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Quad - morts
Illith Posted 10 Apr 2014

To encourage morts I think there should be more quads and quads for morts only. There could be mort only cola quads for sale in modrian for like 100,000. And there could be newbie mobs with quads for morts only.

Having a better chance - more quads - would encourage morts to continue.

Illith Posted 10 Apr 2014

And good mort only eq should be sold in the shops, since it's difficult to acquire good eel as a newbie.

Illith Posted 11 Apr 2014

the +mort wings would impart mana_refresh, mov_refresh, mana_refresh, _ protect_lightning, protect_fire, breathe, and FLT. Morts have to fly. Wings would be symbolic of the nature of mort.

Illith Posted 11 Apr 2014

When a mort remorts they have to wear the +mort wings to the remorter. That way the +wings would be destroyed. They would be [unbreakable].

Tower Posted 11 Apr 2014

They don't need them to be destroyed, having them as +mort would render them useless to a gen 1.

Wrath Posted 11 Apr 2014

This is simply a horrible idea. Morts don't need to be quadding all the time. It doesn't make any sense, at any level. I agree newbies need help, but solving that problem by handing out super equipment is far from the solution.

Illith Posted 12 Apr 2014

Or mort witches brooms impart FLT.

Diamond Posted 13 Apr 2014

Survival is more important to a newbie than flight or quad. Fligjt makes things convenient. At the same time, newbies do not need flight to get to zones that they can actually handle. As for quads, if the newbie goes to a zone that they need the quad to clear, the mob will probably kill them first anyways.

Wrath is on target about adjusting dam and hitroll to all mobs to pre-bug level. The real challenge newbies is staying alive and this mob damage level is the main culprit.

Things as is doesn't stop a player from reaching gen 10. At the same time, I would imagine for every newbie that hit gen 10, how many newbies quit?

Our world of Tempus won't grow our userbase if our new players quit because they keep dying.

Maybe Azi could help check how many new accounts made post bug fixed have gone on to reach gen 10?

It might give us insight into what needs to be done to seriously repopulate Tempus.

Shaba Posted 13 Apr 2014

Diamond makes a good point, I think? What is shocking to me is that this has not already been handled. Give newbies a decent set of eq, or the stick thing we used to have. It pisses me off because these people want to play and can't, or don't or quit, because they get basically nothing from the replicator. Like one armor spell gives you better AC than you get from the replicator eq. It is seriously flabbergasting to me that this has not been changed yet.

Wrath Posted 13 Apr 2014

I've made this argument too. Newbies should be given a weapon and a few pieces of usable equipment immediately, and by the time they are done with the little newbie area they should have all (or nearly all) their equipment slots filled and have a little AC and some stat boosts.

Illith Posted 13 Apr 2014

First bring back FLT for all. Second give me a Quad.

Diamond Posted 13 Apr 2014

As a friend shared with me, that replicator might as well give the newbie lipstick. That way the can look pretty when they get $&!%ed.

As Wrath and Shaba said, eq can be fixed easily with better replicator items. If the prebug damage issue is fixed, eq will not be so important. Definitely some ac, maybe to 0 or low negative ac. 10hitroll and 10damroll with maybe a 25 avg damage weapon.

This can let new players get right into the fun parts of Tempus, which is its robust and dynamic battle system. Nothing like pulverizing mobs to get a new player excited about tempus! It is seriously fun being able to destroy mobs!

Once they get to level 10, they are gonna need to learn better tactics to stay alive. Especially exploring new zones.

Much better than getting DECIMATED by a halfling man's vicious pound from a gnarled staff. That is not helpful in retaining new players.

These fixes could really change the dynamics for new players.

Drystan Posted 15 Apr 2014

Is it really necessary for morts to lose LPs when they die? You want them to explore but that gets to be quite tedious when a lot of stuff kills you making you lose your precious LPs. I know there are some quests to help you find a container in Modrian. More of these to help guide newbies to find new zones or equipment would be fun. The random map in a chest showing you the general direction of an area. Random mob scripts talking about different places. Maybe your skill/spell trainer asking for assistance when you hit a certain level and rewarding you with something class specific. Tempus is a large and deadly place which is quite overwhelming to a newer player.

Tower Posted 15 Apr 2014

Yes, I agree with Drystan here most of all. I learned to type as fast as I do now because of Tempus. Having the bunny in Holy Grail kill me and then having to dig up a "good enough" set of eq on the fly from donation rooms and random junk in shops that I could afford so I could go back and liberate my eq was great fun. The fury of typing to get into the room, try to steal back my stuff, get out, equip, go in and try to kill the bunny, then die again and again but keep trying until I killed him is what made me keep coming back.

Illith Posted 20 Apr 2014

Like when I start a newbie I want to bang my head against the wall. The only reason I don't is because I have a gen 7 who can equip. Without adequate eq you slog as a newbie between newbie zones.


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