View Full Version : Zones that need a re-design monster wise.
LadyEternity
03-16-2005, 05:45 AM
<DIV>Now I am not to awfully high level, 23 Necromancer. I also have a 23 Templar and a 23 Mystic. I have seen pretty much all the Commonlands and dungeon area's, and all Antonica and it's dungeon area's. I have begone to trek into the TS and Nek. After today's mishap with the Pirates Stash entrance (it spawned in a GROUP of Gnolls on the beach...solo instance in the middle of grouped mobs..heh yeah..hmm k.) it got me to thinking. Antonica seems to be laid out quite nicely. Only a few spots do the solo's roam around the groups...and I cannot think of one instance you have to travel through grouped mobs just to get to a decent solo spot. Commonlands is ok, not as well designed for both solo and group play...but it's ok. TS so far looks like it's decent, but I have seen an awful lot of 'mixing' of group content with solo content...making the soloer play dodgeball with group mobs just to enjoy themselves. Nek is a bloody nightmare. You have groups...groups...patch of solo...groups...groups...peppered in solo...more groups. In alot of these places it really does look like the solo mobs were 'tossed' in as an after thought. And in many places it makes the area's WAY to congested with creatures...which can lower the frame rate. And alot of places requires the solo player to run through aggressive group mobs just to get to the solo area's.</DIV> <DIV> </DIV> <DIV>So what I purpose is a redesign, slowly overtime for all overworld zones. Lets divide the solo play and keep it somewhat seperate from the grouped play. Lets make the roadways not force players to sprint down them..dragging trains the size of jumbo jets. I purpose this: Zone starts with solo--->>con's go up for the solo encounters till the cap for the zone...then the groups start------>>group mobs continue until they cap out as well in level. So basically the further in the zone you get..the harder it gets. Make the roadways safe, so players can use them to get around to the level bracket they need. A group of five level 20 players could kill a solo level 28-30 mob with not much hassle. See...so by scaling the encounters thusly...from the zone entrance to further into the zone, you would be providing appropriate hunting area's for both solo and group players...and providing the proper challenge for said players...and all players would feel good. Right now I feel like I am being 'thrown' a bone as a solo player. I shouldn't. Solo players should not have to contend with challenges they cannot even have a chance at....just to enjoy the game...which includes running through nasty group area's of aggro group mobs..just to get to the solo ones <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> Doing it this way provides a challenge to solo players..on a level they can meet..and when I say solo I mean solo/duo and small group, and it would give the group players (4 or more) challenging and progressive content that challenge's them. </DIV> <DIV> </DIV> <DIV>I also feel that solo instanced area's should not be anywhere near grouped mobs...or have the possibility to spawn in grouped mobs. Any area's slotted to spawn in said area's *cough* pirate's stash *cough* should be moved...as it is unfair to the solo/duo players.</DIV> <DIV> </DIV> <DIV>Furthermore I also feel that group content should be balanced with the solo mobs content in frequency of spawn. Right now there are so many grouped encounters....they are everywhere. Lets provide the progressive content in equal amounts, as so cator to both sides of the fence and allow for balanced play.</DIV> <DIV> </DIV> <DIV>I am posting this, because the addition of solo content is a continuing and relatively new thing. Therefore I felt it was appropriate to post about it here, as it is still in a state of testing.</DIV> <DIV> </DIV> <DIV>And for all that's good, lets move some harvesting toward the zone-in area of each zone..with no aggro's..so that non-combat characters can get the things they need.</DIV> <DIV> </DIV> <DIV>Blacksabath (Necromancer) Test</DIV>
Proudfoot
03-16-2005, 06:21 AM
To help clarify the Pirates Stash problem, I was with Sabath (OP) and was grouped with her. Skip the 'get a group' complaint. Anyway, the problem is that the beach east of Tower 1 in Thundering Steppes has group gnolls on the top half, and solo crabs on the bottom half.The stash entrance can spawn anywhere on that beach. We've done the stash once before, it had spawned just at the base of the ramp that leads to the grassy area. We saw it and jumped in no problem.Keep in mind the mobs in the instance con white to us, so its level appropriate for us. However. The instance has spawned a few times now under the gnolls. The problem there is:A) These gnolls con yellowB) These gnolls are heroicC) There are <b>6 gnolls</b> in this groupThat realllllly hurts! Especially as casters ;pAnd as for Nek Forest? That place needs a serious overhaul in mob placement. Why do the good races have it easy in their 2nd tier zone? Man, Nek is just horrible to move around in. Aside from the confining "walls" they placed around, the number of aggro heroic grouped mobs is astounding.So, how many groups hunt the owlbears in Nek? Only to get those quests out of your journal, right?Why so many group content areas that aren't being used? Groups go into dungeons <i>most</i> of the time.
