EFUPW Forums

Main Forums => Suggestions => Topic started by: Deception on May 14, 2013, 03:54:32 PM

Title: Nerf Ambient Spawns
Post by: Deception on May 14, 2013, 03:54:32 PM
The spawns that're in the vicinity of Mistlocke have reached an extreme point. Simply by wanting to do the physician's gathering quest, I got attacked by two vein vines and a flesh gardener. Shortly thereafter, the crossroads were packed with slavers that fling hold person, combustion and stab you to death in 2 seconds.

This is not a hospitable place for low levels to be in, regardless of whether they're new or not. I propose that they're removed from the forest's environs.
Title:
Post by: Bearic on May 14, 2013, 07:36:17 PM
I think those only spawn if higher level characters roam the area and leave them there.
Title:
Post by: Trevor White on May 14, 2013, 09:53:34 PM
Where were the vines and gardener? Because one of the Physician quest items is in what is clearly a much more heavily Withered area where I've seen pigs etc.
Title:
Post by: Corrigo on May 14, 2013, 10:31:24 PM
Frankly they should just remove the physician's gathering quest because it's gotten pretty dumb in the risk/reward ratio department.
Title:
Post by: Heavyfog on May 14, 2013, 10:32:32 PM
Keep the physicians quest as I have yet to successfully complete it. Moar exploding pigs in the crossroads plz. Also withered Saber Cats roaming the Isle would be a welcome addition.
Title:
Post by: Vlaid on May 15, 2013, 02:02:54 AM
Back in MY day we faced death right outside of town too...

...and we LIKED it.
Title:
Post by: Trevor White on May 15, 2013, 09:24:20 AM
As a counterpoint, in EFU:A the areas with Physician ingredients spawned:
Transition Cubes
Shargaas Disciples
Saber Cats
Pyrimo Sharks
Nightriser Commanders

I'm ambivalent about the high danger because at L4 you really have nothing to lose. However it's harder to get a group to escort you. It's only the Vines that seem OP to me as a L4 won't be able to detect them and will just get murderised. Pigs are alright because you can just shoot the bastards. Other stuff you can spot and not go near, or invis/flee.
Title:
Post by: Deadlykate on May 15, 2013, 10:02:01 AM
Its not that bad, that is why you always have potions of invisibility ready, to run away from mobs you can't fight.
Title:
Post by: Zango_Unchained on May 15, 2013, 01:12:15 PM
Right for the Physicians quest, if you are encountering any of these monsters, then you are clearly going excessively to far, I will not detail where they are, but there are closer locations then where they were in EFU:A
Title:
Post by: Kinslayer988 on May 15, 2013, 01:34:50 PM
I did not know that people actually do mushrooms quest
Title:
Post by: MirrorMask on May 15, 2013, 06:31:16 PM
Those spawns are, but for the vines. I have never not seen vines in their new spawn spot and I am lumbering around those areas for an hour/day on average.

I second the withered saber cats.
Title:
Post by: Teeth in a Bowl on May 15, 2013, 06:37:20 PM
It might be level dependant, but when I went out to do a bounty with a few others, we had like.. three, of those random bandit group spawns in the Scars.

It was pretty terrifying.
Title:
Post by: granny on May 15, 2013, 09:16:47 PM
Quote from: Teeth in a Bowl;334679It might be level dependant, but when I went out to do a bounty with a few others, we had like.. three, of those random bandit group spawns in the Scars.

It was pretty terrifying.

I had it as well... they would even attack you being near the farmer. IT WAS AMAZING.

I fell like the bandits wouldn't let us go unharmed. You didn't have time to rest too much or to stay calm for too long. Constant pressure. And I was the one to keep them at bay (so proud!)

Please... don't change things. Make them worse!

EFU is getting more and more atmospheric. Scars should not be a safe place. It got a warning about monsters! Let it be dangerous!
Title:
Post by: Heavyfog on May 16, 2013, 02:38:43 AM
Quote from: Vlaid;334626Back in MY day we faced death right outside of town too...

...and we LIKED it.

