Making the game interesting

you increased the range of dark blues, but then also lowered the exp for thoose blues to the point where hunting low dark blues is pointless. now i'm not saying i expect 50% exp a kill (since people just love jumping to conclusions anytime someone raises a point) but like 20+ lego's in sseru for 1pct is a bit much. the only people that are hurt by lowering the amount of exp granted by low dark blues are thoose that play regularly. raids don't kill them, groups don't either. people who play when there's very few people on do.
it would make more sense to just turn thoose mobs into light blues or greens since right now they aren't worth killing.

and adding quests with nice rewards would be great. but if they require an army of people to get the parts they defeat the point if they are being designed so people have something to do besides raid.

and before i forget add a way to get enchanted metals for non-enchanters (for JC), since there are harldy any enchanters. let alone ones that will probably do jc
 
twist said:
you increased the range of dark blues, but then also lowered the exp for thoose blues to the point where hunting low dark blues is pointless. now i'm not saying i expect 50% exp a kill (since people just love jumping to conclusions anytime someone raises a point) but like 20+ lego's in sseru for 1pct is a bit much. the only people that are hurt by lowering the amount of exp granted by low dark blues are thoose that play regularly. raids don't kill them, groups don't either. people who play when there's very few people on do.
it would make more sense to just turn thoose mobs into light blues or greens since right now they aren't worth killing.

and adding quests with nice rewards would be great. but if they require an army of people to get the parts they defeat the point if they are being designed so people have something to do besides raid.

and before i forget add a way to get enchanted metals for non-enchanters (for JC), since there are harldy any enchanters. let alone ones that will probably do jc

I'm gonna rework the exp tables for blues again, make high blues much more rewarding, but low blues at least decent.
 
Quests, ala epic or Dain ring, good idea. Something which can be done mostly solo but requires a little help and a little exploration. Decent loot on a variety of mobs/levels would help too for ppl looking for things to do, ie ppl camping AC for Jboots. Underused zones would benefit greatly by adding quest material/items/misc. loot. A weight reducing bag, for example, isnt overpowering but is something i would camp greens/blues to get for my monkey.

Translocators would be a very good addition for grouping, as it takes a long time to run places with wizards/druids being very very rare.

I agree about the viability of soloing needing to be addressed, it is one of the reasons I haven't played in a while. I don't like soloing necessarily, but much of the time, there is no one on so I have to do it. It should offer feasible experience. 2 hours of high-end raid exp should not = 2 days of soloing exp because no one will ever play during non-raid times, or in normal exp dungeons. A solo friendly dungeon would be fun, something like solb with perhaps some raidable giants and a dragon, but the rest of the dungeon can be hunted with a few ppl. Named kobalds or spiders could be fun as well. Solb is small and could be coded, i would think, rather quickly. Another solo dungeon possibility is Howling Stones. I used to solo the whole thing with my necro, up to Drusella. I wanted to solo her before I quit but she was perma camped.

Just a couple thoughts.
 
From and NPC placement and pathing grid perspective, SolB is rather fucking large. Inhumanly large. And frustrating.

Epic quests are currently being worked in. Cleric and Paladin both are in, and one Cleric is almost done with hers.

Of course, she had a lot of help.
 
Wiggles said:
i know a few people who'd probably come back to winters roar if it weren't for the extreme nerfage in exp and solo-ablility... you say you want more server populace, but then you make it harder for the population on the server to gain levels, kind of contradictory.. granted i haven't logged in, in about 2 months, but i'd be willing to give it another go if I could solo even 75% effecient as what I used to.. /shrug just my 2 cents i guess..

We don't really want people who give up at the first sight of challenge. We want people, yes, but not worthless people.

Also, SolB is so tiny that I'd be willing to spawn it if I had the time to do anything at all on the server :p.
 
solb is not large at all. sola is large and confusing. maybe you're thinking of that. another idea that might be fun: befallen with lvl 50+ undead.
 
SolA is easy.
SolB has so many twists and turns with narrow hallways (whereas SolA has some that are pretty large) that making a pathing grid for it wouldn't be a viable alternative to hammering rusted nails through my dick and testicles.
 
