Each faction gets two journal entries to start with (that we didn't do much with sadly). Most contain nothing or not much interesting. So...
Welcoming suggestions/scribblings that I can copy/paste in.
First journal entry is an ambience one. What the faction stands for, who they're allied with and for what reason, which enemy(ies) they hate the most.
Second one should probably be more of a new player type of thing. For each faction:
- Where can you bind
- Which NPCs give jobs, etc
- Where's your relic bin
- Where are the stores
- What are some local areas of interest (i.e. Clan Glork caves or Niragawa tower for TC)
Thanks in advance.
Community assistance wanted: journal entries
Community assistance wanted: journal entries
Tep wrote:I login and there's a dwarf to kill. You can't ask for much more than that.
Alkapwn wrote:NC has the most amazing melee build there is. Its a friggin unstopable juggernaut of pain.
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Chernobyl_Glow
- Newbie Helper
- Posts: 417
- Joined: Wed Mar 05, 2008 11:21 am
Re: Community assistance wanted: journal entries
Lokey, I think this is a great idea. I'll start working on one for AO. This will be a really valuable enhancement for new players.
Do you want the suggestions posted here? Or PM? Are you concerned with other faction members knowing what things are in the others journal?
Do you want us to put things like CR ratings for areas? Or is that too detailed? Probably just stick to things like, "once you've killed rats for a level or two might try gargoyles"?
As far as scope, I think that this should kind of lead a player to Avendell and conclude. The discovery of avendell is a real milestone for a new player. Off in our own little faction fighting bugs and rats by yourself is dramatically different from finally seeing other players and starting to get into parties. Its kind of the transition from a single player environment to a multiplayer one. And it really seems to be the point at which ppl get "hooked" (which is ultimately to goal we're trying to collectively accomplish).
One note and this won't apply to the other factions as much but should we mention that the AO jobs are "under construction". I'm not being sarcastic but it really is one of the frustrating things for new players that pick AO. They try the jobs and get stuck because they don't know that they are broken. I think it would be better to explain that they aren't quite finished.
- Glow -
FYI. I also think its great that this concept allows the players to contribute instead of everything having to be dumped on you and the dev team. I'm guessing that more ideas like this one will be embraced by your fans!
Do you want the suggestions posted here? Or PM? Are you concerned with other faction members knowing what things are in the others journal?
Do you want us to put things like CR ratings for areas? Or is that too detailed? Probably just stick to things like, "once you've killed rats for a level or two might try gargoyles"?
As far as scope, I think that this should kind of lead a player to Avendell and conclude. The discovery of avendell is a real milestone for a new player. Off in our own little faction fighting bugs and rats by yourself is dramatically different from finally seeing other players and starting to get into parties. Its kind of the transition from a single player environment to a multiplayer one. And it really seems to be the point at which ppl get "hooked" (which is ultimately to goal we're trying to collectively accomplish).
One note and this won't apply to the other factions as much but should we mention that the AO jobs are "under construction". I'm not being sarcastic but it really is one of the frustrating things for new players that pick AO. They try the jobs and get stuck because they don't know that they are broken. I think it would be better to explain that they aren't quite finished.
- Glow -
FYI. I also think its great that this concept allows the players to contribute instead of everything having to be dumped on you and the dev team. I'm guessing that more ideas like this one will be embraced by your fans!
Re: Community assistance wanted: journal entries
Since I'm a wordy blighter... I'm sure these are too long... but anyway, these are my attempts for the Northern Coalition. I have a one track Crusader mind, sorry.
ENTRY ONE:
Blessed is the jewel of the North, which is the Northern Coalition, the paragon of light and the sole redemption in this land beleugered by sinners. Her ideals shall rush forth across the realms in a cleansing tide of purity and goodness. Wide are thrown the gates of Most Holy Daeron, to those who honour the commandmants of the divine deities Tyr, Torm, Helm, St. Cuthbert and Ilmater.
