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 Post subject: Random wildnerness NPCs
PostPosted: Thu Mar 29, 2007 4:46 am 
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I think some attention should be paid to the spawning of certain REALLY DIFFICULT random wilderness NPCs. I've been doing some resurrections lately as a result of certain pythons, locusts and other tough wilderness NPCs. These aren't your usual tigers or spiders either. They seem to be a lot tougher since they are either merc or barb class NPCs, and they kill a lot of low and mid-level characters. Even my master (2) character has had a tough time killing some.

It is rather discouraging for new players and lower level characters exploring the map or just moving from city to city to end up being killed by these creatures in what should be a relatively safe place to explore. Areas around and between starting cities, namely Nerina, Teron and Sith'a'niel in this case, are becoming hazardous to travel. I was always under the impression that these areas should be safer to people who are sub-veteran in status, but they are not at this point.


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PostPosted: Thu Mar 29, 2007 5:25 pm 
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I think we should also have more areas with more NPCs to do some wilderiness training...


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PostPosted: Thu Mar 29, 2007 6:27 pm 
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I made a similar post in the "What I'd like to see built into SK" thread a few weeks ago, but nobody listened :(:

Salandarin wrote:
Fewer random aggressive NPCs in the wilderness. I'm really not sure what kind of thought went into putting spiders / wolves / tigers / cougars / bakemono / harpies / oo-thingies / alligators / darkbandits / fadelions all over the place, but all they do is kill lowbies.

The real issue is that they're aggressive, not that they're there. Many of these pop up on the road or very close to it, and that's just not cool. The Empire seems to be the worst offender in this regard, followed by Zhenshi. I CONSTANTLY rez lowbies from deaths to these things. There's just no point to having them be aggressive.

Some of them are way overpowered, too, as OggieRox mentioned. If I'm not careful, my GM priest can die on a simple flight between Nerina and Menegroth.


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PostPosted: Thu Mar 29, 2007 6:33 pm 
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Oh, and why is this in The Pantheon? Maybe this should be in Gameplay?


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PostPosted: Thu Mar 29, 2007 6:36 pm 
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I am going to go out of a limb here is say leave them as they are. These creatures are the kinds of creatures that would attack you in real life. They also spawn RP with priest. As much as I hate dying them to they get us all to slow down and interact with people.


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PostPosted: Thu Mar 29, 2007 6:39 pm 
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Quote:
I CONSTANTLY rez lowbies from deaths to these things.


This is why I posted it in the Pantheon I guess. I was hoping the Imms would take notice and try to curb the problem..or at least make them NPCs that don't bash and don't track. I don't mind them being aggressive, if I can actually get away from them. Lots of those NPCs are mercs/barbs and bash and tear you up in the three rounds you're lagged..and some of them track you down and destroy you even if you manage to get away.

It's bad for the noob mojo.


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PostPosted: Thu Mar 29, 2007 7:17 pm 
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Location: I am at one with my duality.
I don't really have as much of a problem with things like the locust due to the fact that they're pretty far out there, but things like the yeti, spiders, alligators, shadow warriors, and osquips are what bug me. Those often spawn/wander very close to newb grounds and capital cities. I guess I could see roads being clear for the most part, but some of the other stuff makes traveling an interesting affair. I do think some of the tracking can be extremely overwhelming as well.

In short, change the location of some of these NPCs to stray away from major lowbie/newbie traveling areas, but keep them in some of the more obscure areas.


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PostPosted: Thu Mar 29, 2007 7:53 pm 
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I agree. I'm constantly resurrecting newbies who get killed by yetis, spiders, alligators, and shadow warriors just trying to get from the newbie school to the city/portal stones.


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PostPosted: Thu Mar 29, 2007 8:07 pm 
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Carsetius wrote:
They also spawn RP with priest. As much as I hate dying them to they get us all to slow down and interact with people.

The rez RP I get out of those kind of deaths is among the most boring and repetitive of all rez RP. Unless the resurrectee has already developed his character concept quite a lot and can spice things up, I'm usually left with no material to talk about with the resurrectee. Usually there's no other interactions to speak of - once the person has their corpse, they're off to what they were doing before, just with SD and twenty minutes (assuming there's a priest on at the time) less of their time.


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PostPosted: Fri Mar 30, 2007 12:30 am 
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I could say that they need to be toned down a bit. But its one of the dangers of the world that everyone lives with. Being as this is a wild world for the most part, the only place you should assume as safe is the Road you walk on or in a city. (Though yetti in the North do effin camp on the roads which is bs) So taking the road should be the safe thing. If you want to be adventurous and take a "short cut" then ther is risk. I mean I have died to these things and waited litterally an hour for the locust to move one space so I could get my corpse.

And there are other times, more recent times when I was flying about and suddenly remembered that there are orcs in the mountains (another aggressive NPC) cast invis, walked one west and nearly [REDACTED] myself when there was a locust NPC right there. So I think that has taught me a lesson, which i rarely use and pay for, be evasive if I can be. And always try to look where you are going.

The wilderness is wild for a reason folks.


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