moving starting town to port joesph

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Rednaxela
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Post by Rednaxela »

Mith wrote:
Rednaxela wrote:Sounds like a way to get to the valley of the three sisters without spending at over 15 min =P
yep, but only after you managed to find it at least once ;)
Heh, I'm pretty good at finding it in about 15 min, which is good enough considering that benefit. :P
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bencha
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Post by bencha »

dragon hangar near navar is a great idea. i live in scorn to use it, and back with word of recall.

maybe linking homes, like the one in scorn, like 'pay 10 000 diamonds to open portal' will help to live a bit in navar.

or add new port towns, so you can do navar-wolfsburg-new port-scorn-st dom and back. then we have places to look around these towns.
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Post by Aaron »

like everyones said, people stay in scorn because they CANT get out without MAJOR effort. the next best city to go to after scorn is navar, which is on the other side of the continent. why is there no dragon to there? the lack of transportation is keeping the people in scorn. not everyone has/enjoys the time it takes to walk across the continent. its usefull for some maps, but if you just want to play, it takes way to long.

also in scorn, every time theres a map change, theres one less boat. there used to be 5-6 boats that worked, now theres only 3. none of them lead to any good newbie places. so it traps people in scorn who get lost walking to navar, and they just stay, and spam the TCs and val/gorok random. now that theyre moved, its the same problem all over again.

MORE BOATS DAMNIT...
Rednaxela
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Post by Rednaxela »

Aaron wrote:...now theres only 3. none of them lead to any good newbie places. so it traps people in scorn who get lost walking to navar
Why are you talking about newbies? The problem is higher level players still being in scorn based upon the rest of what you're saying (and IMHO is the problem)
Aaron wrote:..and they just stay, and spam the TCs and val/gorok random. now that theyre moved, its the same problem all over again.
Indeed.
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Post by Mith »

Rednaxela wrote:
Aaron wrote:...now theres only 3. none of them lead to any good newbie places. so it traps people in scorn who get lost walking to navar
Why are you talking about newbies? The problem is higher level players still being in scorn based upon the rest of what you're saying (and IMHO is the problem)
WHY is that a problem?
Some are, again and again claiming that it indeed is a HUGE problem that higher lvl players stay in Scorn, and that the solution would be to remove high lvl players from scorn. But i never saw any good argument why it is a PROBLEM that high lvl players are based in Scorn. So, instead of making unfounded assumptions, argue why high lvl players should leave Scorn, and why this is so important that it is a sufficient reason for ruining the game!

edit: might sound a little harsh, but really, NoFI
Bibendi ergo sum
or rather: sum ergo bibendi
Rednaxela
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Post by Rednaxela »

Mith wrote:Some are, again and again claiming that it indeed is a HUGE
In my opinion, it is not at all a huge problem, but still is an existing problem, though I have saw people who do indeed go overboard with this issue.
Mith wrote:...problem that higher lvl players stay in Scorn, and that the solution would be to remove high lvl players from scorn. But i never saw any good argument why it is a PROBLEM that high lvl players are based in Scorn.
I believe the main reasoning behind this issue is that it would be more interesting, and add more variety to the game, if practically everyone wasn't based in scorn. In my opinion, it is an issue, but yes, it is often exaggurated out of proportion.
Mith wrote:and why this is so important that it is a sufficient reason for ruining the game!
Who said anything about ruining the game? Sure not all suggestions to deal with it are that great, but I fail to see the reason why you condemn all changes that might help to add more variety to where players base themself, as being bad ideas.
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Post by Leaf »

From my observations over the years, high level players spending so much time in Scorn can (on occasion) result in the following:

Some have a tendency to quickly clean out the newbie dungeon maps trying to set some new time record. A new player walks in and finds the map cleaned and they either have to wait for it to reset or they go to another map that is not meant for their level and they quickly die, numerous times.

Accidental (low) player death(s) from wide area spell effects (i.e. meteor swarm)

Alchemy experiments from high players in some of the maps results in backfires and summoning of high level monsters into the map - often leads to player deaths (doesn't matter much on level for that one..)

High level players usually have substantial wealth - some have been known to enter shops and buy every available item for one reason or another. New players who need food (or buynew spells, upgrade their armour or weapons, etc.) enter a shop, only to find it empty.

This was resolved by adding item power, but this used to happen frequently. High level players dropping powerful items on the ground because they see them as "junk" and new players pick the item(s) up and uses it. New player then skyrockets through the levels - but learns nothing on how to play; Search & disarm traps on chests, resistance potions when fighting certain monsters, avoiding acid attacks, etc. - so a they get to level 10-15 and never get past that because of repeat deaths.
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Post by poof »

Leaf wrote:From my observations over the years, high level players spending so much time in Scorn can (on occasion) result in the following:

{... Leaf said stuff here ...}
Ok, those are valid problems with high level players. Some high level players have even been known to {gasp!} give away high level quest items, but is it really necessary to have them "run out of town" Sheriff Leaf? =)

Joking aside. Is player level something one can check with an inventory check tile or some other mapping method that does not require a Python script? If so, maps could be reserved for players below a specific level while other maps could be reserved for players above a specific level. This way areas can be sandboxed for low level players keeping out players over a certain level and vice versa. If there is no such method to check if player level < some level and/or player level > some level with a mapping method maybe now is a time to implement that. I know I can think of several ways to use that. It would be especially nice to be able to tie it to a magic mouth ("You are nearing the point in your life where this area begins to bore you but you decide to enter for now", "You have reached the point that you feel this area is beneath your dignity, your ego will not allow you to enter", "Your inexperience prevents you from being able to enter"). Of course there should always be places where high level and low level players can party together so a high level can show the low level some tips about game play.

As for True Noob players getting "awesome" equipment and skyrocketing through levels (up to a point) but not learning about other aspects of the game I would think most of those players would not learn even if they had crappy equipment and had to do it the hard way (remember "eat"?). One either plays methodically and intellectually or one is a slash, hack and burn player. No amount of adjustment on our part is going to change how someone else wants or decides to play crossfire.
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Post by cavesomething »

poof wrote: Is player level something one can check with an inventory check tile or some other mapping method that does not require a Python script? If so, maps could be reserved for players below a specific level while other maps could be reserved for players above a specific level. This way areas can be sandboxed for low level players keeping out players over a certain level and vice versa.
And then, having created a lot of maps for low level players to form this sandbox, they can all be grouped together so that they can be found easily. In order to provide a consistant mechanism for navigating them, these maps could be collectively formed into a village, where they can have a consistant style, and maybe some intergration between maps. So as to complete this effect, the entire area could have one name to refer to it by collectively, 'scorn' sounds like a reasonable choice for this....
poof
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Post by poof »

cavesomething wrote:... So as to complete this effect, the entire area could have one name to refer to it by collectively, 'scorn' sounds like a reasonable choice for this....
I still like "Noobieville". =) Should be a totally new town, IMO.
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