Gloria wrote:I think it would be a good idea to have sunpebbles in the town hall. They should be easy to get for newbies (and free!), in opposition to the harder-to-get sunstones. I am against having anyone being designated to explain the sunstones and sunstone network. (ooc a NPC) Nothing 'Mystic'al in nature is ever explained this way it seems. This doesn't mean I am against newbies asking about it and people being able to answer.
Also it'd be really nice to have mystics playing a major role in 'creating' sunpebbles before they are generally available.
The 'mysterious, mystical nature' of the sunstone is not that hard a concept to grasp. It's an item that allows you to be communicate with other exiles. I think even the lowest, stupidest NPC peasant of Puddleby can grasp what sort of use that could have. Purposefully obfuscating an item for the intention of making it a MYSTERY! seems like yet another self-defeating method.
I'm sorry, I thought the magic spawn was assumed from my suggestion that the scavenger bird drop was 100%. My mistake.
Thank you for the clarification. All the same, the need for a task reminds me of the healer's quest of looking for random NPC item-givers - it's a time-waster, and extremely annoying not only for excrutiatingly fragile FotBs, but returning players who just want to get on with the show and start healing people. The fighter quest, at least, gives a motivation that you can work toward - the healer's quest appears to serve no practical function whatsoever, other than to keep FotBs needlessly busy - when they could be embarking on the long journey of catching up with the rest of the highly skilled exile population.
I know what it's for. I said North Farm, not North Field.
Indeed, but north field spawns those things too, and the farms are pretty dangerous on their own. Vermine, bloodthorns, giant slugs, myrm scouts and workers... going out into the open for a newbie that doesn't know what they're doing is suicide, and the population is not big enough that we can assume that they automatically have help.
And you still haven't addressed the fact that you're suggesting the creation of a big, risky quest for an item that is OBSOLETE BY DESIGN, and can be circumvented by a generous exile with too much money. What's the point of implementing it in the first place, if we're going to deny FotBs free access to it?
They're in and around town. Odds are, they're going to be hearing people talking about adventures as they return from those far away places. It doesn't take that long for newbies to find out about sunstones and not that much longer to get them.
Not in the wee hours. When it's late by North American time, the population drops from 8-12, or even later as low as four or five. And even at peak hours, you're still relying on random people hanging around town center when they could be off doing their own activities. The FotB has NO way of knowing what's going on in the world outside of random info drops from exiles speeding off to their next hunt.
And without the generosity of an exile, 500-600c is a VERY, VERY, VERY high price for a 1st circler. It only took me a short while to get that sum as Khural because I was already connected with a bunch of people who were willing to hunt with me. (Also, because I've had experience with the game itself and know all the places to go for coins and how not to be a detriment.) Most FotBers are still learning how not to fall and how to tag - without relying on someone else, it'd probably take more than a couple of months to amass funds for a sunstone, when becoming a 2nd circle fighter takes two to three weeks at the LEAST!
I'm not against scrapping the system as it is - I'm just supporting the idea that maybe there should be a little
something for the guys that slip between the cracks and aren't immediately supported by a patron veteran in getting the necessities to play in CL.
Population growth is a problem for a variety of reasons. I don't think that one ranks in the top 5.
I'd disagree with you - not in the scarcity of sunstones, but in the philosophy that integrating newcomers into the game must be as challenging as possible for them - because this is Clan Lord, and that's how things roll. If that is indeed an obstacle in making the game more accessible (which I hope it isn't, as I find it to be frankly a close-minded and delusional approach to luring newcomers), then that is VERY MUCH in the top five problems of CL.