abilities, weaknesses of creatures, etc, or someone who's been there already could take you along and tell you these things. Each method has its pros and cons.
Equipment is the biggest concern here, but again, they don't need help as they already know how they can go about getting this equipment without much trouble. However, generous trades from the better off are always welcome....
There is, arguably, a group 3.5, which I'd say the majority of the server is in. Lending rings and more helps ease the hole in equipment for this group.
Group 2 -> Group 3
This is, IMO, the toughest jump to make. It requires becoming familiar with all the LL areas of the server, all of which are difficult and require varying degrees of teamwork, areas which pre-Xul places do not prepare you for. Going from the easy party-going atmosphere where everyone runs around willy-nilly (more or less) to having clear objectives and needing the group to stay together as well feeling the pain of not having good equipment is quite a paradigm shift (okay, sorry, I know I shouldn't use phrases just because they sound cool).
What can be done here? When going on any run, as long as it isn't a party full of 2s, then the 2 will have free pick of the Uncommons, and oftentimes free pick of the non-immunity ring Rares as well. URs are a matter of luck.
Time, experience (familiarity with runs), and equipment are the three things necessary for this (and all other) jumps. (Imagine a triangle, if you will, with these three at each corner.)
For 1 to 2, time wasn't something too important. You could log on and play for an hour and still get experience. Suddenly, you need maybe two consecutive hours to do runs, sometimes more. Time is mostly in the hands of the player, though finding a good party can make runs go significantly faster. For all jumps, getting experienced players to lead them (such as bringing immos along for the immo run) really help here.
Experience is something slowly gained with time, often taking repeat trips to the same area to learn them, though the number of repeat trips decreases as you become more familiar with the concepts underlying HG. This requires diligence and a certain willingness from the player to learn runs, as well as a willingness to seek out shouted runs to ask what equipment is needed to go, and then going on the run if possible to learn more. There's not much outside help can do here.
Equipment is the easiest way to help newbies. However, you don't want to spoil them either. Give somebody 20 URs and they'll never realize the value of them. This is possibly the only corner of the triangle that can be built in to the mod (because shortening the runs isn't an option, and everything you need to know is in the log, the mobs aren't gonna spoon-feed you their weaknesses).
Because of the overwhelming need for immunity rings, I suggest a pedestal or altar or some sort be added to allow users to change the immunities on their Rare immunity ring(s), so you could bring it your Elec/Cold ring after your sissy run and switch it for a Fire/Cold ring for DB. You'd have to consider location, cost, and frequency it could be used.
If you could use the stand as much as you'd like, then you'd only need two immunity rings and you're set. Any more than that is merely convenience. Of course, this isn't ideal, so the pedestal might be decreased to x times per reset per player, or make it similar to the sphinx. However, if it can only be used once per reset by ANY player, then it's like the old Dachy/Beholder runs, whoever manages to get on first after a reset gets it.
A cost could be added to the pedestal, maybe in gold or items. The price can't be too high, or else only experienced players (3s and 4s) can use it. Somewhere around the range of 5-15 million gp might be right, though 15 could be on the high end for the ones that still don't know where to farm for money. Or the price could be in rare items, such as one or two rares. Because the cost is scaled for 2s, the 3s and 4s would have no problem paying the price, but having good enough equipment and rings to do runs anyways, this would take away some of the inconvenience in suiting up for a run, and not suddenly shift the power to the 3s and 4s.
The location of the pedestal is probably the most important decision. It'd have to be close enough to town and easy enough to get to for those that don't know the mod well, but not so close that it takes no effort to get to (this shouldn't be a free nor painless service). The alignment-change altar, for instance, is probably known by all 4s, most 3s (some will probably still suggest the sacrifice method), and very few 2s. With the recent change to XP, these numbers might increase. Basically, if it's too far away, only 3s and 4s will know and use it, while if it's too close, it's too easy, which would spoil players.
This pedestal would allow 2s who get an immunity ring to switch it for one they can actually use (instead of wondering how to go about trading for one), and let 3s and 4s switch out their duplicate rings. However, one disadvantage might be that 3s stop passing on immunity rings they already have on lootsplits, making it harder for 2s to get the rings in the first place.
I suck at conclusions, so I'll just say thanks for sticking through the entire post! (unless you skipped to the end, for shame!)