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The event "Bad Blood - Gulgru vs Afales" is beginning in 6 days, 13 hours.

Feedback for area changes thread

 
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theobserver
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PostPosted: Tue Jun 14, 2005 8:04 pm    Post subject: Feedback for area changes thread

No more huge area changes are planned for a while now. I am looking for:

1) suggestions and
2) constructive criticism

For the changes that have recently been made. The main area changes (so far) were as follows..

Deleted:
-drow city
-isle of veredal
-river azial
-treetops

Changed:
-drkshyre wood (part of river azial mess)
-standing fortress (part of river azial mess)
-Darkhaven (contracting)

Moved:
-enthema (to "underdark", S of Darkhaven)
-keep of d'al kaddar (to within enthema)
-exile (N of Darkhaven) [updated]

Renamed:
-isle of asdanter (to forest of illusion)
-isle of drakath (to Storm Hill)

Added:
-Valour
-the murmuring mists (N of Valour)
-the Unlit City (in enthema)

Last edited by mudgroup on Sun May 08,
(Orginally posted by Davairus)
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theobserver
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PostPosted: Tue Jun 14, 2005 8:05 pm    Post subject:

Alterations in this batch.

Deleted:
-chapel (with the weak vampire)
-river streaffe
-old ruins of Valour


Modified:

-Valour
1) east gate now leads into the River Wood
2) south gate now leads into the Ford

-Timaran
1) east gate now leads to nowhere (take the river via south gate instead)
UPDATE: east gate now leads to Timaran's nexus

-Forest of Illusion
1) North now leads into Demea

-Misc
1) eastern road exits now take a little more rooms to follow
2) River Adelon now only leads east of Seringale, and into gnome village
3) keys are now required for some more areas


Moved:
-Demea (it basically sailed to where the Old Ruins of Valour were)
-Dankbark forest (now linked to Dwarf Forest/Centaur Village, not the forest fareway)

Renamed:
-"Thalos" properly renamed to "Dwarf Forest"

Added:
-none

--------------------------------------------------------

Post what you think of the changes, what you preferred how it was, and what you miss. My goal here was to making tracking a little easier, considering the way it dominates the "can't pk" thread. Unfortunately there has been no time for additions this time, as my hands are still very full with the rest of the combat module, and other distractions like your new roster command.
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theobserver
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PostPosted: Tue Jun 14, 2005 8:06 pm    Post subject:

Alterations in this batch.

Deleted:
-palace of dragons
-temple of sreyb
-braem wood
-galaxy
-mystic cabal
-ssrtrk manor whatever
-kaedlin
Update: brothel
Update: drunken scribe

Modified:

-Valour
1) south gate now leads into the sliivalan village

-Ford
2) now leads into west of sliivalan village

-Dankbark forest
3) now leads to redhorne mountain

-Shadar Logoth
1) undead clerics buffed
2) undead warriors no longer vuln fire + 1 less

update - Timaran
-Traveler's rest granted "Odile the Crier" and all associated function

-Misc
none

Moved:
none

Renamed:
none

Added:
Sliivalan Village
Redhorne Mountain
Update: Winter: Faction of Blood (surge-only area)
Update: Winter: Faction of Steel (surge-only area)
Update: Winter: Frozen Tundra (surge-only area)

---------------------------------------------------

FAQ

Q: Why delete Sreyb and modify Shadar?

I've tried to make the high level ranking a bit more fair for everyone, so that everyone basically gets the same level mobs to rank on, and about the same amount and difficulty. I also want less choice so that there's some competition for the areas that we have.

Q: Shire stayed?

Having looked at the sreyb/shire areas from a gameplay point of view, Shire is clearly the superior area - it serves as training spots, sells some decent items, carries coveted rares... sreyb was basically dull mobs (which I had tried hard to improve but still stayed dull) and cheese good align rares.

Q: Why Galaxy WHYYYYYYYYY?

All of the equipment in there is too strong and it detracts from areas that were MEANT for eq hunts, like Winter. (rescinded: We're getting close to a stage where I personally think we can have winter back in the game, and making me feel like working on it.) Frankly I think it'll be a lot better to have an area that requires an organised raid than an area that requires people to log on their gay elf healers and request everything naked at reboots.

Q: Why Braem wood?

It fell victim to a combination of the above.

The other area deletes are mostly to get rid of problem/safety areas.

Last edited by mudgroup on Mon Jun 06, 2005 8:50 pm; edited 5 times in total
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Slade
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Joined: 17 Mar 2004
Posts: 666

PostPosted: Fri Sep 09, 2005 8:48 pm    Post subject:

Going along with the making tracking easier stuff, I have recently become aware of the mess that is the Shire and nearby areas. Heading west of town and taking just the second north is like a get out of death free card. Already the person chasing you has to go west of town and figure out where you are going (there are a ton of connecting zones from this main forest area). If you chase them to that north, they can go east into the Shire, north into that Bywater Road area. And from there, in less than 10 rooms there are basically what are ports to temple square in Seringale, and another one to some other bywater-ery/shire-ish area (don't know if bagend is considered part of the same area). The number of times you have to successfully guess to even catch them going that way quick enough is trouble, but they can repeat the whole process via those escapes. I don't think those teleports make sense, nor the differing areas being so close together (bywater, shire, almost right next to each other, and to the forest, and how close they both are to town as well). Tracking nightmare if you find someone that abuses it, as even when you know the person is headed that way, everything becomes a gamble (is he going to the shire, is he going to bywater, in which case is he going to backtrack into the forest, or use the port to seringale in which case he can go anywhere, or bagend, etc).
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