Starter Kit

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superstein

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I have an idea for new players.
Players that are new, as an incentive to complete the tutorial and a prize for becoming a true member (to some extent) of TNT. For example:
You have completed the tutorial! Type /inv to see what you recieved!
Now, the kit's contents (if added, I know it 99.9% won't) should be:
20 pistol
3 rockets
3 lasers
3 grenades
1 cannon (?)
3 C4
10 metal
3 shotgun
The player will be so new, they will try everything out and be excited to get the points to try it out. They as a result may stay.

Pros:
-Gives new players incentive finish tutorial
-Teaches them about weapons
-Gets them excited to play
-Easier to get people to go in verbally (no trusted+ on)

Cons:
-Possible abuse of alts (Cure= 1 per i.p. [Don't know if possible])
-Non tutorial players get it free (in that, players who learned on their own can claim it as a prize)
(Cure= Only make it available to players <1 hour playtime.)

Might this work?
 

properu

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If this does get implemented, there could be a command block at the end(maybe a secret finish only told by a message block at the end of tutorial) that would award you with the contents of the /inv.
Only problem is, and I'm not sure but, if someone were to click it multiple times, they might either bug out their /inv or get lots of weapons.
And, the starter kit seems a *bit* over powered. Just for entering and going through the tutorial, you get 285 points worth of weapons(not including the cannon). There is the testing area in the tutorial to let the new players test out the weapons. Also, the player might be confused.
"I just placed green and a rocket shot out, and now i can't do it D;"
But, good suggestion.
 
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tinytoe23

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About the self-learning path: I've seen many new players that have played over one hour [even five] that still need some help on things. Would they still get the reward even if they haven't learned how to play? The staff might have to constantly watch the new players until they know how to play. And would there have to be an extra command such as /stkit or something so that the staff could actually give it to them?
 

pjaj

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for having it at the end of the tutorial, could it be added to the home portal at the end? so the walk through to home and get it?
 
  • Disagree
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lolcompendium

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I have an idea for new players.
Players that are new, as an incentive to complete the tutorial and a prize for becoming a true member (to some extent) of TNT. For example:
You have completed the tutorial! Type /inv to see what you recieved!
Now, the kit's contents (if added, I know it 99.9% won't) should be:
20 pistol
3 rockets
3 lasers
3 grenades
1 cannon (?)
3 C4
10 metal
3 shotgun
The player will be so new, they will try everything out and be excited to get the points to try it out. They as a result may stay.

Pros:
-Gives new players incentive finish tutorial
-Teaches them about weapons
-Gets them excited to play
-Easier to get people to go in verbally (no trusted+ on)

Cons:
-Possible abuse of alts (Cure= 1 per i.p. [Don't know if possible])
-Non tutorial players get it free (in that, players who learned on their own can claim it as a prize)
(Cure= Only make it available to players <1 hour playtime.)

Might this work?
20 pistol -100 points
3 rocket - 45
3 lasers - 60
1 cannon-400(?)
3 c4 - 36
10 metal - 10
3 shotgun - 45

That's a lot. o.0

I know a good starter kit.

Let's give all the new players free infinte TNTs.
Agreed. That's a versatile weapon, for free, right from the start.
It's all you really need. I started out with it, and I turned out fine. Right? RIGHT?
 

Vatowski

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I have an idea for new players.
Players that are new, as an incentive to complete the tutorial and a prize for becoming a true member (to some extent) of TNT. For example:
You have completed the tutorial! Type /inv to see what you recieved!
Now, the kit's contents (if added, I know it 99.9% won't) should be:
20 pistol
3 rockets
3 lasers
3 grenades
1 cannon (?)
3 C4
10 metal
3 shotgun
The player will be so new, they will try everything out and be excited to get the points to try it out. They as a result may stay.

Pros:
-Gives new players incentive finish tutorial
-Teaches them about weapons
-Gets them excited to play
-Easier to get people to go in verbally (no trusted+ on)

Cons:
-Possible abuse of alts (Cure= 1 per i.p. [Don't know if possible])
-Non tutorial players get it free (in that, players who learned on their own can claim it as a prize)
(Cure= Only make it available to players <1 hour playtime.)

Might this work?
I really like this idea, It'll make people go in the tutorial lmao
 

RMcraft

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Well, I think new players should go through the way all the older players went through..We all started to understand the game after practice, practice, and more practice. And when you get points, then you can buy items.
 

KingSam

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We aren't going to add a new file / database column just to say if somebody has exited the portal at the end of tutorial. It would be too easy to skip and not read it all and overall not worth the effort it would require to put in.
 
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