The Wilds

Started by Thomas_Not_very_wise, February 05, 2009, 10:00:17 PM

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Thomas_Not_very_wise

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.

Thomas_Not_very_wise

Also please remove the Shargraas Disciple Spawns.

While I am terrified of the wilds, they do not need to be suicidal.

The Crimson Magician

This is tnvw obviously complaining on how he got wtfpwnd to the schematix of lolz.

Thomas_Not_very_wise

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?

ScottyB

People like you and me, thomas, just shouldn't ever leave the ziggurat. Problem solved.

Sailing

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.

Dr Dragon

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.

Mort

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.

Sailing

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.

Thomas_Not_very_wise

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?!

Thomas_Not_very_wise

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.

adharmas

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.

Mort

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 can has fun?

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.

dragonfire9000

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.