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Old 04-12-2007, 03:57 PM   #1
Stormwolf86

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People in exile should have a city merchant, as well as a respec person there. I believe pvp exiled people have a city merchant, why cant pve have them. A city merchant and an aa respec person in haven would be very helpful
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Old 04-13-2007, 12:10 AM   #2
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I agree with this. I don't care if it doesn't give it's own, unique stuff, or if it doesn't give stuff unique to a city....But Haven. Needs. A. City. Merchant. IMO, it should have only the neutral city rewards (signets, outfits, crafting stations etc), not to mention a respec merchant.

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Old 04-13-2007, 04:53 AM   #3
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the only thing i agree with about exiled needing stuff is the respect merchant.
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Old 04-14-2007, 02:53 PM   #4
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Triste-Lune wrote:
the only thing i agree with about exiled needing stuff is the respect merchant.
So, about this "respect" merchant... do you pay him to not mock you as you walk by? SMILEY
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Old 04-17-2007, 08:49 PM   #5
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Well, the thing I hate about the exile factor is that they get selective benefits. IMO, they should get full benefits, or they should not get any benefits at all.

 They get to worship any god they want. If Exiling is supposed to be discouraged, why do they get to worship any god they want, and not just neutral gods? That's stupid.

However, they get no respec or city merchant. They just need to impliment them for all neutral benefits imo *sighs*

I'm just tired of SOE fence-setting on the topic of exiles. They need to give them all the benefits, or not give them any benefits.

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Old 04-18-2007, 02:37 AM   #6
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Ah agree that Exiles should get NO benefits, imo they shouldn't even have Haven, with Mara & Maj`Dul they don't need their own 'city'

Exile was supposed to be just a transitional phase, not a 3rd option

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Old 04-19-2007, 07:57 PM   #7
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/agree

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Old 04-20-2007, 08:20 AM   #8
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AFAIK Exiles can use the city respec merchants, so long as they build up enough faction with that city. Unless they changed it, that used to be the case.
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Old 04-20-2007, 05:36 PM   #9
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DrkVsr wrote:

Ah agree that Exiles should get NO benefits, imo they shouldn't even have Haven, with Mara & Maj`Dul they don't need their own 'city'

Exile was supposed to be just a transitional phase, not a 3rd option

Oh well, I'm happy it's not up to you... Cheers! SMILEY
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Old 04-20-2007, 06:29 PM   #10
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Amphibia wrote:
DrkVsr wrote:

Ah agree that Exiles should get NO benefits, imo they shouldn't even have Haven, with Mara & Maj`Dul they don't need their own 'city'

Exile was supposed to be just a transitional phase, not a 3rd option

Oh well, I'm happy it's not up to you... Cheers! SMILEY

Its kinda of true. Maj'dul is very empty and haven is a waste. I wouldnt mind Exiles being able to get respecs and neutral city merchant items in majdul (w faction of course). Majdul is a city of thieves and exiles anyway. And Gods should not be free for all in exile. It should be class based while in exile. Good aligned classes should only worship good/nuetral gods and evil should only worship evil/neutral gods. Such as rangers SHOULD NOT worship rallos/innoruk/cazic. It makes no real sense.

I have no issue w haven itself but i think haven should be more of an outpost like kelethin (for good aligned) instead of its own city. Maj'dul can and should be expanded upon to make it a true city of thieves and exiles. And with its new occupants can use a revamp to make it more diverse in appearance instead of the same Majdul models. Basically more races with different clothing appearances.

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Old 04-20-2007, 06:41 PM   #11
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So why is it on the top of every non-exile's priority list to make things harder for exiles?  I can think of a hundred game breaking bugs off the top of my head, yet people ALWAYS take the time to chime in and say exiles need it tougher, they shouldn't have the bat cave, they don't need respec or city merchants, they shouldn't get to worship all deities.  And when asked why, the reply is always either "you have all 24 classes" or "Exile was never intended to be a 3rd faction" and noone can every bring up a statement by SOE verifying the latter.  Exile is ALOT tougher than most give credit for.  Sure, its easier to raid with all classes, but not so much now that good/evil get free gear thats better than EoF fabled sets, and all they have to do is get out there and pvp for it(which should be why they play on pvp servers). Lots of exile guilds did it because they wanted more and better pvp, not just to raid, only we have no choice since we don't get gear for doing what we came here to play for, we have to raid for it.
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Old 04-20-2007, 07:32 PM   #12
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yeah and as you said for pvp you get more than if your pve, im an exile, i play on AB and i get jack for it.  why not let majdul have a city merchant.  Make it so only people with no citizenship can use it.  or make it hard, make it require some long quest to use, ie ring of fate.  im not saying make it easy on us, im saying give us similar benefits.
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Old 04-21-2007, 12:49 PM   #13
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Having been exiled most the career of my little bruiser on a roleplay server and maintaining residence in Maj Dul, there are certainly some things I could suggest.  I play characters of other factions, and for my exiled character I'm not terribly concerned about the things I'm restricted from doing.  Frankly, if exiles can't have it, then that character doesn't want it.