If you think the Pirates stash is bad you should try getting into the open grave <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" />
I'll agree, from my own personal experience, that the Thundering Steppes needs some real work. I've posted before on the Pirate Stash thingy too. Unless you are a scout with sneak ability, there is no way most times to get *too* that solo instance until everything is grey inside because it is right in the middle of a very large group of dangerous Gnolls.Likewise, the solo content is scattered and intermixed all over with the group content. Antonica, on the other hand, has a nice smooth progression and layout. The Steppes are really all jumbled and while I understand completely that it is a higher level zone and should be more dangerous, it is really haphazzard. It should be more layered. The solo content on the outside edges with the group content deeper and centered inside the solo ones. That way solo players can pick off creatures on the edges, while groups can just drive in deeper and fight.Finally, the solo mobs in the Thundering Steppes(especially the newer ones) really need to have their con and/or stats adjusted. When a green solo creature is harder than a green ^^ creature, something needs to be adjusted <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" />
djewt1
03-16-2005, 03:25 PM
<DIV>I agree whit you that group and solo mobs should be more seperated...</DIV> <DIV>But I disagree whit the total replacement, I like the fact that we have to watch were to go instead of just picking your xp/quest place. A little challenge keeps the game from getting boring...</DIV>
slard2
03-16-2005, 06:55 PM
You're kidding, right?Perhaps you'd like the mobs to form single file lines? Maybe they can give you a button, so that when the next mob is up in line, you can just press it and it will die and drop a chest for you. When the chest drops and you click it, it will probably give you a window selecting the loot you want, right?Seriously. Get a grip and deal with having to watch out for mobs. Want to get to that solo instance and you're not high enough level to grey out the mobs? F'ing sprint then.MAYBE, just maybe, it will make your heart race a bit and you'll have one of those memorable everquest moments that make the game fun.rastaoun50 wiz<p>Message Edited by slard271 on <span class=date_text>03-16-2005</span> <span class=time_text>05:56 AM</span>
LadyEternity
03-16-2005, 08:07 PM
<P>Really?! Hmm.</P> <P>Then I propose we place raid encounters in...so normal exp groupers can have that same experience everytime they log in to play! Yup. That way they can 'feel' the everquest experience when they run down roads...or go out hunting 'group' mobs out in the wilderness. And don't forget to make their dungeon entrances spawn in the middle of raid mobs too! That way they don't miss out on this great experience as well. Doing this will make it a bit more fair all around. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></P> <P> </P> <P>Actually I wonder what kind of outcry would arise if suddenly groupers had to defeat or run through...or play dodgeball with raid encounters...just to experience their allotted content for the day. I would bet not to many people would be very happy . <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></P> <P>Heh</P> <P>Blacksabath (Necromancer) - Test</P>
slard2
03-16-2005, 09:13 PM
Sounds fine to me. Just kill the mobs.There's enough of an outcry when something like a named griffon goes after "groupers," let alone a group 2,3,4x encounter. People just b*tch and whine that the game is too hard when everything isn't given to them on a silver platter. Heaven forbid you should have to watch out for a mob.<blockquote>---And don't forget to make their dungeon entrances spawn in the middle of raid mobs too! That way they don't miss out on this great experience as well. Doing this will make it a bit more fair all around---</blockquote>I can think of one case off the top of my head where you have to get by a group 2x to get into an instanced zone.<blockquote>---Actually I wonder what kind of outcry would arise if suddenly groupers had to defeat or run through...or play dodgeball with raid encounters...just to experience their allotted content for the day. I would bet not to many people would be very happy---</blockquote>This already happens. You do what you need to do, killing stuff in your way, if necessary. Roaming raid mobs may not be common, but it happens.<p>Message Edited by slard271 on <span class=date_text>03-16-2005</span> <span class=time_text>08:14 AM</span>
LadyEternity
03-16-2005, 09:39 PM
<DIV>We are not talking about a occassional raid encounter here my good sir. We are talking about area's of content designed for your playstyle being placed in or around content...or making you run through content...that you cannot defeat, and in many cases can kill you in a couple of swipes. And it doesn't matter if you're in a group of 5 players having to play dodgeball with a bunch of aggro raid encounters, or if you are a solo/duo/group of three...having to play the texas two foot with group encounters that you cannot defeat...just to experience the content that has been placed for your style of play. It's not right, and it's not good game design. Plain and simple.</DIV> <DIV> </DIV> <DIV>All I am suggesting is that zones that have mobs randomly thrown here and there, zones that have illogical content, and area's that have inappropriate content, get fixed. I am not asking to be given everything, nor am I asking that everything be handed to me and every other person that duo's/solo's or participates in small groups; to have the easy road. I am simply pointing out a problem that needs to be addressed.</DIV> <DIV> </DIV> <DIV>As I stated above, I am sure you would become very annoyed...as would most groupers, if they had to constantly play footsies with raid encounters...just to exp and enjoy the content that has been placed in the game for their style of play. What I have pointed out is not meant to infuriate or inflame anyone. It's simply a observation of current solo/duo and small group content I have persoanlly seen; which I felt should be brought to the attention of the development team. Now with that said, I hope that we can drop this trolling and procceed with this thread in a mature and adult manner. =)</DIV> <DIV> </DIV> <DIV>Blacksabath (Necromancer) - Test</DIV><p>Message Edited by LadyEternity on <span class=date_text>03-16-2005</span> <span class=time_text>08:40 AM</span>
Joker3
03-16-2005, 11:31 PM
<DIV>I totally agree with the above poster. I hate the TS with a passion because it seems all the solo mobs and group mobs are in one big cluster. You try to pull the solo mob and have to constantly dodge the wandering group mobs. If I am unable to find or create a group in the TS, I would just prefer to go craft because it is more fun. That is pretty sad. </DIV>
Proudfoot
03-17-2005, 12:43 AM
<blockquote><hr>slard271 wrote:You're kidding, right?Seriously. Get a grip and deal with having to watch out for mobs. Want to get to that solo instance and you're not high enough level to grey out the mobs? F'ing sprint then.<hr></blockquote>She did. She died too. The mobs in the instance are lower level than the mobs outside. I'd guess you could do the math and realise that if the mobs at the entrance become grey, that the ones inside are grey too.Want a cookie?Nobody has said "make it easier". Most people just want it to <i>make sense</i>. The mob placements don't make sense.
vBulletin® v3.7.5, Copyright ©2000-2025, Jelsoft Enterprises Ltd.