Sylphas2007-02-27 01:24:36
QUOTE(Estarra @ Feb 26 2007, 06:35 PM) 386344
We get it, Shamarah. As I've said before, I KNOW not everyone likes to work with novices. Apparently, you are one of those. I have absolute ZERO expectation that you would do something you consider hard annoying work. You probably have GNT turned off, so really none of this discussion should even concern you. Sheesh.
Why would we have GNT off? Training a novice and answering their questions are totally different things. Answering a question is no problem; even with the abridged training advocated by Morgfyre, training is half an hour out of my day.
Neerth2007-02-27 01:58:29
QUOTE(Morgfyre @ Feb 26 2007, 09:59 AM) 386237
(well-written Immortally stuff)
However, let's assume for a moment that CNT comes into play and GNT is removed. What could be coded in conjunction with this (if anything) to help promote a stronger sense of guild identity?
However, let's assume for a moment that CNT comes into play and GNT is removed. What could be coded in conjunction with this (if anything) to help promote a stronger sense of guild identity?
In addition to some nice suggestions from others (quicker learning time for novices, GNT usable from all planes, auto-powerblocking novices, better default colors), I suggest the following. On this proposed CNT, one should be able to distinguish the guild of the speaker by the color. Either have a different color for each archetype (say), or at least have one's own guild be bolder or a distinguished color. That way newbies will know which of the many helpful souls are their own guildmates, and veterans can see at a glance when it's one of their newbies asking questions.
Way back after my last post in this thread, someone asked why limit city-to-novice contact to Ambassador aides? Well, because (1) spam (2) if everyone can hear it, people are more likely to assume that someone else will help (3) people who are interested in helping will self-select for the Ambassador ministry (4) gives more of a role, hence more satisfaction, to Ambassador aides (5) there is no 5.
Sylphas2007-02-27 03:07:47
QUOTE(Neerth @ Feb 26 2007, 08:58 PM) 386399
Way back after my last post in this thread, someone asked why limit city-to-novice contact to Ambassador aides? Well, because (1) spam (2) if everyone can hear it, people are more likely to assume that someone else will help (3) people who are interested in helping will self-select for the Ambassador ministry (4) gives more of a role, hence more satisfaction, to Ambassador aides (5) there is no 5.
Some of these are common misconceptions. Even people who self-select for a service position like a novice or ambassador aide can get burnt out, especially if not many do it. If you have a highly populated guild (Sentinels in Achaea was my experience) and don't have a huge amount of aides, it means that almost all your time is spent helping novices. Also, the more people who can here it, the more chance of getting help. Even if there are two aides on and they're the only ones who can here it, I guarentee you there are going to be days where they both sit there hoping the other one will do it.
Xavius2007-02-27 03:33:35
QUOTE(Shorlen @ Feb 26 2007, 05:57 PM) 386352
1. The game is very, very, very complicated, especially when compared to other IREs. There are so many nuances, and pvp combat is really impossible on Nexus, which many novices use.
There is truth to this. I really like that. It's a lot to try to absorb, though, and it's stuff that you want to absorb eventually to fully experience the game. Around here somewhere, I actually have numbers for alternate novice lesson schemes that emphasize influence or aethership (the guild owns one) instead of bashing. Never got to implement it. It was my last act as GM before I decided to move on. The reason I wanted to try this is because our standard method of handling novices pretty much pretends that we're still back in Achaea or Aetolia or Imperian or wherever. With the removal of conflict quests, all that leaves for those who're too big for the high-feedback quick levelling of novicehood but too small for PvP or too inexperienced for government work is...Aetolia with nexuses. Woo? I've noticed that there're actually two places that we lose people--some don't come back after the initial training, and some fizzle out as they hit level 50. I've pretty well gotten over losing novices (of course, I avoid the initial novice training with a cold-hearted vengeance), but it bothers me to have that second cliff, where it's hard to transition people into things, which conflict quests used to do quite well. I'm not sure how that gap can be filled, honestly.
Second thing I wanted to mention was about the guides. Is "ask your guild" a scripted answer for certain things? I've noticed little people ask questions that I know the answer to, and I've never even been in the guild in question. Why can't the guides ask the guilds? I know that, when I'm off-Prime and the only Blacktalon around, a guide will come find me and let me know that someone needs help. If it's a quick question, why can't they take ten seconds and find out and be able to answer it forever?