  I play with amiable faction in Qeynos, can craft, broker equally, access any vendor, mender, trainer, respec NPC, or quest giver.  I can not purchase anything with status cost from City Merchants but can from the specific Faction Merchants.  I do both Qeynos and Freeport writs.  As an amiable Qeynosian, I can take 65-70 writs in Qeynos for my level, and I can take lvl 60-65 writs in Freeport (the droag sentry writs), one set below the writs offered by my amiable city's guilds.  The only hard part is actually picking up any writs in Freeport when not amiable with Freeport, avoiding guards and feigning to the feet of the writ giver within the Freeport militia house.  I look forward to doing these writs more with quest sharing if that remains possible, to improve my faction with all good and evil writ guilds and access each of their merchants fully allied.

Exiles can start the claymore questline.  We are just abruptly unable to progress any further upon completing the last quest inside Sanctum of Scaleborn, Riddle of the Vault.  Every NPC up until that point reacts to you just as any other citizen quester, only the crystal you receive suggesting where to go next in the questline doesn't respond to exiles.  Until that point, there is no distinguishing at all that you will not be able to continue, and when the crystal doesn't work as you are told it will in the narrative of the quest, there is no explanation why.  From the perspective of the exiled quester, it looks just like a bugged quest item, uncompletable quest entry.  Either open up access to progress the questline or get rid of it completely for amiable exiles, cause right now it just looks broken.

Exiles can not enter Blood Skull Valley at all, ever.  The NPC you hail crouching by the rock just simply does not respond to the hail of exiles and so you can never "meet the entrance requirements."  My character had been there as a Freeportian, had completed the access quest way back when it was required even, and had completed his quest update within for the Greater Lightstone.  We just seem to be invisible to the access NPC outside Blood Skull Valley ever since they put in the NPC's for access, eliminating need of access quest, and so have never been able to enter again.

Haven has an orb that is supposed to take you to Maj Dul, the gnome beside it says, only it is broken and he doesn't know what is wrong with it.  That gnome has been standing next to that broken orb since Haven was first introduced.  Either fix it, get rid of it, or figure something out.

Discussing the utility of living in Maj Dul is not just an exile concern.  I, and regular citizens alike, quested and hunted laboriously to become allied to a court and  to then do the citizenship quest receiving our Call of Ro.  It is a functioning residential area for any character in the game who has done the quests for it, and I don't think its out of line to ask for some attention to the utilities in the city.  The Courts have not changed in layout since they were introduced when the Desert of Flames expansion came out even, and should probably be modified to reflect the changes seen around most of Norrath.  Each court contains two brokers side by side, both Qeynos and Freeport fence brokers.  This is needlessly redundant when they both show identical listings under our presently shared economies, with no difference in commissions regardless of your faction.  All courts should have fuels merchants and crafting stations.  What's the point of any crafter maintaining a residence in Maj Dul when they can not even purchase fuels there.  If respec NPC's or special trainers were added, they would perhaps be more appropriate in the Tower of the Moon, or the Golden Scepter if it was intended that it be just as exposed to exiles for pvp as it would be to reach amiable city Mage guilds where they respec now already.

Haven should stay no matter what really.  Its at least a place for low level exiles to hang their hat if too low to acquire citizenship in Maj Dul, and at least everyone has a place to mend and bank safely in mid betrayal.  Really, I think they should have residential utilities any place in the game that it looks like "people live there."  Banker, broker, fuels merchant, crafting stations, mailbox, and 1 room apartments in any place from Windstalker Village, Thundermist Village, Gnomeland Security, Irontoes of Butcherblock, the village in Loping Plains, the Isle of Mara, the Fugutr tribe of Lesser Faydark, you name it... I think it would add much to the immersion of the game to really be free to decide where you want to live if choosing to be outside of city walls.  Many places have some utilities in place already, only lacking the rooms for sale to characters.

Being an exile can mean anything the developers want it to mean, applying as much restriction to exiles as they think is at least interesting to gameplay and community dynamics.  Just, if there are going to be limitations to what exiles can do, let's treat it as if its part of some intended concept of the game.  Instead, many aspects of being exile now appear to be just incomplete or simply broken.  I care less about "what is fair" for exiles, and I care more that the exile faction is at least presented without bugs, incomplete functions.

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Old 04-21-2007, 08:15 PM   #14
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Another well said post, hopefully the devs will bear some of that in mind.

I agree with pretty much everything there.

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Old 04-23-2007, 11:49 AM   #15
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DrkVsr wrote:

Ah agree that Exiles should get NO benefits, imo they shouldn't even have Haven, with Mara & Maj`Dul they don't need their own 'city'

Exile was supposed to be just a transitional phase, not a 3rd option

  Uh no. All of the quest and NPC flavor text within Haven makes reference to it being a transitional for some and permanent home for others. Seriously, why would you even suggest the idea that there should be less content in the game?

  I personally think giving Exile faction merchants wouldnt be that bad of an idea, but I dont think we should get EOF PVP armor. Exile has an advantage in raiding, and considering Exile guilds are generally top raiding guilds, I think making it harder for them to gear up compared to Qeynos/Freeport is somewhat reasonable.

 Also, I'd be all for the idea of Maj'Dul being properly expanded as more of a "home" city for Exiles.

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