triptoy2002
Dalayan Adventurer
Freeport, a 3 zone city full of undead. Cool concept for those that enjoy smiting the foul living dead from the face of Dalaya. But I think maybe a few minor alterations should be considered.
PROS :dance:
1.) All undead, very useful for pallies, clerics, necros, and anyone that likes to kill undead
2.) A cool adept to fight, and a few named spawns here and there, I hear there is even a raid mob
3.) Less popular, so spawns are often open
CONS :tinfoil:
1.) Middle of nowhere. Options for getting there include getting a druid port and running accross 3 large zones, MoP to Darkwoods and run accross 2 large zones, fall asleep wishing a boat would arrive at a dock in gsm or newport (or fall asleep waiting for said boat to actually get there)
2.) Although Freeport is 3 zones wide, there are good sized areas where you can walk into huge multi story buildings that would make cool camps, only to find there is 1 (or less) mob in there. Think I exaggerate? Take a walk through freeport, I guarantee you will find at least one 3 story building with nothing in it, and at least 4 large buildings with only one mob inside.
3.) You can expect the mobs in Freeport to drop only a few gold per kill
4.) A large percent of the mobs in Freeport are >an undead guardsman< which drop a junk sword and shield every kill. This is not junk worth selling however, it is, in fact, no drop.
5.) 2 of the 3 Freeport zones have huge fields near them, a place that you would expect a bard to make his/her home while lfg. However, this is not the case because dragging freeport mobs out of the town and into the field to kill them will land you with a big fat safe zone penalty. You will even get this penalty if you move up and kill the mobs where they spawn at the main gate of the city, a difficult truth as you try to clear the way to get into the city itself.
I am NOT suggesting all these CONS be eliminated or made into PROS, rather, my point is that the CONS may out weigh the PROS just a bit too much, discouraging many people from bothing with Freeport at all. I am suggesting more a minor tweaking than a major overhaul.
SUGGESTIONS :toot:
1.) Location, Location, Location. Dont want to make it too easy for those pallies. No need to add a Druid/Wizard port or MoP nearby, I like the idea that you have to work to get there (and can't bind there either). Travel time is fine.
2.) The spawns I have to take issue with however. There are nice buildings that would make cool spawns, with blind corners, stairways leading into some mysterious danger, and large open courtyards that would be ideal for a sweet PWNURFACE mob or two.
Granted, with the limited popularity of Freeport, it rarely has enough groups to occupy all the camps it already has, let alone a need for more. But I am suggesting something be done to increase it's popularity just a bit, cuz it really is a cool zone for killing, and then more camps would be warranted.
Look at the spawns of places like Kaladim, Blackburrow, Fearstone, Warrens, Warpstone and others, and then consider the spawns of Freeport. Big difference.
3.) Mobs in some zones drop more or less cash. With other options for making money at this level range, such as maps, Lasanth, Kaladim, and others, it seems only fair to also make zones that don't have as many money making options, and this happens to include Freeport. Not a problem in my opinion, leave the drops as is.
4.) The no drop junk on guardsmans sucks, would be nice if you didnt need to sort through a pile of these just to get the bone chips and gold they drop.
I wouldn't argue with doing away with one of the two no drop items they drop, or better yet, make them useful. How about linking them into the Erimal quest for war weapon turn ins, or some such thing? A miniscule reward, but a reason to bother looting these items other than to just delete them. Kaezul did lay waste to the city, maybe they left a cache of Kaezulian weapons behind that the guards now use? Or maybe an NPC that wants to ensure that the undead are cleared from Freeport, and so asks you to turn in as many sword/shield combos as you possibly can to prove you are working to clear it out? An easier alternative is remove the no drop tag so they can be vendored as junk loot.
5.) Freeport has lots of melee mobs, so I can see why you might want to limit the chance for easy kiting there.
However, getting a safe zone penalty for killing mobs at the gate, right where they spawn, without pulling them into the fields themselves? That leaves you needing to pull the 2-3 mobs at the gate inside the gate to kill them, where there are 2-4 more mobs, making a total of 4-7 mobs in the initial pull. Not bad for a ds tanking pally or some such thing, if they are decently geared, but it seems a bit extreme to me, just to get into the city. I know there are other ways in, my point isn't just overall to make it easier, but it simply seems unreasonable to me to get a safe zone penalty for killing mobs where they stand, with a giant field between you and the zoneline, in a spot that isn't "safe" at all.
My request for this one is to just move the safe zone penalty back just a little bit, just enough so that you can kill the entrance guards where they spawn, and then move in, but not enough to pull them back in the hopes of kiting, if that is the main issue.
6.) Some quest items that drop from the mundane mobs in the city could spice things up a bit, making it an overall more attractive place to grind. There are a few items like Thurgadin quest items and such. A few more would be nice, again to attract tourism, and get more people to grind there.
I'm low on ideas for turnins, maybe someone reading this post has some ideas. I'd really like to see freeport get more use out of all that space, besides just a place where pallies and necros and clerics go to solo and the occasional group.
In short, moar mobs, something should be done with the no drop junk guardsmans have, and adjust safe zone boundary, please.