Anarias2007-02-27 06:53:35
Just a note about something Aiakon said about the implementation of this idea being a foregone conclusion.
All the admin who have posted on this topic have either spoken in terms that imply CNT will be happening or have said how wrong the way players are teaching novices already. This very much gives the impression that its a foregone conclusion. Its not even the first time an idea was brought to the forums as a means of getting feedback that was ultimately implemented despite a lot of good arguments against it as I remembered while finding the link to the old karma topic. Just saying, from a player perspective the matter seems pretty much concluded.
All the admin who have posted on this topic have either spoken in terms that imply CNT will be happening or have said how wrong the way players are teaching novices already. This very much gives the impression that its a foregone conclusion. Its not even the first time an idea was brought to the forums as a means of getting feedback that was ultimately implemented despite a lot of good arguments against it as I remembered while finding the link to the old karma topic. Just saying, from a player perspective the matter seems pretty much concluded.
Aiakon2007-02-27 08:37:38
QUOTE(Estarra @ Feb 26 2007, 11:35 PM) 386344
Aiakon, I think you are really unfair to say we are posting this thread to "rubber stamp" a foregone conclusion. I've been discussing it with admin as well as other IRE producers and am not "charging" forward to implement something no one wants. Obviously, there are people who think this is a good idea, and we are weighing many of the good arguments set forth against it.
I hope I am. Of course I have no idea what you and the other gods are deciding behind the scenes, but as Anarias has just observed.. from the perspective of a player reading this thread, it seems fairly evident that it will go through.
QUOTE(Estarra @ Feb 26 2007, 11:35 PM) 386344
However, the "poor us" argument that the admin are going to "ram this down our throats" just seems like the old and tired knee jerk reaction to justify your point of view.
Oi! That wasn't my argument at all.
In fact, I've just re-read my post... I am willing to conceed (as I did in it) that it is tactless, but it's absolutely not "the old and tired knee jerk reaction to justify point of view." In no way do my 'rubber stamp' observations provide any 'justification' to my points: that would be a terrifically crap and circular way of arguing.
Unknown2007-02-27 14:03:10
This thread honestly seems to be full of a lot of whining on the part of different players. Honestly, I can't imagine any possible problem with increasing the number and types of people that a novice is exposed to. There is no downside to a CNT really, it just means that more of us have the opportunity to answer questions and get to know novices from all different guilds in our organization. It also promotes more cooperation between the novices of different guilds. While I do understand that each guild likes having its own identity, and we each want to train our novices their own way, Estarra (I think it was?) is right in pointing out that novicehood really isn't the time for all of those things.
As a novice, they should learn to use their abilities, they should learn about the basic rules of the guild/city/commune, and they should find their way into the RP atmosphere of the organization. The guild is particularly important in helping them in the beginning, to learn about their skills and what they do. The guild can also refer them to guild-specific rules and ideals - I think GNT should remain around, to allow older guild members to instruct novices on these sorts of things. However, the vast majority of novice questions revolve around things like where should I hunt, what should I do in this revolt, what is power and do I need it, how do I, all of which can be answered by any city or commune member. Even specific questions on skills can be answered relatively well by the majority of other citymates, even if they're not the same class.
All of that just to say...adding a CNT would add quite a bit to the novice experience I think. I don't think it should completely replace GNT, but it would and should move the majority of the novice teaching to the city/commune level. There are no real downsides, as still nobody would be required to train or answer questions any more than they are now (for all of you that hate training novices already, this won't affect you, why even bother complaining?), it simply allows the novice a specific means to access others who do want to help them.
As a novice, they should learn to use their abilities, they should learn about the basic rules of the guild/city/commune, and they should find their way into the RP atmosphere of the organization. The guild is particularly important in helping them in the beginning, to learn about their skills and what they do. The guild can also refer them to guild-specific rules and ideals - I think GNT should remain around, to allow older guild members to instruct novices on these sorts of things. However, the vast majority of novice questions revolve around things like where should I hunt, what should I do in this revolt, what is power and do I need it, how do I
All of that just to say...adding a CNT would add quite a bit to the novice experience I think. I don't think it should completely replace GNT, but it would and should move the majority of the novice teaching to the city/commune level. There are no real downsides, as still nobody would be required to train or answer questions any more than they are now (for all of you that hate training novices already, this won't affect you, why even bother complaining?), it simply allows the novice a specific means to access others who do want to help them.
