This preview thread is related to all things Academy, a post-tour newbie "extended learning period" designed to provide support and assistance for Aetolian newbies. One of our biggest target areas right now is to improve our newbie experience across the board, and by taking this step we hope to make the process of getting acclimated and established as a new player in the realm much easier.
Currently, newbies graduate from the tour and are unceremoniously dumped east of Delos, where they usually are left with a "well, what now?" feeling. If they are unlucky enough to be around at an off-peak time, or in a small population guild/city, they may be unable to get any guidance at all. Obviously, we want to avoid this from happening while simultaneously easing the burden of the guild novice system.
We're posting this preview thread to give some insight on how we plan to implement the new Academy system, as it not only affects the newbies but the cities, guilds, and guides, who will want to become familiar with what their novii are experiencing. As with any major game change, the feedback and insight of our players is important, and any suggestions or concerns should definitely be voiced as we continue to polish and further refine the Academy system.
First off, we have some crucial changes to the newbie experience in general. As some of you may have noticed, new characters made from the website clients are prompted to choose their class before the tour even begins, which then auto-assigns them to the appropriate city. This will eventually become an aspect of our character creation across the board, where a new player must graduate from the tour as a novice in a selected guild, and the appropriate citizenship for the class. Thusly, a new player who graduates from the tour will be automatically placed into the appropriate city's Academy, instead of being dumped on the shore of the Eastern Wilderness.
The Academy comes with several new commands and interfaces for both the newbie and experienced players alike. The newbie will have access to a simplified ACADEMY output screen (similar to SCORE or STATUS), with details on his or her progression through the various academy quests and other special prompts related to Academy functions.
Each Academy will occupy a physical presence of approximately ten rooms, a sub-area of each city inaccessible to most. The physical Academy is intended to be a safe haven, a place of learning, and is designed for easy and convenient navigation to a few areas of importance. The newbie will be able to return to the Academy from anywhere within the city, similar to the PORTALS command.
The Academy consists of five total meta-quests, with each one containing several smaller quests in support of the meta-quest. The quests will be heavily guided using our Hint system, and cover a variety of topics, often times enforcing things learned in the introductory tour. Each of these quests will be able to be tracked using the ACADEMY screen as well as the QUESTS interface, and the newbie is permitted to pursue the quests in whatever order they please, as well as stop within one quest chain in order to return to it later. However, it is of great benefit to them to complete the quests, as many of them will reward upon completion some essential tools - items like curatives and armor, as well as tattoos!
In support of this function, the Ambassador ministry will undergo some significant changes. We plan on removing the treaty function from the ministry, leaving that duty solely within the function of the city's ruling council. Wartreatries will continue to be disabled. The Ambassador ministry will gain several functions that will enable them to better assist newbies enrolled in their city's academy - including the ability to go to the academy themselves, diagnose and check the score, status, skills, inventory of a newbie, as well as the ability to graduate and reset the Academy, if needed.
Guilds are not left out of this system, fear not! One of the five Academy meta-quests is a unique guild novice quest, tailored to the specific guild and covering their special requirements (and in some cases, equipment). The guild novice quest is intended to give the newbie a taste of the guild and what he or she should expect in terms of roleplay and the class in specific.
Additionally, should the newbie decide he or she does not enjoy the class they have chosen, they have the ability to CLASS REPICK at any time, and try anew. This is at no lesson penalty to the newbie, enabling them to gain a solid feel for the world of Aetolia, and their chosen class, before committing fully to the experience.
This concludes our preview of the Academy system. I hope you've enjoyed and are excited about this as much as we are - and as always, questions and suggestions/concerns are welcome!
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Comments
Guild/city alignments are something that has been slowly been reinforced in various ways. The Carnifex are still considered a "Bloodloch guild" even if they permit membership in other cities. The latter will always be influenced by current game politics, but ultimately the balance of power between the four cities will be penultimate. Right now, each city has four guilds tied to it, which will eventually slide down to three.
That's a suggestion that I could definitely see going into the initial newbie tour, where they first pick their class.
As I might have mentioned before (I forget), the website client currently has newbies selecting their class and race before they even see Slaver's Isle. This is a change that is happening across all IRE MUDs, as I understand it. Currently, third party clients (cMUD, Mudlet, etc.) are not held to this, but the plan is to have this eventually be the case. Selecting a class/race combination will be the first thing accomplished.
As far as trying out classes go, and learning a bit of their class skills, this is currently planned to be covered by multiple Academy quests. The newbie will be given a little instruction as to how the class functions on a basic level, be provided with opportunities to try it out, and have the option to repick their class entirely if they choose, at no lesson cost.
In this instance, this Indorani training quest will likely be an excellent choice for the guild novice quest, which is being rolled out with the Academy. The guild novice quest aims to provide a bit of guild lore, and guild-specific instructions/needs (such as tarot card decks). When the time comes, we'll be looking at all of the guild novice experiences and adjusting accordingly.
Each newbie will receive a great set of rewards for finishing the Academy: free tattoos (certain ones), a suit of class-appropriate armor, class-appropriate weapon (or the materials to create one, such as with a dhurive), a basic set of elixirs/salves (or the undead equivalent), curative herbs/slices, food, city-unique clothing, any class-specific equipment needs (e.g. tarot decks), a ylem shard or two, some spending gold, and of course, experience and skills. The five meta-quests (tasks) will explain the importance and usage of aforementioned items, as just one part of the overall Academy learning experience.
Check back soon for an update on when our trial run will begin!
Shamwow!