Shattered Kingdoms

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 Post subject: Explaining syntax
PostPosted: Wed Jan 30, 2013 6:43 am 
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Joined: Fri Dec 26, 2008 1:22 pm
Posts: 1648
How do you guys explain the #.item mechanic to new players ICly? I've never come up with a way to explain, ICly, that they can use the 2nd item with the same descriptor by typing 2.item. I always have to go OOC. I don't really mind going OOC to explain such a useful piece of syntax, but of course, the goal is to stay ICly as much as possible. If it's not possible, though, it's not possible.


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 Post subject: Re: Explaining syntax
PostPosted: Wed Jan 30, 2013 7:10 am 
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Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
That's more something you can't explain except going OOC for clarity.


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 Post subject: Re: Explaining syntax
PostPosted: Wed Jan 30, 2013 7:20 am 
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Joined: Fri Dec 26, 2008 1:22 pm
Posts: 1648
That's my thoughts, too, but I didn't want to come here claiming it can't be done, then made to look like a fool, so I asked from a position of ignorance instead. Again, this syntax becomes extremely important throughout the game. Perhaps this is where we consider putting something into newbie areas that explain it somehow, but those signs are IC...I just don't know.

Not every newbie makes a forum account, so they could go for months, years even, without knowing of this. Got two pale people in the room? How would they ever target the second person? Perhaps they'll figure it out on their own. Perhaps not. The sooner they know, though, the better.

Any ideas?


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 Post subject: Re: Explaining syntax
PostPosted: Wed Jan 30, 2013 8:29 am 
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Joined: Mon Dec 31, 2012 11:25 pm
Posts: 1533
SK Character: The Shining One
It could be as easy as putting a pair of doors into one of the newbie training area rooms. The first one would be locked and unopenable, and the way "out" would be the second door. Then, the instructor can say something to the effect of, "Open the second door to move forward with your training," accompanied by a tell prompting them to use "2."

There are OOC tells throughout the newbie areas explaining what to type syntax wise. I don't think this would be too difficult or too much of a stretch to implement, really.


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 Post subject: Re: Explaining syntax
PostPosted: Wed Jan 30, 2013 8:39 am 
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Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
The helpfiles/newbie areas would definitely benefit from mentioning this somewhere if they aren't already. Helpfiles are obviously easier as that would involve making the change in only one place instead of six.


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 Post subject: Re: Explaining syntax
PostPosted: Wed Jan 30, 2013 8:45 am 
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Joined: Mon Dec 31, 2012 11:25 pm
Posts: 1533
SK Character: The Shining One
I'd say that both would probably be beneficial.


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 Post subject: Re: Explaining syntax
PostPosted: Wed Jan 30, 2013 12:50 pm 
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Joined: Wed Sep 24, 2008 12:21 pm
Posts: 4452
Nobody reads help files.


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 Post subject: Re: Explaining syntax
PostPosted: Wed Jan 30, 2013 4:25 pm 
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Joined: Sun Jun 10, 2012 2:26 pm
Posts: 156
I did when I started.


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 Post subject: Re: Explaining syntax
PostPosted: Thu Jan 31, 2013 5:51 am 
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Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
Help files are awesome.


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 Post subject: Re: Explaining syntax
PostPosted: Thu Jan 31, 2013 3:35 pm 
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Joined: Wed May 02, 2012 4:58 am
Posts: 700
Location: Rolling in the Grave
SK Character: Gailehn, Stephanov
The help files don't explain the function of #.thingie etc. though. It ought be added.

Btw - far as IC goes - a meager attempt:

If you want to pick up on the second apple you lay your eyes upon, make sure to place your hands over it before you pick it up. Similarly, if you have three pineapples, and distinctly want to keep the first two you are holding, you can as readily drop the third, without needing to handle the others.


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