The Ruins of Nagthilian/Neriak

Not to be redundant but I'm with Allie, Xardon, and Slicer on this one. The outstanding lore is really what attracted me to SoD for the long term in the first place.
 
No one cares about runney eye? That zone rocked! Was kind of a mix of Miel A and Bancack.... I would enjoy seeing this zone implemented as a lvl 30ish zone, i know this has nothing to do w/ ruins but all this talk of implementing new zones made me remember this old gem. Is there any lore concerning this zone? I know what lore i get from MQ's and sorta stuff from Wiz's hole time line thing but its been a while tbh.
 
JayelleNephilim said:
Not to be redundant but I'm with Allie, Xardon, and Slicer on this one. The outstanding lore is really what attracted me to SoD for the long term in the first place.

i really don't understand where people got the idea that Draxx or I were suggesting to put out a rushed zone that lacks lore ASAP. Of course, implementing Nag wouldn't happen very soon. Or course it would follow the lore and expound on it.

duh?
 
JayelleNephilim said:
Not to be redundant but I'm with Allie, Xardon, and Slicer on this one. The outstanding lore is really what attracted me to SoD for the long term in the first place.
Lore is just that tl;dr between points A and B in a quest for me. Sure, it's nice to know why you get summoned by the earth terror in highkeep or who/why/what is actually being held captive in prison of admyrzza, but who ever thinks about why you're killing frogloks in mielechc? Lore may draw people in, but that's about it. If it's the reason such and such zone is not being implemented despite completion... well I think that's a little silly.

When you're doing the same zones over and over for hundreds of aa's and killing mobs (more like mass slaughter) in kedge/mielechc for 2.5k exp each just doesn't cut it anymore... people tend to give up. This trend runs pretty hard in my guild, a lot of our players have gotten to ~200 aa's and half of the reason they stop aaing is because there is too much "been there, done that" feel... oh and they don't think certain aa's are important but that's another story. I agree there is and should be a sort of grind to AA's, but the grind in SoD seems to be more like a grinding hault after reaching the so called "harder zones" (cata, hhk, ec).

I think raid content here on SoD is great, smooth progression, and probably has wonderful lore (again, I could care less about lore most of the time). The one thing that kills me is I do not believe there are XP zones that reflect raid progression, aside cmal4 and (I suppose) cata nameds. Being IP geared and having some thaz loots I feel like why am I even bothering getting geared up? To destroy the same damn xp zone EVEN HARDER than I could do 3 months ago with poa loot? Ugh....

I love the 6 man zone idea as has been brought up in this thread previously. I think that there should be a 6 man zone that say you needed to be at least Sepulcher geared for. Why? If there are raid zones that only a small portion of this server is going to see there may as well be a few hard zones with some great XP that again maybe a small portion of this server may ever see too.

Adressing the lower end content, why not have a few 6 man zones for lower characters? I think this would solve two issues: lower level content AND give you a reason to not fly through the levels, maybe actually sit back, enjoy some content and get some no drop loots. Maybe even have a set of these zones following the treasure map tiers (20-29, 30-39, 40-49, 50-59) where you had to be in the level range to enter. Maybe even have progression? You need to beat the boss in the first one to get key to second, etc. etc.

Anyhow, I think I have touched on a lot of the topics that were brought up in this thread and probably hit topics that are waaay off topic with my opinions on the matter.
 
Finny said:
I love the 6 man zone idea as has been brought up in this thread previously. I think that there should be a 6 man zone that say you needed to be at least Sepulcher geared for. Why? If there are raid zones that only a small portion of this server is going to see there may as well be a few hard zones with some great XP that again maybe a small portion of this server may ever see too.


Isn't there deep First Ruins for thist tier (at least from what I've seen it gets pretty rough in there) as well as some other places - yellow plane trash, yellow giants in EC. I know there aren't a lot of places and EC Giants aren't the best thing either since they have an insane respawn timer. Just throwing some aspects out there.
 
The basic topic of the thread was implementation of itemized, killable mobs in Nagthilian A/B/C, because there are DT mobs that waste the zone.

I want a zone with lore. But I want a zone with Full-time lore that people can go into and find out more storyline as you progress through the zone. Look at Catacombs, they have books that tell the whole story about the place.

Something can happen and people will say, "Oh man we can go into the zone now... Council of innovation is planning an information excavation in Nagthilian to find out what really happened, we're supposed to gather lore books, read them, and then answer questions like in MQ1!"
 
Draxx said:
The basic topic of the thread was implementation of itemized, killable mobs in Nagthilian A/B/C, because there are DT mobs that waste the zone.

I want a zone with lore. But I want a zone with Full-time lore that people can go into and find out more storyline as you progress through the zone. Look at Catacombs, they have books that tell the whole story about the place.

Something can happen and people will say, "Oh man we can go into the zone now... Council of innovation is planning an information excavation in Nagthilian to find out what really happened, we're supposed to gather lore books, read them, and then answer questions like in MQ1!"

Kind of like undercaverns but without the massive insanolag that seems to plague that place
 
vistachiri said:
Kind of like undercaverns but without the massive insanolag that seems to plague that place

that plagued the zone on live too... its just a zone that was made poorly.

Manluas said:
Isn't there deep First Ruins for thist tier (at least from what I've seen it gets pretty rough in there) as well as some other places - yellow plane trash, yellow giants in EC. I know there aren't a lot of places and EC Giants aren't the best thing either since they have an insane respawn timer. Just throwing some aspects out there.

