First Ruins

Spiritplx said:
Sweet, good to know you all are talking about it. Any changes to make it more attractive to exp in would be great! New nameds, more mobs, more exp, etc, would be great ideas~
the place is interesting as whoah, its a way cool zone. it just sucks that theres so many places where you get aggro through walls, invisible adds, or stuff attacking you that you just can't hit back. nothing makes a group die like wiping when you didn't "do anything wrong".

If there were teleporters along the way, which would port you forward in the zone into a room full of mobs that you have to kill as soon as you get there, that'd own it up, and make it far far less tedious to get to where you want to go in the zone.
 
Eleonor said:
[...]. like named droping No drop augments , or some High end quest piece involved in it. [...]
Somehow i thought of deity augs when i read that...
 
Aaubert said:
the place is interesting as whoah, its a way cool zone. it just sucks that theres so many places where you get aggro through walls, invisible adds, or stuff attacking you that you just can't hit back. nothing makes a group die like wiping when you didn't "do anything wrong".

Got to agree with this. The tight spaces means mobs getting walled is a constant problem and while I don't often get aggro through the walls, there is currently a problem that I've had in the past week that I've never seen before in the entire time I've been going to FR. That being that for some fucked up reason, if you pull ANYTHING across the bridge (from the top of the castle), the preywings below aggro. I've never seen this before ever and I have no idea what changed. :what:
 
Ykari07 said:
if you pull ANYTHING across the bridge (from the top of the castle), the preywings below aggro. I've never seen this before ever and I have no idea what changed. :what:

I can confirm this. Last time we were there this happened to us. Gonobn ran across the bridge to pull the same way he has done in our previous outings there and somehow agro'd the preywings. Having never experienced this before we figured it was just a random glitch. This is pure speculation but if the Preywings had thier agro radius increased to counter certain farming tactics in FR the staff disliked it may somehow play into this current agro situation.

As for the topic of future development of the unfinished part of FR I thought perhaps it might be a place to implement some of Jayla's deity quest. Contradicting information has been posted regarding Jayla. Once source states she has no home plane but rather roams seeking knowledge. A post in the summer by Wiz in the dietys and alignment thread indicated there was a Plane of Lore in the works for Jayla. If the former is true FR would seem a good place for some of all of Jayla's quests to be based as it is the cradle of human civilization of Dalaya. A place that may hold long forgotten ancient knowledge and such.
 
Ykari07 said:
That being that for some fucked up reason, if you pull ANYTHING across the bridge (from the top of the castle), the preywings below aggro. I've never seen this before ever and I have no idea what changed. :what:

I had that issues months ago - occasionally. But then again my sk probably got at least 100 AAs in there. Agree with pretty much everything in the OP.
And track is also funny in there, you might be standing in front of a room with named, thinking he's not up anyway, then you run in and voila! Not much of a complaint anyway.

And about the tarhyl mobs adding through walls, as a puller I was greatly annoyed at first, then we just made a standard group with enc ever since and it was great, went 5 times faster (and no, I'm not the lousy splitter I used to be, at least I wasn't the last time I played ;))
 
Eleonor said:
Seriously at High end , farming xp & stuff is becoming so trivial it's just overkill...
Even HHK basement can be duoed nicely ( named in it ) with a good SK / cleric or Monk/ Shaman / druid combo..

After my fist excursion into the HK basement after doing about 50-70 AA on the other floors, I concluded that it was not as difficult as I was led to believe, however, you'd probably need Zhak/Podge or Draxx/Lytec to have much of a shot at duoing effectively down there, ESPECIALLY if you wanted to kill a named.
 
The main complaints I've heard about firstruins generally boil down to it's an all or nothing scenario. You either get the fantastic loot (which is a rare proposition) which can sell for quite a bit, or you don't. The straight cash coming from the zone is fairly pathetic compared to similar zones, leaving one wondering after a 5 hour group with no spawns why they came there in the first place, when a group in mielc or elds probably would have garnered them more cash.

