|
Post by Slayer on Jul 16, 2004 23:13:28 GMT
This poll is in regards to the Lair of Alokkair (sp?) Those of you who have been there know what I am talking about. It is currently located in an area where you need to be 20 lvls higher than necessary just to get into it. So the question is this. Should we move the entrance to an area more accessible to lower level characters? Or should would bring the area up to epic levels and leave it where it is? You will decide.
|
|
|
Post by Higan on Jul 16, 2004 23:17:31 GMT
its a good area for xp with the mass spawning foul zombies, i only suggest making the other rooms with the battle armor and the dragon a bit easier if your gonna move it to a easier to reach place
|
|
|
Post by Slayer on Jul 16, 2004 23:25:50 GMT
Ya the spawns are a bit lopsided. No worries...whatever happens to it the spawns will be more uniform in challenge.
|
|
|
Post by Rastan on Jul 17, 2004 0:53:33 GMT
i thought the zombies were removed.
also if you move it for lower level people, i suggest you weaken the traps. areas arnt fun if you are always dieing due to traps
|
|
|
Post by ForsakenRites on Jul 17, 2004 19:37:38 GMT
actually i think there should be stronger traps throughout the module... it kinda makes it more fun if you really have be carfull it would be much better for rp if thats the direction this server is headed
|
|
|
Post by Slayer on Jul 17, 2004 19:44:06 GMT
I agree with Forasken, personally. Unfortunately, in a PW, traps are hard to implement fairly. There is no way (that we know of) to have traps respawn after disarming them. Which means that ground traps must be made permanent. And also unfortunately, spotted traps cause lag. Dunno why, but they do. The "Help Me" in Gaobin ws MUCH bigger but when it was revealed the area came to a halt. That's also why the traps in the Tomb of Shadows are undetectable. When you spot them, the area chops horribly. Traps are difficult to implement in a computer setting as it is but it's doubly difficult in a PW. We will be trying new and improved ways to add traps in future additions, however, so don't be scared to put some points in Search ;D
|
|
|
Post by Higan on Jul 17, 2004 19:55:20 GMT
actually i think there should be stronger traps throughout the module... it kinda makes it more fun if you really have be carfull it would be much better for rp if thats the direction this server is headed I don't know, i find those 100 sonic damage traps pretty strong
|
|
|
Post by Slayer on Jul 17, 2004 20:18:48 GMT
I don't know, i find those 100 sonic damage traps pretty strong 100 sonic? DAMN!!!! Thought it was supposed to 400. Better fix that
|
|
|
Post by Mesron on Jul 20, 2004 5:16:06 GMT
Ummm.....
Actually I have slated Alokkair's lair to be overhauled because does tend to be too easy, and Alokkair himself is a wimp.. And he shouldn't be... He's a rival of DeMilo Kragshaft (the conclusion of a quest involving Alokkair, The hall of Kings -also slated to be overhauled- and DeMilo himself). They were simply laid or for people to level in until the 3rd location is put in. Then detailing and adjustments can be made. That won't be until the city is done... I'm putting in all my attentions there for right now... when will the city be done? Well I need to discuss that with the folks in the developers guild.. many suprises when it is.
Alokkair's spell book will be strengthened too.
|
|