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Nightgaunt_ | Mon 06-Aug-07 10:50 AM |
Member since 04th Mar 2003
188 posts
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#18733, "What makes a good area in your opinion?"
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I thought we could have a discussion on what you think makes a good area and what players and imms think are common pitfalls. My information might be slightly outdated as I have not explored in a couple of years. I might also have missed some obvious purpose with some areas and if so, just spank me.
Usually the further away from central thera the area is the more rewarding it has to be to be worth going there. For example Trothon, it occasionally gets visitors because the rewards for going through it is pretty good. But on the other hand a place like the Ship Graveyard is hidden away in a remote place, under water and behind a semi maze. I know there are some rewards but usually when you can get those you have better from other places. To spice up and make an area like that frequented you need either better equipment from it so it can be a good regear place or a much better ranking place. Crystal Island is in a similar situation but atleast there you can get slightly better ranking and a polearm, but generally it only very paranoid people who end up there. One solution could be to move areas like those to increase there popularity. For example replace siren island with crystal island and move the ship yard so it is easy to find in aryth and add some better ranking mobs. Then just remove western aryth all together. I don't think cf really needs that many places to hide.
Good areas can be completely different but have a clear purpose and add a lot to the game. Loch Grynmear and Drogran Hills are completely different types of areas but both add tons to cf. Loch with the wonderful quests and puzzling and Drogran for being a good ranking area (lots of solo mobs without annoying abilities) close to a heavy traffic road. It also have some pieces of eq that fits a slot that is hard to fill for mages (bracers).
A bad area would in my opinion be Hardan Wood. It has no clear purpose at all. It is out of the way, it has death traps, falling damage, mazes and aggro mobs. Ranking is not very good and exploring feels more like looking after hidden containers than solving a puzzle. So the few rewards does not make up for it being such a pain and its lack of atmosphere does not help either.
Compare this to areas like Whistlewood were atleast I fast got a good "feeling" of the place and the rewards are also great. It has danger but no "stupid" danger like Hardan even though they have similarities. More great areas are K'tengs, Calandryl and veran for example, all for different reasons.
Some classic things I dislike about areas: Too long mob names, like High Priest Nightgaunt aldandadakh'ofe of the third circle in the moon stands here.
Too much equipment on mobs that are just fodder. If you have 20 guard mobs they all does not have to have 5-6 pieces of eq.
Lowbie mobs that have things that should be higher level and on harder mobs. a sword named 'something cool' should not be level 12.
Too many hidden exits, like the path close to keep of the Fhalaugash. I guess it supposed to show thick forest when you have tons of rooms with none exits, but it just feels annoying.
This is not meant as an attack or anything, just want to get a feel what everyone(imms and players) feels are great areas and why. I also did not mention arboria etc obvious reasons.
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I never have enjoyed mazes...,
Lightmage,
18-Aug-07 05:04 PM, #7
Re artifact items/weapons,
incognito,
18-Aug-07 05:36 PM, #8
My Opinion,
Kastellyn,
13-Aug-07 01:48 PM, #3
A really good idea,
elmeri_,
14-Aug-07 04:48 AM, #4
RE: My Opinion,
Rade,
16-Aug-07 04:42 PM, #5
Good Point,
Kastellyn,
17-Aug-07 11:20 AM, #6
Great input,
Yean,
13-Aug-07 11:30 AM, #2
RE: What makes a good area in your opinion?,
Amberion,
12-Aug-07 01:15 AM, #1
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Lightmage | Sat 18-Aug-07 05:04 PM |
Member since 04th Mar 2003
319 posts
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#18847, "I never have enjoyed mazes..."
In response to Reply #0
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Most places that are fun to explore have these stupid mazes at the entrance to them. Not sure for what reason but to tack on time and boredom factor. Mists near Thar Acacia is a good example...*yawn*
Add to this list mazes that have deathtraps strewn into the midst so you need to look in each direction.