I believe if the straight cash were bumped up to be at least somewhat within range of hhk that it would be very worth it. More people would go. As things stand hhk basement after doing it for a few hours that it wasn't really worth going unless you spent the entire day there almost assuring yourself of getting a drop, otherwise go upstairs and visit the nobility. If you're going for straight xp it's nice, but there are plenty of other places that are just as nice, and do not require as much effort as FR, as well as providing similar or greater xp (take rust factory for example), as well as honestly being more fun. Getting close to -25% in a couple areas on aisling, and I'd still balk at going to FR simply because of the money issue. Maybe occasionally I would go just for a change of pace. But to use an old cliche, it's a nice place to visit sometimes, but I wouldn't want to live there. The few times I managed to actually get people to go there, I had to cajole them into it. Took a few hours to do so too.

Suggestions synopsis
1) Take up the straight $ of the zone.

2) Spawnrate adjust in conjunction with #1 (i.e. don't make either ridiculous, but really what I've found is a draw to a zone is consistency. At the moment if you spend alot of time in there and are just unlucky (which seems to happen a disturbing amount) you walk away with pretty much a very negligible amount of $/time. You'd probably have better luck with the Athica casinos honestly. People in general speaking in regards to even lower tiers (for example the tier empire is at, all the way to steel) tend to prefer a sure thing, with a bit of variability in there. Zones where you can get lucky with the big money drop, but even if you don't you still walk away with something worth your effort. Fr atm does not provide this type of environment.
 
Alright, so we took another trip down there to confirm our suspicions.

First off, the exp is just as bad as I remember / expected it to be. The main problem I see with the EXP deep in (the bloodfire city) is the level variance in the mobs. The lowest level mobs down there give 9.8k exp, whereas some, which are indistinguishable in difficulty, give 11k-12.5k exp. I suggest that these low level mobs be raised in minimum level (from 63 to 64 I believe it was) so that they all give at least 11k exp a kill.

Our group also cleared every mob in the buildings on the way to the tunnel entrance / Advisor building (sivak, bloodfire, and all) and waited for repops, to which we got none... so at least 4 nameds we knew of and there were probably some we didn't even know of that we killed the PH for. Granted, these nameds should be pretty rare so the market does not get flooded so I suppose that's a good thing.

Lastly, the most glaring issue, was the platinum drops. We were down there for at least 4 hours and the split between the group was 2k raw platinum after the few gems, spells, etc., that we got were sold. This was extremely upsetting getting the same amounts, maybe even less platinum, than what I see killing rats in Dragon Necropolis or even orcs in Everchill solo that take a fraction of the time to kill. Also, the lack of spells and general vendor trash drops was disappointing. The potions that drop down here are also a pretty big joke... besides the one that adds a combat proc, which is pretty nice if you don't have a wiz down there for RBOW. Upping the platinum drops I believe would be an excellent way of dealing with the lack of named drops/cash drops: you're not flooding the player base and market with 'uber' items but you're still giving great cash incentive for players to go there.

On top of this all, it's an all or nothing thing. You make one mistake and you agro an entire building and you're shit outta luck 2+ hours in. Again, backing up my original claim that these facts make the deep part of the zone unrewarding and undesirable.

Note: all XP values are with 0% new area bonus, a.k.a. tome XP.
 
I have done First Ruins the last couple of days with a solid guild group. First of all, the exp is WAY better. The 60+ exp code seems really good (if not a little too good, really) and we got a few nameds to spawn. However, the named spawn rates were pretty bad, getting (I think) 5 total in about 15+ hours of camping. I think maybe the exp. could be toned down a bit if the spawn rates were upped. This sort of seems like a high end item "farm" zone, more than an exp zone, but having a better mix would make it perfect. It is still a difficult zone, and you really need the right setup to do it effectively. The clears to nameds are really long, so I see no problem with increasing the spawn rate.

So, lower the exp a bit (in FR only or just change to 60+ code some) to up the rate of nameds and thus make grouping in FR more profitable. Otherwise, good job with the change.
 
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