The highest goal of the Northern Coalition is to bind and purify the heretics of the warring factions together under the precepts of Law and Goodness, for that is the sole and true path into the Light. None are better to act as Shepherds to these unclean and misguided infidels than the righteous of the Northern Coalition. By way of the Sword or the Word, conversion to the Truth must be assured. The guardians of the forest nation of Melencia, in their infinite wisdom, have allied themselves with the Northern Coalition in the furtherance of these blessed goals.
Amongst all the rival factions, none holds a place of greater enmity and hatred than the Ancient Ones. For years, the Northern Coalition has defended its divine sovereignty from incursions by the forces of Sleeth and their inhuman dragon masters. Citizens of the Northern Coalition should strive to exterminate any creature allied with the Ancient Ones, for they are but mindless slaves incapable of salvation.
Together and with the Light's grace, the Northern Coalition shall prevail and compel ultimate Order upon the Realms.
ENTRY TWO:
Newly arriving recruits from the rift will find themselves in the Northern Coalition Barracks. They should immediately seek out Mashan Quartermaster for initial equipment requirements. High Marshall Cristoph will also be interested in speaking with all new acolytes concerning jobs which will serve Most Holy Daeron. A golden rift shard will allow the recruit to 'bind' to the barracks... just as similar golden rift shards will likewise anchor the binder to other settlements throughout the Northern Coalition.
Upon exiting the Barracks, the newly arrived will find themselves in the Northern Coalition Headquarters which contains the Barracks, the Command Center and the Cleric Training buildings. The forboding being, known only as Devil Angel, awaits inside the Cleric Training building for any wishing to remove themselves permanantly from the realms. Grand High Marshall Brea and his divine corp of Coalition Enforcers zealously guard the Northern Coalition Relic Cradle within the confines of the Command Center against incursions by the heretic factions which would seek to steal our relic of power. A mysterious portal to the Nexus also awaits within the Command Center, providing exploration of epic and mysterious planes, but is accessible only to those of advanced experience.
South of the Headquarters lies the main access of Most Holy Daeron. Several guilds populate the City and eagerly welcome those interested in like minded aspirations. To the immediate east await several shops and merchants which will supply all recruits with better gear and supplies. Markets are only open at specific hours of the day (6 to 20).
An array of undead surround Holy Daeron, drawn to its blessed light, as moths to the flame. Those of little experience should seek to stay close to the City, fighting off these lesser hordes, weakened by the glory that is the blessed Coalition.
To the South of Daeron, the adventurer will find the Shara Valley, with its mysteriously magical passage to the allied forest nation of Melencia. Farther south await the Highlands, a wild area populated by roving packs of wolves and blink dogs. A portal to the Minotaur Lair can also be found high upon the mount in Highlands, for those of advanced experience and great courage. The ferryman, Ving Arna, also awaits to transport you to the non-Coalition lands for a price.
To the East of Daeron, the adventurer will find ever greater undead powers, stretching from the Arnoth Mountains to the far encampments of Windale (where another Ferry awaits) and Beryn (where the transport Dragon resides). Adventurers may explore the depths of the Tomb of Morsatai within the Withering Forest. South of Hallowtop, the armies of the Amazon Nation await those of great power and skill. The cursed monarchy of Skara lies sealed and guarded within our eastern borders. Far east of Beryn lies the most despised City nation of Sleeth and the enslaving Ancient Ones.
ENTRY ONE:
Blessed is the jewel of the North, which is the Northern Coalition, the paragon of light and the sole redemption in this land beleugered by sinners. Her ideals shall rush forth across the realms in a cleansing tide of purity and goodness. Wide are thrown the gates of Most Holy Daeron, to those who honour the commandmants of the divine deities Tyr, Torm, Helm, St. Cuthbert and Ilmater.
The highest goal of the Northern Coalition is to bind and purify the heretics of the warring factions together under the precepts of Law and Goodness, for that is the sole and true path into the Light. None are better to act as Shepherds to these unclean and misguided infidels than the righteous of the Northern Coalition. By way of the Sword or the Word, conversion to the Truth must be assured. The guardians of the forest nation of Melencia, in their infinite wisdom, have allied themselves with the Northern Coalition in the furtherance of these blessed goals.