Flaming me for "trying to spoonfeed the game to players" or "dumb it down" and comments like "go back to WoW" etc, may now commence! :toot:
PROS :dance:
1.) All undead, very useful for pallies, clerics, necros, and anyone that likes to kill undead
2.) A cool adept to fight, and a few named spawns here and there, I hear there is even a raid mob
3.) Less popular, so spawns are often open
CONS :tinfoil:
1.) Middle of nowhere. Options for getting there include getting a druid port and running accross 3 large zones, MoP to Darkwoods and run accross 2 large zones, fall asleep wishing a boat would arrive at a dock in gsm or newport (or fall asleep waiting for said boat to actually get there)
2.) Although Freeport is 3 zones wide, there are good sized areas where you can walk into huge multi story buildings that would make cool camps, only to find there is 1 (or less) mob in there. Think I exaggerate? Take a walk through freeport, I guarantee you will find at least one 3 story building with nothing in it, and at least 4 large buildings with only one mob inside.
3.) You can expect the mobs in Freeport to drop only a few gold per kill
4.) A large percent of the mobs in Freeport are >an undead guardsman< which drop a junk sword and shield every kill. This is not junk worth selling however, it is, in fact, no drop.
5.) 2 of the 3 Freeport zones have huge fields near them, a place that you would expect a bard to make his/her home while lfg. However, this is not the case because dragging freeport mobs out of the town and into the field to kill them will land you with a big fat safe zone penalty. You will even get this penalty if you move up and kill the mobs where they spawn at the main gate of the city, a difficult truth as you try to clear the way to get into the city itself.
I am NOT suggesting all these CONS be eliminated or made into PROS, rather, my point is that the CONS may out weigh the PROS just a bit too much, discouraging many people from bothing with Freeport at all. I am suggesting more a minor tweaking than a major overhaul.
SUGGESTIONS :toot:
1.) Location, Location, Location. Dont want to make it too easy for those pallies. No need to add a Druid/Wizard port or MoP nearby, I like the idea that you have to work to get there (and can't bind there either). Travel time is fine.
2.) The spawns I have to take issue with however. There are nice buildings that would make cool spawns, with blind corners, stairways leading into some mysterious danger, and large open courtyards that would be ideal for a sweet PWNURFACE mob or two.
Granted, with the limited popularity of Freeport, it rarely has enough groups to occupy all the camps it already has, let alone a need for more. But I am suggesting something be done to increase it's popularity just a bit, cuz it really is a cool zone for killing, and then more camps would be warranted.
Look at the spawns of places like Kaladim, Blackburrow, Fearstone, Warrens, Warpstone and others, and then consider the spawns of Freeport. Big difference.
3.) Mobs in some zones drop more or less cash. With other options for making money at this level range, such as maps, Lasanth, Kaladim, and others, it seems only fair to also make zones that don't have as many money making options, and this happens to include Freeport. Not a problem in my opinion, leave the drops as is.
4.) The no drop junk on guardsmans sucks, would be nice if you didnt need to sort through a pile of these just to get the bone chips and gold they drop.
I wouldn't argue with doing away with one of the two no drop items they drop, or better yet, make them useful. How about linking them into the Erimal quest for war weapon turn ins, or some such thing? A miniscule reward, but a reason to bother looting these items other than to just delete them. Kaezul did lay waste to the city, maybe they left a cache of Kaezulian weapons behind that the guards now use? Or maybe an NPC that wants to ensure that the undead are cleared from Freeport, and so asks you to turn in as many sword/shield combos as you possibly can to prove you are working to clear it out? An easier alternative is remove the no drop tag so they can be vendored as junk loot.
5.) Freeport has lots of melee mobs, so I can see why you might want to limit the chance for easy kiting there.
However, getting a safe zone penalty for killing mobs at the gate, right where they spawn, without pulling them into the fields themselves? That leaves you needing to pull the 2-3 mobs at the gate inside the gate to kill them, where there are 2-4 more mobs, making a total of 4-7 mobs in the initial pull. Not bad for a ds tanking pally or some such thing, if they are decently geared, but it seems a bit extreme to me, just to get into the city. I know there are other ways in, my point isn't just overall to make it easier, but it simply seems unreasonable to me to get a safe zone penalty for killing mobs where they stand, with a giant field between you and the zoneline, in a spot that isn't "safe" at all.
My request for this one is to just move the safe zone penalty back just a little bit, just enough so that you can kill the entrance guards where they spawn, and then move in, but not enough to pull them back in the hopes of kiting, if that is the main issue.
6.) Some quest items that drop from the mundane mobs in the city could spice things up a bit, making it an overall more attractive place to grind. There are a few items like Thurgadin quest items and such. A few more would be nice, again to attract tourism, and get more people to grind there.
I'm low on ideas for turnins, maybe someone reading this post has some ideas. I'd really like to see freeport get more use out of all that space, besides just a place where pallies and necros and clerics go to solo and the occasional group.
In short, moar mobs, something should be done with the no drop junk guardsmans have, and adjust safe zone boundary, please.
Flaming me for "trying to spoonfeed the game to players" or "dumb it down" and comments like "go back to WoW" etc, may now commence! :toot:
Last edited: