Juergen Kahnert wrote: > I have the following idea for the new world: > > After character generation, you have to chose your class. As soon as you > have chosen your class, you won't enter "start/Nexus", but the guild of > that class. > > This guild will be a combination out of the newbieshouse and the > beginners maps to teach new people how to play this game. And there you > learn the abilities of your class. So you won't get a bunch of class > specific items. Instead of this you're guided through maps where you > learn your abilities and where you're teached how to use them. > > Parts of the guided tour could be shared between different guilds. This > will reduce the map making work.
Good ideas. ;-) Is this the right or appropriate thread to start listing what one should learn in the guild map? And the shared maps? For instance: movement (walking, running, attacking), applying/removing and (un)locking inventory items, buying and selling from a shop, using money conversion and detect magic/curse altars, learning spells, learning new skills and so on. > For more class like role playing, the guild is able to ostracize players > by checking for example if a sorcerer uses close combat skills instead > of magic. If the sum of the close combat skills exceed the sum of magic > skills by a defined limit (e.g. > 10%) the sorcerer isn't allowed to > enter the guild. This also means this sorcerer won't get additional high > level spells because they are rewards from the guild master for solving > quests. AFAIK, at this time - such a check is not possible. This will require some developer/coding updates.
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