Amongst all the rival factions, none holds a place of greater enmity and hatred than the Ancient Ones. For years, the Northern Coalition has defended its divine sovereignty from incursions by the forces of Sleeth and their inhuman dragon masters. Citizens of the Northern Coalition should strive to exterminate any creature allied with the Ancient Ones, for they are but mindless slaves incapable of salvation.
Together and with the Light's grace, the Northern Coalition shall prevail and compel ultimate Order upon the Realms.
ENTRY TWO:
Newly arriving recruits from the rift will find themselves in the Northern Coalition Barracks. They should immediately seek out Mashan Quartermaster for initial equipment requirements. High Marshall Cristoph will also be interested in speaking with all new acolytes concerning jobs which will serve Most Holy Daeron. A golden rift shard will allow the recruit to 'bind' to the barracks... just as similar golden rift shards will likewise anchor the binder to other settlements throughout the Northern Coalition.
Upon exiting the Barracks, the newly arrived will find themselves in the Northern Coalition Headquarters which contains the Barracks, the Command Center and the Cleric Training buildings. The forboding being, known only as Devil Angel, awaits inside the Cleric Training building for any wishing to remove themselves permanantly from the realms. Grand High Marshall Brea and his divine corp of Coalition Enforcers zealously guard the Northern Coalition Relic Cradle within the confines of the Command Center against incursions by the heretic factions which would seek to steal our relic of power. A mysterious portal to the Nexus also awaits within the Command Center, providing exploration of epic and mysterious planes, but is accessible only to those of advanced experience.
South of the Headquarters lies the main access of Most Holy Daeron. Several guilds populate the City and eagerly welcome those interested in like minded aspirations. To the immediate east await several shops and merchants which will supply all recruits with better gear and supplies. Markets are only open at specific hours of the day (6 to 20).
An array of undead surround Holy Daeron, drawn to its blessed light, as moths to the flame. Those of little experience should seek to stay close to the City, fighting off these lesser hordes, weakened by the glory that is the blessed Coalition.
To the South of Daeron, the adventurer will find the Shara Valley, with its mysteriously magical passage to the allied forest nation of Melencia. Farther south await the Highlands, a wild area populated by roving packs of wolves and blink dogs. A portal to the Minotaur Lair can also be found high upon the mount in Highlands, for those of advanced experience and great courage. The ferryman, Ving Arna, also awaits to transport you to the non-Coalition lands for a price.
To the East of Daeron, the adventurer will find ever greater undead powers, stretching from the Arnoth Mountains to the far encampments of Windale (where another Ferry awaits) and Beryn (where the transport Dragon resides). Adventurers may explore the depths of the Tomb of Morsatai within the Withering Forest. South of Hallowtop, the armies of the Amazon Nation await those of great power and skill. The cursed monarchy of Skara lies sealed and guarded within our eastern borders. Far east of Beryn lies the most despised City nation of Sleeth and the enslaving Ancient Ones.
Re: Community assistance wanted: journal entries
Very nice Ashe. I'll trim down a little, make a bit less inquisitionish 
For NC I'd mention their ally (TC) and a way to get to them (Shara Valley -> cave -> forget the name), probably Beryn too. Also Elvin and the healer in the hq. Also that you can bind at white (unaligned rifts).
Emphasis is on what new players should know, also a subtle way to mention to expect PvP.
For NC I'd mention their ally (TC) and a way to get to them (Shara Valley -> cave -> forget the name), probably Beryn too. Also Elvin and the healer in the hq. Also that you can bind at white (unaligned rifts).
Emphasis is on what new players should know, also a subtle way to mention to expect PvP.
Tep wrote:I login and there's a dwarf to kill. You can't ask for much more than that.
Alkapwn wrote:NC has the most amazing melee build there is. Its a friggin unstopable juggernaut of pain.
Re: Community assistance wanted: journal entries
NC/TC players call it the fey tunnel, however its labeled as the crevasse.
Temet Nosce
We follow the righteous path, the path of Helm.
We follow the righteous path, the path of Helm.
