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 Post subject: Tutorial Quests
PostPosted: Wed Mar 04, 2009 09:40 
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Joined: Fri Mar 12, 2004 01:04
Posts: 2162
Location: Sweden
Make some kind of quest that players can do to gain something from. The will understand the game easier.

Some fast Examples I came up with:

Task 1: Rezone at least 20 acres to land type x (x should be the land type which a specific building is on) - Gain 10k gold (or anything other)

Task 2: Build at least 50 specific buildings on the land type in taks 1 - Gain 10k gold

Task 3: Invest at least 100k into realm improvements

Task 4: Successfully gather a military spy operation - Gain 50 exp points

Task 5: Vote for a monarch - Gain something

Task 6: Reach a dpa of at least 5 (Quest should come up x hours before protection ends)


All players would have to do this to make it fair for everyone. It can't be that some gain extra resources and some not.


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 Post subject: Re: Tutorial Quests
PostPosted: Thu Mar 05, 2009 00:26 
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Joined: Thu Mar 18, 2004 05:55
Posts: 2303
Location: Dorkland
zip wrote:
Make some kind of quest that players can do to gain something from. The will understand the game easier.


Why not make an, independant from the game, interactive tutorial?

zip wrote:
Task 6: Reach a dpa of at least 5 (Quest should come up x hours before protection ends)


This one gives me a suggestion idea : i think it would be good for newbies to have a stat in the manager called "Global Average DPA", which would be the average DPA of everybody. This wouldn't help the older players much (altho i can already think 2 potential minor use for it), but it would tell the noobs if they're grossly underdefended.

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 Post subject: Re: Tutorial Quests
PostPosted: Thu Mar 05, 2009 00:57 
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Joined: Wed Dec 10, 2008 17:13
Posts: 1564
I think this is a great suggestion zip. It will increase the chance of someone new getting into the game dramatically i think, as both the reward in itself and the learning experience it brings with it will be positive feedback for the new player - something that there certainly is a need for more of.


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 Post subject: Re: Tutorial Quests
PostPosted: Thu Mar 05, 2009 01:00 
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Joined: Sun May 01, 2005 14:44
Posts: 2184
Location: The Netherlands
Independant tutorial is FTW. Maybe an optional quiz to test their knowledge and way of thinking of the game, áfter the tutorial would be nice.

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 Post subject: Re: Tutorial Quests
PostPosted: Thu Mar 05, 2009 04:26 
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Joined: Wed Apr 13, 2005 21:25
Posts: 1856
Location: Michigan
Awesome idea.

Other task that should be added:

- Train 500 workers (available after hour 18) - Gain X
- Use up all hero skill points - Gain 2 turns
- Go on Hero Quest (available after player has enough turns) - Gain wooden sword (1-2 dmg)
- Equip Wooden Sword (available after 1st quest)- Gain cloth armor (+1 armor)
- Set auto-take land bonus to on ( or just set it automatically to on)
- Take turn bonuses - Gain 2 turns (player wouldn't gain any more turns, this would only remind him to take it)
- Cast fertility - Gain something cool

edit: Quiz if FTL. In my opinion, these bonuses should only be things that a normal player would do anyway. Just ask scorp for her to do list that she post in council every protection and make quest around that.


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