Admittedly, this might seem a bit complaining, for it is...but.
Can you lower the amount of super deadly spawns like werewolves and assassin vines a bit plz?
A normal questing group gets ripped apart.
Also please remove the Shargraas Disciple Spawns.
While I am terrified of the wilds, they do not need to be suicidal.
This is tnvw obviously complaining on how he got wtfpwnd to the schematix of lolz.
While wandering around, I ran into 3 groups of orcs, which consisted of two warriors, and a Shargrass disciple to each. The number of Malar Panthers sky rocketed, stone lizards, and werewolves found as well.
I am not saying its bad, but maybe toning down them a bit would help?
People like you and me, thomas, just shouldn't ever leave the ziggurat. Problem solved.
No, He's right. Something is definately needing to be scaled back! Literally every possible spawnpoint two of my groups today passed, spawned really deadly stuff.
It is pretty ridiculous as it is, please scale it back a bit. I like having deadly spawns, but not every spawn in every area needs to be super super deadly.
The wilds are a dangerouse place deal with it. If we weaken the spawns in the wilds everyone will be marching around the island just dandy without any fear of threats. I say leave the deadly spawns and make people think twice about leaving the safety of the towns walls.
Some of what you name spawn only during a certain quarter of the day, and have less than 2.2% chance of spawning. I'm somewhat curious how the situation you said is possible.
And yes, night in the wild wont be a cakewalk like it used to be!
But I'd like you guys to try it out for more than one day before being alarmist. I'm sure there is a learning curve after your comfort zone has been disturbed, but I doubt it's too much.
I played a PC who walked in the wilds a lot before this one.
Something has changed, and very recently. The spawns are ridiculously more challenging, almost to the point where just walking around is around the difficulty of a 5-9 quest or higher!
Malar panthers, assassin vines, large groups of orcs, really powerful ogres all spawning nearly at every spawnpoint, rather than being scattered. I travelled at two diferent times today, and the scaling was pretty bad in night and day!
Something has recently changed, and it really isn't for the best.
There are quests out there meant for low level groups, such as the Purified Lands in the Ilthiiiri Ruins.
There is no way in hell that a 2-4 group will get to them in one piece.
I support the occasional big WTF spawn, but this is ridiculous.
I suggest you lower there chance of spawning, because I am greatly afraid of this new enviroment. The comfort zone has not been breached, it's the IS IT EVEN WORTH GOING THROUGH THE WILDS WHEN YOU SPEND MORE SUPPLIES GETTING TO QA THAN YOU"LL BE REWARDED WITH FROM QUEST?!
Let me reword the above statement.
Going to do quests that are deep in the wilds (Such as Wild orcs part two, or other quests I never saw) should give a massive pay out, for the effort of getting to the quest runs the risk of a Shargraas assassin coming from behind and murdering your mage.
Low level quests such as the Purified Lands either need to become 2-5, or have there loot turn out increased heavily to make up for the effort of going to these ruins, and the effort of going through the Bogs or Elf Wood.
Now, the wilds are intensely unfriendly to low level groups even more so, and what will new players think when they wander into the wilds thinking that the Ziggurat, being the stating area, is only surrounded by low level creatures, since this is not true, and werewolves can spawn just one area away from the main gates, they will think, fuck this.
Don't get me wrong, but when you have quests in the wild, and the effort of going to them is making you spend more supplies than you'd earn via simply exploring, then I think it isn't worth the effort, despite the amazing and incredible new areas.
Those low level quests used to be close to Bliss, which used to be a nice place for low-level players to hang out.
It doesn't always have to be a party of people going out to the area and the same people doing the quest. You could have high level people escorting the low level people, or send out an army or whatever.
Like I said, give it a week or two...
In EfU, the Underdark used to be deadly and dangerous (at first, in alpha, in beta) and then it got a cakewalk. In EfU:A, it's the same. Once you learn what to expect, it will become more manageable.
Maybe even rogues or scouts will be useful in the wild to avoid paths patrol by hardcore monsters or whatnot.
I think part of the problem is that when all that stuff spawns, there is nothing else to kill it, including PCs.
But I have to agree with others about the nastiness level yesterday. Even in the Underdark, the worst thing you would find right outside the gate was umber hulks. Maybe a Malar beast, you know, like one.
I'd like to see more mobs like the jungle cats, with two special abilities that combine to make one really nasty baddie (stealth + sneak attack), but with one major weakness (low hp). The umber hulks were the same way (gaze attack + big strength, low AC). Those are the kinds of tough-ass EfU mobs that always instilled fear without leaving me feeling like I'd need an army to go do something straightforward. They made things fun instead of frustratng.
Spawns are scaled to the power of those who enter the areas, da?
That's your problem.
Thomas, go die a few times, come back, and you'll have no promlems.
Spawns are not scaled, whoever said this doesn't know what he/she is talking about.