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Amoenotep
- Lord DM Supreme
- Posts: 4717
- Joined: Wed Aug 30, 2006 4:09 pm
- Location: in the mists of eternity
Re: Community assistance wanted: journal entries
remember that you don't want specific information about all mundane things in the descriptions. its an overview of the faction and a general guide for players to use about their faction....not where to go lvl for the best xp/lootz and when.
Re: Community assistance wanted: journal entries
Northern Coalition
Factional Enemies - Ancient Ones, Shadow Legion, Mystral Ascendancy, Ragnar's Kin.
Factional Allies - The Circle.
Northern Coalition Bind Point Locations (closest to farthest)
Northern Coalition Job Givers
Other notable Northern Coalition NPCs
Relic Cradle Location
Northern Coalition Headquarters - Command Center
Store Locations - Daeron East
Northern Coalition Areas of Note - Bind Points in yellow
Factional Enemies - Ancient Ones, Shadow Legion, Mystral Ascendancy, Ragnar's Kin.
Factional Allies - The Circle.
Northern Coalition Bind Point Locations (closest to farthest)
- Barracks (you are bound to this at creation)
- Highlands: Coastal Inn (Importance: close to the entrance of Minotaur Lair, nearby Ferry to Haddon Mirk and Sunken Isle)
- Arnoth Mines (Importance: Job Task - Miner Gringle, Skeleton Commander)
- Northern Coalition Outpost West (Importance: Job Task - Commander Marshal Davion, close to Sanctum Arcanum (another job task))
- Northern Coalition Encampment (Importance: Job Task - Commander: Marshal Grea, entrance to Skara) ** Note no Bind Point - listed because of jobs
- Northern Coaltion Outpost East (Importance: Job Task - Commander: Marshal Blane, close to Beryn and the Ancient Ones)
- Beryn (Importance: Job Task - Galad Melloufin, Dragon Transport)
- Northern Coalition Outpost South (Importance: Job Task - Commander Sivia, close to Windale and Black Hills)
Northern Coalition Job Givers
- High Marshal Cristoph (Location: Northern Coalition Barracks)
- Border Patrol Sergeant Gaston (Location: Northern Coalition Barracks - room nearby)
Other notable Northern Coalition NPCs
- Marshan (Location: Northern Coalition Barracks - Quartermaster - starting gear)
- Grand High Marshal Brea (Location: Northern Coalition Command Center - Commander and Chief)
- High Marshal Seleste (Location: Northern Coalition Cleric Training - Spiritual Leader)
- Saman the Good (Location: Northern Coalition Cleric Training - Healer and Restorer)
- Devil Angel (Location: Northern Coalition Cleric Training - Character Deletion)
Relic Cradle Location
Northern Coalition Headquarters - Command Center
Store Locations - Daeron East
- Clothing Shop (Center)
- Smithy (West)
- Archery Shop (North)
- Elvin the Vendor (South - healing kits, potions, trap component dismantling, ammunition)
Northern Coalition Areas of Note - Bind Points in yellow
- Northern Coalition Outpost West
- Northern Coalition Encampment
- Northern Coaltion Outpost East
- Northern Coalition Outpost South
- Daeron Outskirts
- Shara Valley
- Highlands Road
- Highlands: Coastal Inn
- Highlands: Minotaur Lair
- Arnoth Mountain
- Sanctum Arcanum
- Skara
- Morsatai's Tomb
- Hallowtop
- Monastery
- Beryn
- Windale
- Duskhaven
- Amazons
- Lowland Coast
- Bywater Crossing
- Withering Forest
- Northwood
- The Crevasse "Fey Tunnels"
Re: Community assistance wanted: journal entries
Directions to Avendell from each faction would be nice.
Chuck Norris doesn’t wear a watch, HE decides what time it is.
Mirage / Innocent Bystander / CoN Môi
Mirage / Innocent Bystander / CoN Môi
Re: Community assistance wanted: journal entries
i liked --Ashe-- NC journal entrie seemed to fit with the faction.
Melkor of Mellifeur {GODS}, Banshee {GODS}, Warlock {GODS}
MrAsimov wrote:...one thing has become fairly obvious to me: NC is already full of a bunch of rogues.
