Aramel2010-05-16 13:03:21
The aggro mobs are the main issue, I think. Nothing like walking into your own village and getting instakilled by a dozen random cursed armours.
Lendren2010-05-16 13:51:57
QUOTE (Eventru @ May 16 2010, 06:56 AM) <{POST_SNAPBACK}>
I will quite quickly lock the thread and bump warn levels if it turns into a "well, remember that time 6 years ago when your org did x? Yea, this is payback." "WHAT ABOUT 4 YEARS AGO WHEN YOU DID Y?" "That was payback for what your org did z." "That was just pre-emptive payback for when I slapped your sister." "That was why I mac'ed on your mother at the Halloween Ball two years ago."
Mirami2010-05-16 16:00:33
Wait, Serenwilde has TWO ascendant melders?
At any rate, the aggro-ness is one of the bigger issues, as is the pure number of armour that clump up.
The round-the-clock killing of Thorgan is another matter entirely, but just as annoying; still, there's no real way to stop it.
So, issues summarized:
10-15 high-level aggro mobs grouped up at the entrance to a dwarven village, killing anybody.
At any rate, the aggro-ness is one of the bigger issues, as is the pure number of armour that clump up.
The round-the-clock killing of Thorgan is another matter entirely, but just as annoying; still, there's no real way to stop it.
So, issues summarized:
10-15 high-level aggro mobs grouped up at the entrance to a dwarven village, killing anybody.
Shiri2010-05-16 16:05:11
Given Lusternia's quest mechanics (read: incredibly easy to interfere with by sneezing on it) it seems like a really risky idea to force people to counterquest to deal with it at all. If it pays off, which I don't think it has for about 3 years, you maybe get some interesting conflict. If it doesn't, you get this and the TBC. And I guess the soulforge.
Thul2010-05-16 17:13:58
I could personally do without the dark armors all over the place. It's probably not healthy for the game to have novices discovering that they can't walk into their own village without being over level 80 or higher. I'd be incredibly annoyed at that. Getting enemy status for killing an aggro mob in your own territory is just salt in the wounds.
Full-on aggro probably needs to be dropped. I can understand faction aggro for the armors. Sort of. But given that half the deathsights I've been seeing have been from level nothing unskilled newbies, this one's bad for the game's health.
Full-on aggro probably needs to be dropped. I can understand faction aggro for the armors. Sort of. But given that half the deathsights I've been seeing have been from level nothing unskilled newbies, this one's bad for the game's health.
Xiel2010-05-16 17:20:31
I wouldn't mind the armours being spread out more, but I want the bloody Virago quest to work in the first place.
Sylphas2010-05-16 17:42:01
I really have no issue with conflict quests like stealing the miners. I'd do them myself if it wouldn't result in a full on raid instead of just people stealing them back. I rescued furrikin farmers all the time back in the day, then people would come get them, then I'd take them back. It was fun. The worst that happened was sometimes you'd paranoia the village for an hour. Nowadays, though, you take some farmers or miners and it's a HUGE affront to everyone and it leads to massive counterraids. The environment for doing these quests has turned from something fun to something that basically requires full scale back and forth war. The Chancel quests are just lumped on top of that, with adorath level mobs sitting around in clumps of ten instagibbing people. The flame warriors turning off Angkrag's miner supply isn't quite as terrible as slaughtering newbies, I think, but again, it makes you wait most of a day before you can even attempt the counterquest to attempt to get miners, and it's easily interruptible both ways.
Unknown2010-05-16 18:51:23
QUOTE (Romertien @ May 17 2010, 12:00 AM) <{POST_SNAPBACK}>
Wait, Serenwilde has TWO ascendant melders?
Serenwilde isn't Glomdoring's only enemy.
The high-level aggressive lump needs to go. They're even better than the guards that cost power, which is pretty 'what?'. Also, it would be good if the other effects of the quest were actually working.