I personally like ranking area with mobs spread out/that dont cluster. I think they should be spread out for a reason and not just to make a ranking area. Arial prisoners in cages was a good idea to spread out some mobs for realistic purposes. Drow students studying in their private chambers...There has to be a reason for single mobs to be in a room all the time.
I would like to see more variety of artifact items/weapons. More prog weapons of diferent types. More specialty armor that doesnt come from Silent TOwer or Hell. example: It gets boring when all hero paladins use the same two or three weapons. Make more!!
Puzzles and quests in areas need to be reasonable as well. Loch Grymnear is a good example of a good quest. It is obtainable with moderate effort. Hope is the worst of evils, for it prolongs the torment of man.
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incognito | Sat 18-Aug-07 05:36 PM |
Member since 04th Mar 2003
4495 posts
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#18849, "Re artifact items/weapons"
In response to Reply #7
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I personally feel that having more would be a bad thing.
As it is, the reason all paladins use the same few weapons is that they are clearly superior to others.
However, if you then make a wider range of superior weapons, then everyone will have one, and it will be either overpowered or simply "prog-inflation". Either way, they will become less special, unless you keep the few better than the rest, and in that situation the same paladins will keep getting them.
(I use paladins as you did. Could be any class.)
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elmeri_ | Tue 14-Aug-07 04:48 AM |
Member since 13th Dec 2004
252 posts
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#18824, "A really good idea"
In response to Reply #3
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I think overlapping ranking areas are way too few. Out of the age old ranking area list I can only find 6 ranking areas with overlap of good anevil ranking, and out of those, I can only see a few seeing any major PK situations. Would be real nice to see more brawling over ranking spots.
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Rade | Thu 16-Aug-07 04:42 PM |
Member since 04th Mar 2003
157 posts
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#18834, "RE: My Opinion"
In response to Reply #3
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I definitely agree that we don't need to be spamming every place with 500 pieces of EQ on the ground after an hour or so of ranking. I did want to note though that in some cases that gear being around offers a great ranking advantage. Whether that is encouraged is out of my hands, just don't forget =).
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Yean | Mon 13-Aug-07 11:30 AM |
Member since 23rd Jan 2007
275 posts
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#18820, "Great input"
In response to Reply #0
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I thought that was well-written and pretty cool input. Most everything you wrote about makes sense, and gives room for even more thought (and the more experienced imms up here give lots of good thought already)!
Personally, I think some areas do not need to have any beneficiary rewards at all. Sort of like the world itself - not every part of it is frequented or beautiful, yet it likely contains some bit of culture or characteristic that makes it a unique location on the map. People can choose to explore the place, or they can choose to go somewhere more interesting or rewarding. And I don't think it's a waste that not a lot of people are always within an area doing or getting something - wouldn't that be somewhat fake, that every place is popular and beneficiary?
Sometimes I go or stumble upon a remote place, and use it for rp purposes the next time round. A Fortressite or Scion? Maybe that old, ugly place with nothing but death traps could teach something, or maybe you could use it as duel death grounds. Maybe that gorgeous paradise could be used to hold a wedding, or maybe you could try to soil it or act all morbid there. Areas are there to be used, and those are just some illustrations.
On another note, some personal little peeves of mine are places with real winding paths, and even worse, death traps scattered about them. That's because I run about like a blind mouse in such places, and dislike stopping every step just to make sure I'm ok. And places that take up a lot of mv while walking, only to hit a dead end and needing to walk back...heh. (You can tell I'm pretty lazy in this aspect.)
Things I like are good layouts, interesting or fancy things for sale, and a streak of creativity (Voralia toy shop! Seaport food.) I like the whole of Seantryn for those reasons, and also the very useful and simple palace there. Another thing I like, is that surreal feeling I get when in certain areas like Trothon, Coral Palace, Thar-Acacia, etc..it makes me feel happy just to be in them. Anyway, that's all I can think of for now!
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