Greetings, I have recently started 2 lowbies, a bard out of Newport and a troll beastlord out of Stinger's Bog.
Exp and levels go by so fast it seems your skills can't keep up. (and I'm not twinked so these are long fights) This can make fighting low blues and such very hard. The bard really struggled with offense/defense/weapon skills and often was 3-5 levels below where his skills should have been.
The troll beastlord is struggling with weapon skills and is really struggling with spell skills. I had to dump a bunch of training points just to get my weapon skills close to where they needed to be. He now is almost lvl 14 and his spell skills have gone up only 5-10 points over the last 5 levels. I am almost afraid to hit lvl 15 as I'm afraid I won't be able to cast any of the new spells due to my skill being riduculously low. (and yes, I cast them constantly, they just aren't going up). Anything you can do to up the skill rate gain at low levels?
For the good newbie zones, Newport newbie yard is fine. Centaur hills could use some more mobs in the 5-10 range I think. Blackburrow, while it potentially could be a great lowbie zone, isn't. I can't call this a good hunting spot because there was always a lvl 65 or 2 running around killing every gnoll in sight. (and I've read you have plans to fix this). Fearstone seemed to be very well done and the group I hunted with had a lot of fun fighting to the throne room. Good challenge and good rewards there.
For the evil newbie zones, I think they need some love. (granted, the geography and darkness of the evil zones make them naturally poor newbie zones) I had a real hard time finding mobs I could kill in Stinger's Bog until about level 7. I mean this in terms of both quantity and level of mobs. Sometimes I just couldn't find any critters and when I did they were yellow and would dust me easily. I suggest increasing the number of mobs near Grobb and maybe even adding some static spawns on some of the nearby islands. I also suggest increasing the number of lvl 1 mobs there as I struggled to find mobs I could kill at lvl 1.
In the Ogre newbie zone the mobs seem even more scarce. There are some lizards in camps but since they are social they aren't really good to solo and not enough lizards for a group. There are plenty of Sarnak-like lizards on the island, but they are so close together you get 3-5 of them at a time. I suggest populating the ruins in both the NW and NE corners of the zone with appropriate lowbie mobs. Put some wandering mobs in the North part of the zone to kind of lead the way and fill out at least part of this empty zone. For the Sarnak island I suggest splitting some of the temple mobs up. Add some more single spawn points (I know of 3 right now). Have a few double spawn points and a few triple spawn points as well. Mix it up. Add a few wanderer's. Make the island viable for solo'ers and small lowbie groups. Right now when someone starts an evil and shouts for advice on where to find something to kill the stock answer is "Go to Newport".
Day/Night population: I understand and kind of think it's cool what you are trying to do with the locked doors and daytime/nighttime population. I'm just not sure it's a good thing. I find it really annoying to have all these locked doors. I get frustrated when my quest mob is behind a locked door or a vendor I want is gone for the night. The nights aren't exactly short either. I suggest going back to 24/7 doors/vendors/quest givers.
*edit*
I also wanted to add I too have problems hitting fleeing mobs. If I manage to connect with a mob that is running I consider myself lucky.
Exp and levels go by so fast it seems your skills can't keep up. (and I'm not twinked so these are long fights) This can make fighting low blues and such very hard. The bard really struggled with offense/defense/weapon skills and often was 3-5 levels below where his skills should have been.
The troll beastlord is struggling with weapon skills and is really struggling with spell skills. I had to dump a bunch of training points just to get my weapon skills close to where they needed to be. He now is almost lvl 14 and his spell skills have gone up only 5-10 points over the last 5 levels. I am almost afraid to hit lvl 15 as I'm afraid I won't be able to cast any of the new spells due to my skill being riduculously low. (and yes, I cast them constantly, they just aren't going up). Anything you can do to up the skill rate gain at low levels?
For the good newbie zones, Newport newbie yard is fine. Centaur hills could use some more mobs in the 5-10 range I think. Blackburrow, while it potentially could be a great lowbie zone, isn't. I can't call this a good hunting spot because there was always a lvl 65 or 2 running around killing every gnoll in sight. (and I've read you have plans to fix this). Fearstone seemed to be very well done and the group I hunted with had a lot of fun fighting to the throne room. Good challenge and good rewards there.
For the evil newbie zones, I think they need some love. (granted, the geography and darkness of the evil zones make them naturally poor newbie zones) I had a real hard time finding mobs I could kill in Stinger's Bog until about level 7. I mean this in terms of both quantity and level of mobs. Sometimes I just couldn't find any critters and when I did they were yellow and would dust me easily. I suggest increasing the number of mobs near Grobb and maybe even adding some static spawns on some of the nearby islands. I also suggest increasing the number of lvl 1 mobs there as I struggled to find mobs I could kill at lvl 1.
In the Ogre newbie zone the mobs seem even more scarce. There are some lizards in camps but since they are social they aren't really good to solo and not enough lizards for a group. There are plenty of Sarnak-like lizards on the island, but they are so close together you get 3-5 of them at a time. I suggest populating the ruins in both the NW and NE corners of the zone with appropriate lowbie mobs. Put some wandering mobs in the North part of the zone to kind of lead the way and fill out at least part of this empty zone. For the Sarnak island I suggest splitting some of the temple mobs up. Add some more single spawn points (I know of 3 right now). Have a few double spawn points and a few triple spawn points as well. Mix it up. Add a few wanderer's. Make the island viable for solo'ers and small lowbie groups. Right now when someone starts an evil and shouts for advice on where to find something to kill the stock answer is "Go to Newport".
Day/Night population: I understand and kind of think it's cool what you are trying to do with the locked doors and daytime/nighttime population. I'm just not sure it's a good thing. I find it really annoying to have all these locked doors. I get frustrated when my quest mob is behind a locked door or a vendor I want is gone for the night. The nights aren't exactly short either. I suggest going back to 24/7 doors/vendors/quest givers.
*edit*
I also wanted to add I too have problems hitting fleeing mobs. If I manage to connect with a mob that is running I consider myself lucky.