Adding Karnor as a dog populated city with negative faction by default, with quests, lords... etc Then adding some ways to raise that faction, thru killing / quests, or via another new city ?
 
D said:
SolA is easy.
SolB has so many twists and turns with narrow hallways (whereas SolA has some that are pretty large) that making a pathing grid for it wouldn't be a viable alternative to hammering rusted nails through my dick and testicles.

Valid point.

Muuss: Karnor's, as is true for most of Kunark, is already planned out. At least it was last I checked.
 
How about random named NPCs that rarely spawn throughout the world? Not ones that spawn in a specific location. Such as an ogre bard called Bunny who runs around playing the drums and drops a special drum. :roll:
 
There needs to be a zone with farmable armor for mid 40s to mid 50s, ala Plane of Fear (or Plane of Growth). There is a big equipment shortage between the Othmir armor and the Kael quest armor. Or more of this sort of armor dispersed randomly in 50+ dungeons, like soft leather is for lowbies. Another problem with quest armor is the gems give me the login bug so I almost always destroy them. Regardless, there needs to be a specific zone where not raid-parties can gain various decent equipment off lots of misc. mobs, instead of a handful of bosses. Live has smartly always offered planar (farmable) armor which seems a necessary component of high-level server health.
 
There needs to be a zone with farmable armor for mid 40s to mid 50s, ala Plane of Fear (or Plane of Growth). There is a big equipment shortage between the Othmir armor and the Kael quest armor. Or more of this sort of armor dispersed randomly in 50+ dungeons, like soft leather is for lowbies. Another problem with quest armor is the gems give me the login bug so I almost always destroy them. Regardless, there needs to be a specific zone where not raid-parties can gain various decent equipment off lots of misc. mobs, instead of a handful of bosses. Live has smartly always offered planar (farmable) armor which seems a necessary component of high-level server health.
 
yvin said:
There needs to be a zone with farmable armor for mid 40s to mid 50s, ala Plane of Fear (or Plane of Growth). There is a big equipment shortage between the Othmir armor and the Kael quest armor. Or more of this sort of armor dispersed randomly in 50+ dungeons, like soft leather is for lowbies. Another problem with quest armor is the gems give me the login bug so I almost always destroy them. Regardless, there needs to be a specific zone where not raid-parties can gain various decent equipment off lots of misc. mobs, instead of a handful of bosses. Live has smartly always offered planar (farmable) armor which seems a necessary component of high-level server health.

While I concur that a dropped set of armor between CS quest armor and Kael/ToV quest armor is necessary, I don't agree that planar armor in general is necessary for "high level server health". At all. :p
 
Planar isn't as necessary on WR since Wiz gives bosses a nice amount of drops, but on live when a boss drops 1-3 items for 45+ folks, and rare mobs spawn every 5 hours and drop 1 item for 6 ppl, you need somewhere to equip yourself. SG is a very well designed zone in terms of loot and mob distribution, but it seems other zones don't have as nice non-boss itemization. I've noticed that high-levels only want to hunt for AA points or epic quests (or to lvl thier alt). My suggestion is that there be somewhere to hunt for a wide variety of items for general equipping of the 50+ server, nothing uber but simply utilitarian. Somewhere for 2 or 3 mid-40s, 2 mid-50s, or 1 good 60s group to hunt and everyone involved getting a chance to get something decent. Thanks for considering it.
 
This is just an idea, but how about using one of the trade skills or even a quest to change how a pet procs sometimes? I'm not sure how well this would integrate. Maybe it could be something weak like a magician's water pet that casts a very weak version of regeneration on an ally once every 5 minutes or such and only during non-battle.

I could think of a whole list of stuff to add through this method that shouldn't really unbalance the game in an akward fashion. It would just help round out pets a little since armor is already customizable.

I haven't looked at the server code so I don't know how do-able the idea is at the moment.
 
Just an idea

:brow: What about adding mobs (quest or no) to Erimal's valley, in that abandoned heretic city...

Maybe make it some decent levels for 15-30 to kill.


Just a thought.
 
For levels 15-30 there is Warrens, First Ruins, and Neth. And Crystal Caverns. And Warrens and First Ruins are right next to Erimal, so what is the point?
 
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