Unknown2007-02-27 14:22:40
Mitbulls is right. Most peoples main argument against a CNT is, "But we don't know how to train these novices, they might ask questions we can't answer."
People, a response wether or not the answer is given is better then no response. A novice/newplayer is much more likely to stay if they ask a question and get a, "We don't really know, but I think this." And there's more then enough people in every commune/city that someone at any given time should be able to answer almost every relevant question a novice has, you people aren't as clueless about your communes other guilds practices as you're making out in this thread. It's far better to have novices/newplayers be able to ask a group that is willing to help but perhaps not as knowledgeable as their own guild then it is to have them ask on GNT and get no response at all. And it's still leaps and bounds better then, "lets just automate" everything.
I'd venture that what drives novices off the most is, lack of people they can converse with, lack of people interested in conversing with them, and basically this whole image that a lot of player give that, "I have better things to do, go read this and leave us alone." You don't have to actively train and kiss ass to every novice that shows up, so that makes most of peoples complaints. But it would be nice if everyone made a bigger effort to answer questions when they pop up on GNT and CT or 'CNT' if it's implemented. You can't bitch about answering one simple question every 5-10 minutes taking you away from your precious grub/gorgog etc bashing too much. I'd say most novices don't want their hands held like a r tard for everything, but they want to be able to ask questions and get friendly attempted helpful answers and to be guided to where they need to go and what to do to get into the game, and almost none of that requires you spend even 20 minutes with one novice.
Also, I think some sort of system (It'd require some coding I believe) that allows warrior guilds to ration out newbie weapons and armour for their novices would be good, so that they can obtain them on their own with guidance, rather then someone from the guild that's often not there in places like Ebonguard having to go collect it from some locked rack for them.
Shorlen2007-02-27 15:02:41
QUOTE(Serge @ Feb 27 2007, 09:22 AM) 386499
Mitbulls is right. Most peoples main argument against a CNT is, "But we don't know how to train these novices, they might ask questions we can't answer."
This is a blatent lie. Please read what people say before you comment on it.
Unknown2007-02-27 15:08:19
QUOTE(Shorlen @ Feb 27 2007, 09:02 AM) 386510
This is a blatent lie. Please read what people say before you comment on it.
I think the majority of what people are saying is "I don't like spending time training too many novices, and a lot of other people don't either, so this won't solve the problem." You're one of the exceptions; I know you've spent a lot of time training a lot of novices (including Derian, quite awhile back), and you brought up a viable list of ideas for the novice intro. None of that directly ties in to the idea of whether CNT would be a good or bad thing, though. I agree with a lot of your points, but they're separate issues, and don't seem directly related.
Sylphas2007-02-27 15:13:27
If CNT suffers from the same failing as GNT (planar issues mostly), it's still not going to be that useful.
Aiakon2007-02-27 15:14:45
QUOTE(Serge @ Feb 27 2007, 02:22 PM) 386499
Mitbulls is right. Most peoples main argument against a CNT is, "But we don't know how to train these novices, they might ask questions we can't answer."
People, a response wether or not the answer is given is better then no response.
People, a response wether or not the answer is given is better then no response.
(1) Have you actually been reading the same thread as the rest of us?
(2) Most of us spell whether with an H.
(3) My post is around two pages before this one. It lays down a whole series of arguments which aren't the one you've quoted.
Aiakon2007-02-27 15:16:06
QUOTE(mitbulls @ Feb 27 2007, 03:08 PM) 386513
I think the majority of what people are saying is "I don't like spending time training too many novices, and a lot of other people don't either, so this won't solve the problem."
No. It isn't. This point has been made extensively by Shamarah and Sylphas, and very vaguely in passing by a few others. It is by no means 'the majority of what people are saying'. You can go join Serge in the sin bin.
Regarding your main post, it defies response. If you are going to argue on the basis of what you think people have said, or what you might have gleaned from speed reading through the thread, then there is little point addressing you - it leads to a circular process of argument whereby no consensus is reachable.