+1 :D
Title:
Post by: Trevor White on May 16, 2013, 10:11:03 AM
The problem with ratcheting up the danger for the sake of it would be skewing things much more in favour of powerquesting groups who can roll through the problems, or PCs just sticking in town doing the safe quests. No granary will be safe. Though the Underdark was dangerous, it seemed to me to have more "oh shit, one of those, go the other way!" moments and fewer things that would just appear and gank you. Since random spawns don't give notable loot, it's another drain on people who aren't on the quest/xp/supplies grind.

It is always possible to go and face high-danger areas. What's been cool about EfU:A is the Mist paths etc from relatively safe locations to zones of horror. I'd love to see more low-grade H'balan mobs like Fleshlings or Undead Ravens in the Crossroads etc as they add flavour and a feeling of danger without screwing PCs who are low level and trying to do out of town quests.
Title:
Post by: Blue41 on May 16, 2013, 10:41:04 AM
It wasn't ratcheted up for the sake of it though- it's gotten more dangerous organically, as a result of a series of unfortunate (or fortunate, depending on your alliance) events. People should be making a distinction between pre and post-Storm Mistlocke, that's how bad it's gotten. And it's a good thing, because things are bad. People are always going to pick the path of most convenience, I don't think toning down spawns will affect Granary/Well/Root/ at all.

I would think the dangers would encourage people to group together for their own safety when traveling somewhere, the same reason you keep a potion of invisibility in your back pocket. While it may be tough for new players/PC's, it does give them a legitimate reason to find established factions or form their own, even if it's only to stay alive.
Title:
Post by: Trevor White on May 16, 2013, 10:58:25 AM
Yeah, I don't mean the current changes, I mean the suggestions on here of "make it worse because we like it".
Title:
Post by: Vlaid on May 16, 2013, 12:11:22 PM
Quote from: Trevor White;334747Yeah, I don't mean the current changes, I mean the suggestions on here of "make it worse because we like it".

That was a joke.

The only reason for all the increased difficult (at least this time) is because of some very real, traceable, player actions that have lead us to this point. It's only going to get worse without player interference.
Title:
Post by: Pigadig on May 16, 2013, 12:17:30 PM
On the other hand it is a bit ironic/unfortunate coming only a month or two after there was a concerted effort to try and make EFU:M more accessible to people who haven't been playing here for months.
Title:
Post by: Corrigo on May 16, 2013, 09:17:45 PM
Quote from: Deadlykate;334646Its not that bad, that is why you always have potions of invisibility ready, to run away from mobs you can't fight.

vines have truesight

Besides being wrong, this is not appropriate for a suggestions thread.
- The ShadowCharlatan
Title:
Post by: cmenden on May 16, 2013, 09:28:36 PM
I'm not a big fan of threads like this in general, but I humbly request as a fellow player that you guys keep the in-game information out of it as much as ya can!
Title:
Post by: Paha on May 16, 2013, 09:32:41 PM
Some things happen because of in game consequences, and are there for that sheer reason. This is not a matter of mechanical balance on itself, or OOC, even if I can definitely understand and would wish it to be more friendly to run about Mistlocke for everyone. It however is not. This is the current in game situation.

You are more than welcome to pursue actions in game to make the situation better.
Title:
Post by: johanmaxon on May 16, 2013, 10:22:18 PM
The Underdark wasn't very friendly when the apetite came strolling either.
Title:
Post by: dig_dug on May 16, 2013, 10:41:02 PM
Invisible potions, enough said.  Most if not all spawns can be avoided except a small few, as Paha said this was brought on by IG events that lead up to this over a period of time.  Change it or hide away in Mistlocke, I suppose.
Title:
Post by: Big Orc Man on May 17, 2013, 12:22:53 AM
This is definitely a balancing act.  The world does need to be dangerous, and player actions need to have consequences.
 
But, at the same time, you also don't want it to seem like a random death lottery when you peek your head outside the town.
 
That's part of why we've tried to, among other things, have certain areas significantly more dangerous than others (for example, if you don't want ambient danger, avoid the desert!).
 
Getting trounced in the Crossroads would probably be too much.