Major Changes proposal

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Postby Eldric on Sat Jun 05, 2004 10:02 pm

Orion Michaels wrote:I just thought of something along the lines of a "non-soloable" dungeon. There is only one way that a dungeon will be "unsoloable" and that's if every monster in there dishes out one-hit kills. If this is not the case, someone will FIND a way to solo it.


I for one don't mind so much if someone find's a way to solo it, but just having a place to hunt with a group where everyone dosnt fall asleep from boredom would be nice.

It should be possible to make such a place without resorting to one hit kill mobs, if the mob density is fairly high, say 2-3 times the density of the lizards in covetuous and the spawner runs on a fairly fast timer something on the order of once every 5 minutes (it would be a real bonus if the spawner could "fill in" the areas that had been cleared, but I suspect that is more or less impossible) vs once every half hour or whatever it is now, regular strength stuff should provide some entertainment.
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Postby Tamla Tamara on Sat Jun 05, 2004 10:23 pm

Yes, I recall some of Ackadia. The glowies were cool. What wasn't cool was that I was stuck making potions all the time for everyone in our group.. Olympians..(of Trinsic). It was a very boring tedious task. Oh, I liked it at first, but it got real old. I eventually left in part because of the only one char per account rule.

As it is now, I can't solo the harder dungeons such as Wind, Fire or Famine. I am happy to take along Cindy or Locke for companions. I know that I am certainly not falling asleep. We had some tough spots in Deceit as well. I thought for sure we were dead in Fire when it respawned on us, but thank goodness for Locke's provocation skill.. I was ready to recall haha!

So I don't know what all this talk is about not challenging enough. I am for sure challenged!
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Postby Malachai on Sat Jun 05, 2004 11:29 pm

I can solo a little bit of Wind with my henchies, but fahgedabout Famine. Uh-huh. No way.

Deciet's not too bad unless you get surrounded by Blood Liche's and bone warlocks.
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Postby [Kobayashi] on Sun Jun 06, 2004 6:18 am

I think all of Atei's ideas are logical. That being said. I'm following in the footsteps, if not leading the pack, of those interested in usage based skill gain, for some reason i loved casting a million flamestrikes just to watch my magery gain .1% or crafting hundreds of half aprons for that extra point in tailoring, and limiting characters to only 2 is what I think is just. One craftsmen and one adventurer. These are, however, big changes and if these actually become a possibility it would seem logical to make these changes with a shard wipe, if this ever happenes that is.
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Postby Riley on Wed Jun 09, 2004 9:29 pm

I agree with Lekurion I played on osi for 4 years from the beginning on catskills shard and though it at first it seemed like a pain there was something rewarding in earning gm in magery because you had so spend alot of time on it not just 180k or so. But i do agree with an earlier post sorry i forgot who wrote it about some skills taking way too long like magic resist we had to trap a wisp in our house and have it kick our butts for 2 weeks to get to gm.
2 chars sounds like a good idea to me to get a player economy started. I like being able to do everything myself but I do realize that there is zero economy right now. unless you count auctioning magic items or selling regs.
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