- Joined
- May 17, 2016
- Messages
- 1,513
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- 3,018
- Points
- 403
- Age
- 26
- Location
- Regalia.
- Website
- conflee.tumblr.com
Hello! I will keep this suggestion brief as, well. I'm tired and it might not make any sense if I let myself ramble on.
My basic suggestion is simple, and comes in a few parts:
One: Expansion of the Harbor
Despite my belief that Regalia doesn't need another Housing District at the moment at all, I am also of the opinion that a larger Harbor would be good. The 'ideal' location in my opinion would be if the peninsula north of the Bastion was cut out using World Painter and some quick chunk stuff (I forget what its called right now but you can set WorldPainter to save over a world but only change selected chunks) and widening the river in general to be more impressive and passable for ships, and turning the land in front of and around the Flower District, and the New Ithanian District, into a higher end harbor with some slightly scummy criminal alleys dotted inside.
Two: Introduction of the Consuetudines Officium
Also known simply as the Regalian Customs Office. Whether Point One is used or not, this Office should be located on a port. If Point One is used, then in the new, fancier harbor. If not, in a small additional area of the Trade District south of spawn. When players first enter Regalia, they will spawn in the Customs Office. There will also be a /tp that leads to it, and an option to go to it directly from the RPhelp tp. Once in the Customs Office, there would be a few simply quests, basically walking new players through some very basic lore. The Harbor Master would ask them their name (telling them to use /nick use), race (which also prompts them to click a link to the race page), and occupation (with a few examples like smith and tanner etc). Nothing too in-depth, but the idea is to introduce players instantly to the wiki, and the idea that their character is a person and not just them.
Beyond this, there would be some Roleplay areas inside the Customs Office, such as a small cafe, where players who are so inclined could hang out, roleplay casually, and try to get newer players who show up into the basics, such as telling them how to quest, set nicknames, use chats, etc. I would say make it interconnected to RPHelp, with a cart in the area for new players to go there, and a cart to go to spawn so they dont get lost so easily, etc.
Three: Rewarding Helpers
This point is a bit obscure, and experimentally inclined. But essentially, on top of simply including casual roleplay areas in the Customs Office and asking players to sit around helping new players, introduce a system that rewards this. As an example, players who staff notice are in this area often and are being helpful might get a lore item reward similarly to how Game staff are rewarded for answering tickets. Like, a "Guide's Guide to Guiding" book, and some other simi-comical simi-compliantly existing items. There would, of course, have to be handed out manually, with casual checks every now and then to ensure players aren't abusing alts in the system with IP checks, but otherwise it would be a good way to encourage veterans to assist the next generation of Roleplayers.
Side Notes: Stuff
New players would need to be given the option to go straight to spawn pretty much right from the beginning, to avoid disrupting things too much. I also, obviously, don't have access to any of the many many statistics that Massive gathers to determine whether this would be worth testing at all. However I think it could be worth testing. Afterall, if it doesn't work, it could simply be changed so there is a cart to it in spawn and new players go back to spawning where they normally do, with minimum loss and more data to use for the future.
My basic suggestion is simple, and comes in a few parts:
One: Expansion of the Harbor
Despite my belief that Regalia doesn't need another Housing District at the moment at all, I am also of the opinion that a larger Harbor would be good. The 'ideal' location in my opinion would be if the peninsula north of the Bastion was cut out using World Painter and some quick chunk stuff (I forget what its called right now but you can set WorldPainter to save over a world but only change selected chunks) and widening the river in general to be more impressive and passable for ships, and turning the land in front of and around the Flower District, and the New Ithanian District, into a higher end harbor with some slightly scummy criminal alleys dotted inside.
Two: Introduction of the Consuetudines Officium
Also known simply as the Regalian Customs Office. Whether Point One is used or not, this Office should be located on a port. If Point One is used, then in the new, fancier harbor. If not, in a small additional area of the Trade District south of spawn. When players first enter Regalia, they will spawn in the Customs Office. There will also be a /tp that leads to it, and an option to go to it directly from the RPhelp tp. Once in the Customs Office, there would be a few simply quests, basically walking new players through some very basic lore. The Harbor Master would ask them their name (telling them to use /nick use), race (which also prompts them to click a link to the race page), and occupation (with a few examples like smith and tanner etc). Nothing too in-depth, but the idea is to introduce players instantly to the wiki, and the idea that their character is a person and not just them.
Beyond this, there would be some Roleplay areas inside the Customs Office, such as a small cafe, where players who are so inclined could hang out, roleplay casually, and try to get newer players who show up into the basics, such as telling them how to quest, set nicknames, use chats, etc. I would say make it interconnected to RPHelp, with a cart in the area for new players to go there, and a cart to go to spawn so they dont get lost so easily, etc.
Three: Rewarding Helpers
This point is a bit obscure, and experimentally inclined. But essentially, on top of simply including casual roleplay areas in the Customs Office and asking players to sit around helping new players, introduce a system that rewards this. As an example, players who staff notice are in this area often and are being helpful might get a lore item reward similarly to how Game staff are rewarded for answering tickets. Like, a "Guide's Guide to Guiding" book, and some other simi-comical simi-compliantly existing items. There would, of course, have to be handed out manually, with casual checks every now and then to ensure players aren't abusing alts in the system with IP checks, but otherwise it would be a good way to encourage veterans to assist the next generation of Roleplayers.
Side Notes: Stuff
New players would need to be given the option to go straight to spawn pretty much right from the beginning, to avoid disrupting things too much. I also, obviously, don't have access to any of the many many statistics that Massive gathers to determine whether this would be worth testing at all. However I think it could be worth testing. Afterall, if it doesn't work, it could simply be changed so there is a cart to it in spawn and new players go back to spawning where they normally do, with minimum loss and more data to use for the future.