I'm really not trying to whine here, and I don't want you to feel like I'm shutting you down on everything you suggest Luas. In fact, deep FR is a great suggestion. The Fiery Village in FR is definitely difficult and fun. Its not bad EXP. You need a tank with DEAD SOLID aggro, because the wizard/monk mobs that populate that area destroy CC.

Aside from that... EC giants aren't good exp due to respawn and the hassle of pulling singles. Planar trash XP was nerfed hard a few months back, because I guess people weren't intended to get any XP during raids.

Thing is, by the time you hit 300+AAs, you've done XP most places. You've gotten your -10% pretty much everywhere, and a -25% in any zone you really like.


....None the less, None of this has anything to do with the suggestion that Nag be implemented as an XP zone.
 
Aaubert said:
Thing is, by the time you hit 300+AAs, you've done XP most places. You've gotten your -10% pretty much everywhere, and a -25% in any zone you really like.

Uhm.... My Main has 370ish AAs and the only Zone I get negative modifier is Dragon Necropolis where I spent ages to farm my Combine Robe.
 
Aaubert said:
Thing is, by the time you hit 300+AAs, you've done XP most places. You've gotten your -10% pretty much everywhere, and a -25% in any zone you really like.

This is the true blue story :keke:
 
Nwaij said:
Uhm.... My Main has 370ish AAs and the only Zone I get negative modifier is Dragon Necropolis where I spent ages to farm my Combine Robe.

no wai? nwaij got AAs back when new-area bonuses reset every time you zoned?
 
Draxx said:
I want a zone with lore. But I want a zone with Full-time lore that people can go into and find out more storyline as you progress through the zone. Look at Catacombs, they have books that tell the whole story about the place.

theres a zone full of robots waiting to make your acquaintance on the sundered isle :toot:
 
Just an thought that came to me. Possibly was already said, so I apologize if that is the case.

In the wiki for the Ruin of Nagthilian page, it reads
In 70 BF, Baldakos the Betrayer wiped out the town's population with a magical weapon. Most of the city is currently filled with a mist that instantly destroys anyone unfortunate or foolish enough to come into contact with it."

The thought that came to me, was a zone-wide debuff(Is this possible, I think there were zones on Live with this, but then again, this isn't Live) that makes the zone more difficult to fight in and crawl through. This somewhat fits the lore(in my eyes anyway, it just tones down the death touch to a weakening effect), and also adds a unique factor to the zone.

Just a thought, love it or hate it.
 
While that does sound like a pretty fun, and new, type of thing that still doesnt eliminate close quarters problems. Mobs would be coming from anywhere and everywhere not to mention 2 very impressive zones were just recently released and Upper and Lower Thaz are very new as well so perhaps we should focus on these zones rather than asking for more. But in the fututre that does sound like a cool idea I just dont think something like a city would be the best place for any raid zone.
 
Couldn't the mobs just be made so that they're not social?

Man, a zone that needed no CC would be sweet.

Not really though, I guess it'd be too easy. Unless there was a zonewide debuff-- wait a second here.

I don't even know where I'm going with this. I guess they'd all have to be non-kos too, and that wouldn't work at all.
[edit]
The non-kos thing might work actually. Just put social mobs around anything that might drop loot, right?
Again I have no idea where I'm going with this, it's just thought-in-progress.

Sad to see this zone be wasted though.
 
Erm so far I've seen like maybe 3 singlepulls in the rust so far on the necroside, and only really with a puller so multiple mobs don't need cc. Just bring along a tank, healer, and 4 rooting dps classes, and you're gtg. I just fail to see how if the mob strength accounted for it the multipulls would be any problem whatsoever.
 
vistachiri said:
Erm so far I've seen like maybe 3 singlepulls in the rust so far on the necroside, and only really with a puller so multiple mobs don't need cc. Just bring along a tank, healer, and 4 rooting dps classes, and you're gtg. I just fail to see how if the mob strength accounted for it the multipulls would be any problem whatsoever.

If the mobs had to be rooted that would be ridiculous and they would have to hit like pansies because of root aggro causing them to spin and any zone that is expected to have mobs floating through the wall at all times doesnt fit very well with lore unless they are ghosts.
 
Rouean_Onrielas said:
While that does sound like a pretty fun, and new, type of thing that still doesnt eliminate close quarters problems. Mobs would be coming from anywhere and everywhere not to mention 2 very impressive zones were just recently released and Upper and Lower Thaz are very new as well so perhaps we should focus on these zones rather than asking for more. But in the fututre that does sound like a cool idea I just dont think something like a city would be the best place for any raid zone.

2 Very impressive zones..........

One of which is OP/IP raid difficulty, the other of which is exp. ONE exp zone will not alleviate everyone, and only three guilds out of the many on the server can even see the meaningful parts of Thaz Tower.

And if you look at the map I made earlier, you'll see that you don't have Close Quarters aggro except for 2 and 3 pulls. Maybe the trick to the zone is hardcore CC then, if there are multiple pulls.
 
Rouean_Onrielas said:
If the mobs had to be rooted that would be ridiculous and they would have to hit like pansies because of root aggro causing them to spin and any zone that is expected to have mobs floating through the wall at all times doesnt fit very well with lore unless they are ghosts.

How exactly would root be a problem there? You do realize a big heaping helping of mobs in this game...do not summon...and can be rooted...and what's more...it's effective. Correct? Root aggro won't cause them to spin that much. They just focus on the closest til it breaks. Then generally they either go after the person who rooted them, or whoever happens to have the most hate at that point. It's not like they run around all willy nilly.
 
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