Ista2007-02-27 15:22:47
QUOTE(mitbulls @ Feb 27 2007, 08:08 AM) 386513
I think the majority of what people are saying is "I don't like spending time training too many novices, and a lot of other people don't either, so this won't solve the problem." You're one of the exceptions; I know you've spent a lot of time training a lot of novices (including Derian, quite awhile back), and you brought up a viable list of ideas for the novice intro. None of that directly ties in to the idea of whether CNT would be a good or bad thing, though. I agree with a lot of your points, but they're separate issues, and don't seem directly related.
Except that this is about making sure that novices are kept in the realms. And really, I think that this is a good place to post such ideas, even just to get them out there. Even if they're ignored for now, maybe sometime if the CNT doesn't work, they could be a good place to start.
Gwylifar2007-02-27 15:25:00
As an aside, it's fun to watch this thread. "Teaching is no fun to me. I should never be forced to do something not fun." Then the same person goes to another thread where people are complaining about raiding saying "Defending against raids is not fun. I should never be forced to do something not fun," so they can dismiss this argument contemptuously. Maybe teaching is "part of the game"?
Sylphas2007-02-27 15:33:21
Aye, so is defending. Maybe I come off as a selfish ass, so be it, but the argument is still valid. People play the game for many reasons, and ignore many parts they don't like. Some people hate teaching novices, some people hate dropping everything to defend every five minutes.
My main point is that if you don't defend, you're not portrayed as hurting the future of the game. It seems like many times those who don't teach are seen that way. I'm not mean to novices, I answer questions, but I don't actually sit down and train them. I don't think that means I'm contributing to a bad experience.
My main point is that if you don't defend, you're not portrayed as hurting the future of the game. It seems like many times those who don't teach are seen that way. I'm not mean to novices, I answer questions, but I don't actually sit down and train them. I don't think that means I'm contributing to a bad experience.
Unknown2007-02-27 15:35:09
QUOTE(Aiakon @ Feb 27 2007, 09:16 AM) 386518
No. It isn't. This point has been made extensively by Shamarah and Sylphas, and very vaguely in passing by a few others. It is by no means 'the majority of what people are saying'. You can go join Serge in the sin bin.
Regarding your main post, it defies response. If you are going to argue on the basis of what you think people have said, or what you might have gleaned from speed reading through the thread, then there is little point addressing you - it leads to a circular process of argument whereby no consensus is reachable.
Regarding your main post, it defies response. If you are going to argue on the basis of what you think people have said, or what you might have gleaned from speed reading through the thread, then there is little point addressing you - it leads to a circular process of argument whereby no consensus is reachable.
Very well, then. Let us examine your post from a couple of pages ago - which, interestingly enough, does make the very point that I summarized. I'll trim out your beginning accusations against the admin.
QUOTE
Novices are inadequately retained in Lusternia. No one doubts that, but I'm absolutely not convinced that the advantages of a specialist newbie city channel will outweigh the disadvantages.
Firstly, the reason we're not retaining novices is because our playerbase is small. There are times of the day when there simply aren't any experienced players in Magnagora. In this instance, a CNT will not be overly helpful. Indeed, I really don't see a relatively inexperienced Geomancer being capable of training an Ur'Guard novice, or a Nihilist training a Cacophone. In fact, I remember attempting to train an Ur'Guard novice a few months ago as a Geomancer, and not having the first idea.
Secondly, as Sylphas has said, you simply can't expect players to train novices if they don't want to do so. This is no indication of my personal perspective on the matter (I -do- train novices, and I encourage others to do so), but as a business, you cannot expect your customers do to something they may not want to do. You -have- to accept that, and you -have- to factor it in. Introducing CNT will balance things a little - scrupulous novice aide X of the Nihilists may be having a quiet day, and might take on Ur'Guard Novice Y... but ultimately, there are still a finite number of people interested in training newbies, and a finite number of newbies they're prepared to train within a given time. CNT may make it a little more efficient, but it won't change that fact.
Thirdly, I would argue that when experienced players -are- available, by and large, a novice is looked after. This may be relatively hands off - after all, training novices is time consuming. Whether you go for Xenthos's 50 minute training sessions or Charune's 20 minute ones, you're still talking a fair whack of time. See point two, above.
Fourthly, I remember being Archmage of the Geomancers and attempting to train an ur'Guard novice, and not having the faintest clue. If CNT is to work, then there will have to be city aetherscrolls detailing what each novice from each guild is to do and what the trainer should be doing. Ok, Great! That's not a problem, let's implement that! But.. wait! Can't we simply do that anyway? CNT may prompt a better ethic towards other guilds' novices... but so would a kick in the bottom to the city/guild leaderships...
Meanwhile, the disadvantages are manifold.
Having both a CNT and a GNT would be ridiculous. Is there a suggestion that these should be run concurrently? I can see it being confusing if they are... but on the other hand, removing GNT would be a disaster.
1. Fair enough. However, you must recognize that the population of the city is larger than the population of the guild. They are more likely to find some experienced person to answer their novice questions if they have access to the whole city (in a novice-friendly environment) instead of only the guild.Firstly, the reason we're not retaining novices is because our playerbase is small. There are times of the day when there simply aren't any experienced players in Magnagora. In this instance, a CNT will not be overly helpful. Indeed, I really don't see a relatively inexperienced Geomancer being capable of training an Ur'Guard novice, or a Nihilist training a Cacophone. In fact, I remember attempting to train an Ur'Guard novice a few months ago as a Geomancer, and not having the first idea.
Secondly, as Sylphas has said, you simply can't expect players to train novices if they don't want to do so. This is no indication of my personal perspective on the matter (I -do- train novices, and I encourage others to do so), but as a business, you cannot expect your customers do to something they may not want to do. You -have- to accept that, and you -have- to factor it in. Introducing CNT will balance things a little - scrupulous novice aide X of the Nihilists may be having a quiet day, and might take on Ur'Guard Novice Y... but ultimately, there are still a finite number of people interested in training newbies, and a finite number of newbies they're prepared to train within a given time. CNT may make it a little more efficient, but it won't change that fact.
Thirdly, I would argue that when experienced players -are- available, by and large, a novice is looked after. This may be relatively hands off - after all, training novices is time consuming. Whether you go for Xenthos's 50 minute training sessions or Charune's 20 minute ones, you're still talking a fair whack of time. See point two, above.
Fourthly, I remember being Archmage of the Geomancers and attempting to train an ur'Guard novice, and not having the faintest clue. If CNT is to work, then there will have to be city aetherscrolls detailing what each novice from each guild is to do and what the trainer should be doing. Ok, Great! That's not a problem, let's implement that! But.. wait! Can't we simply do that anyway? CNT may prompt a better ethic towards other guilds' novices... but so would a kick in the bottom to the city/guild leaderships...
Meanwhile, the disadvantages are manifold.
Having both a CNT and a GNT would be ridiculous. Is there a suggestion that these should be run concurrently? I can see it being confusing if they are... but on the other hand, removing GNT would be a disaster.
2. This seems to be a very clear reflection of my summary a few posts above. Interesting, considering your denial that it has been a major topic of discussion.
3. This is mostly true, within the guild. If there is an experienced Geomancer around and no ur'guards, the ur'guard novice will most likely not be looked after.
4. However, even you decided that it was worthwhile for you to spend your time answering that novices question, rather than tell them to stand around and wait for someone else more equiped to do so.
It is worth pointing out that all of your criticisms are related to a city-wide training program, which is not what I have seen suggested. What is suggested is a city-wide novice channel for asking questions. The training in itself would still be up to the guild, which renders most of your criticisms inapplicable.
QUOTE
Why?
(1) Guild roleplay will be diluted.
One of the attractions of the Ur'Guard (believe it or not) is the quasi-military grunt training aspect. The other guilds won't approach this in the right way. Similarly, an Ur'Guard trainer will drill a Geomantic Pupil in entirely the wrong manner. End result: individuality will be dissolved and the basin will become a mass of homogeneity. Yuck.
(2) Newbie organisational spam will be massively increased
It's bad enough listening and answering the guild novice questions in your own guild. Now times the questions by four. Then times the number of answers by four, as everyone answers simultaneously. What do we get? Spam. And what happens when we get spam? People turn the channel off. And what will that mean? An even worse service than before. I can't tell you the number of novices I've seen turning GNT off because they're getting tired of the questions of other novices. Imagine how many more will join in.
(3) OOC/IC considerations.
It doesn't matter when the occasional newbie OOCs on GNT. A guild member can swoop in, take it tells, benignly explain the concept of roleplay, and sort out whatever problem the newbie has. However, when OOC questions reach a critical mass, they become the norm. I'm willing to bet that CNT will go one of two ways: either it will become entirely OOC, with the danger of it becoming a kind of OOC public channel for org members... or it will be treated in entirely the same manner as the full CT, and be just as threatening as before. Oddly enough, I would be significantly happier with CNT if it was called something different.
1. This again relates to training, and not specifically to the novice discussion channel. I would agree with you, I like the guild identity and the differences in guild attitudes. Still, those won't be affected by allowing novices to easily ask questions city-wide.
2. This is your previous point two, reiterated from a different perspective. Novices who decide to turn the channel off can do so, and then can't really complain that we didn't try to help them. Others who decide to turn the channel off are generally those who don't enjoy helping novices that much anyway, so it's not that huge of a hit. This would also be no different than the way GNT and the novice channel are now.
3. This might be a viable concern. I don't expect that things would really happen that way, especially if CNT were limited to those who hold city offices of some sort, or a certain city rank. Either way, I imagine it would be handled much the way GNT is now, and certainly discussion by normal city members should not be allowed.
QUOTE
Over and above all these points, most of which have been hastily made and insufficiently thought out, is my -real- concern that GNT will be removed...
Agreed.
Sylphas2007-02-27 15:43:31
QUOTE
Still, those won't be affected by allowing novices to easily ask questions city-wide.
This whole argument boggles my mind. Novices already have a city wide channel. All we need if we want them asking questions of the city or commune is to push CT as the place to do it. I've never actually understood why GNT even was seperate, except that you CAN ignore questions just by turning it off. Hell, most seperate novice/lowbie communication is just silly. Of the three guilds I've been in, none have made good use of their newsboard, simply because many members can't read it. Channels are the same way. You either talk mostly on GT, and the novices get left in the cold, or you could mostly talk on GNT and GT is worthless unless you're talking about a novice behind his back. How often is GTS used, for example?
We have CT. Use it.
Unknown2007-02-27 15:50:48
QUOTE(Sylphas @ Feb 27 2007, 09:43 AM) 386536
This whole argument boggles my mind. Novices already have a city wide channel. All we need if we want them asking questions of the city or commune is to push CT as the place to do it. I've never actually understood why GNT even was seperate, except that you CAN ignore questions just by turning it off. Hell, most seperate novice/lowbie communication is just silly. Of the three guilds I've been in, none have made good use of their newsboard, simply because many members can't read it. Channels are the same way. You either talk mostly on GT, and the novices get left in the cold, or you could mostly talk on GNT and GT is worthless unless you're talking about a novice behind his back. How often is GTS used, for example?
We have CT. Use it.
We have CT. Use it.
Actually, there's a pretty big difference. Novice channels are specifically for novices. They're much less intimidating, and allow some amount of OOC and 'stupid questions.' It's one thing to have CT, where the novices hear the leaders of the organization plan attacks and things like that. Having a devoted novice channel is entirely different. The purpose is again to make them feel welcome and comfortable asking their questions.
You again are not a person who generally likes helping novices, so really you should admit that this is an area where you may not have as much expertise as some others. Novice channels make a huge difference, and keep novices from cluttering normal guild and city channels with novice-only issues.
GTS was actually used often enough in the Moondancers - any time you wanted to discuss something specific to the group of people who could hear the channel. In the same way, GNT is used for things specific to novices, and GT is used for discussion specific to non-novices.
Xenthos2007-02-27 15:56:35
QUOTE(mitbulls @ Feb 27 2007, 10:50 AM) 386539
Actually, there's a pretty big difference. Novice channels are specifically for novices. They're much less intimidating, and allow some amount of OOC and 'stupid questions.' It's one thing to have CT, where the novices hear the leaders of the organization plan attacks and things like that. Having a devoted novice channel is entirely different. The purpose is again to make them feel welcome and comfortable asking their questions.
Soooo...
Newbie? It's specifically for novices, it has a VERY LARGE potential pool of people to help (far more than just an org's CNT would), and so on. If we're not really trying to foster a sense of guild identity on novices, and thus aren't using GNT... what's the point of CNT when they've already got newbie? An org's RP isn't a single entity. Each guild has their own style. Meshing that style into a CNT would be ineffective at best. At worst, it will give the novice a very mistaken impression of both guild and organization. That is, if there is any RP-attitude to the channel at all.
If there isn't... why not just use newbie?