They are only scaled in Quest Areas
In a recent journey across the Isle, myself and two others players (2 Lev 5 PCs and 1 level 6) encountered a veritable mess of various "nasty" creatures as well. While I fully admit that I had thought, "All we need now is Traensyr Slavers", I don't believe the spawns themselves need to be necessarily scaled back.
Even with the combined toughness of these various beasts, the three of us were able to push on and reach the area we wished. It did force us to rethink our initial strategy and rely on chance in some sense but I think I enjoyed that aspect the most. If anything, having even made the round trip unscathed, I will make certain to have a scout or tracker in my midst next time. Which in turn, in my opinion, just allows more PCs to get involved.
My final opinion... leave it as is.
Thane, the point I make is this is ridiculous.
You simply don't have a Malar beast in every area.
Jungle Cats spawning within 50 feet of each other.
A werewolf in most areas.
Assassin vines wandering around
Orc Raiders in every other area.
I don't mind dangerous, in fact, I welcome it, as long as it can be over come.
Right now, I am deathly afraid of the wilds, because my druid cannot possibly get enough stealth ranks to wander the wilds. The point of being a druid is to do just that, even at low levels. The current spawns have good listen and spot, this is more dangerous than the Sand Caverns, and this isn't confined to a single space!
Perhaps making areas more dangerous than others, I'd agree with that, but having a spawn that will terrify low level parties, Malar Panthers, werewolves, when they go exploring, is ridiculous. Maybe knowing which areas are dangerous, and which ones to avoid is something that can be developed.
Okay, it isn't as bad anymore.
I concede to Mort's point.
To just ignore all this crap... pay the 30 or 50 coins for a boat ride. Their also monster free!
Flayer stargazers and wild orcs spawning in the mountains are not set to hostile against eachother... From my knowledge of the internal politics of the savage races, this would be a mistake/bug/oversight?
This also goes for certain wild animals, such as brown bears not attacking orcs. If they could be set to hostile against eachother, the danger lvl of the wild would be scaled down slightly as the realism increases.
Quote from: Listen in Silence;109303Flayer stargazers and wild orcs spawning in the mountains are not set to hostile against eachother... From my knowledge of the internal politics of the savage races, this would be a mistake/bug/oversight?
This also goes for certain wild animals, such as brown bears not attacking orcs. If they could be set to hostile against eachother, the danger lvl of the wild would be scaled down slightly as the realism increases.
I like this suggestion. Coming across a wild orc battling a flayer and then ganging up on them in the middle of the fight. That's more fun and realistic than simply walking around, and suddenly you turn a corner and there are two individuals standing there looking at each other, when they realistically would be locked in mortal combat.
Learning curve or not, I get the feeling that people don't want to leave the Ziggurat at all now and it takes the fun out of exploring :(
Is this restrictive to night only? I went out alongside an other player to the west point beach and the only dangerous things we encountered was 1 Shambling mound, 1 musk creeper and a jelly that acted like a real transition cube (to our frustration). Considering the areas we went through, I say it wasn't much different from what was expected of the places. It could be that areas such as the mountains have an IG reason for being tougher.
Are the spawns limited to certain places?
It's been slowed down, i think.
It used to be ridiculous.
OK, I'm getting in the first post in anticipation of the rest of my party earlier adding on stuff.
The Mountains. Are. Ridiculous.
The team involved consisted entirely of Rangers, Druids, Rogues and combinations thereof, built for sneaking. We ended up stuck between two lots of ogres and feeling doomed.
These things are Barbs with massively high AC, huge damage, great AB, High HP, and high spot. And backed up by Icestorm-capable mages. If I encountered a couple of these on a quest, they would be a deadly opponent, IMO a Boss-grade one. They are now all over the place. It feels like walking through the old UD Ogres quest.
Then there are orc Berzerker teams, and even Shargaas Disciples. I've heard of multiple ones of those in one session, that doesn't sound like a 2.2% chance. And they are lethal, even in Wild Orcs 2 when you KNOW they are there. It's like a 2.2% chance something aims a PhK at you almost.
Strong, Tough, Sneak Attacks, Spot, Stealth. If you want to balance it, nothing should have more than two of those features. Even before, it was not a walk in the park. Jungle Cats were very nasty, the odd Orc Warrior or Guerilla team was trouble for a lone PC, and there was a good range of foes.
I played a scouting ranger in the UD, and that was a lot easier. At leas there, the nastiest, most dangerous stuff was things you could spot coming.
I can only second what Tracker said. In one run I did see atleast 20 ogres (those guardians, elders and bandits), 40 or more orcs, 4 malar beasts in one place (I liked that though ;)) and a couple of other nasties.
I do not want to complain, but it's all cool when it happens during a war and everyone might know it's full of bad orcs out there, but when it happens that two wild orcs berserkers plus the obligatory Shargass deciple spawn on the sloped road (the one point near the entrance) then something seems a bit overpowered to me. On the other hand what do I know.
Remove, them, Ogres, please.
I'll see what I can do to address these concerns.