I joined to try this - not sure why I never came across this PW when it first advertised - but I'm always looking for places to relax.
Character wise, I've had no need to leave the city, arriving soaked from my venture to the island after the boat crash. What I've enjoyed has been doing the single player quests that open up the information of the unique setting to the player, which leads from one location to another in the city, without the need of any sort of risk, and providing experience for doing so.
It wasn't until I ventured into the cellar of the Blue Moon that I grumbled loudly. The spiders were different, compared to rats we've all come to make fun of, and the setting with the webs and spiders lurking along the walls and ceiling to ambush you was inventive. But when you suddenly come face to face with 15+ goblins, with sneak attack, in a room where the bottle you're asked to return can be found, it ruined the atmosphere for me.
How did all those goblins get there? There's no secret passage into the cellar for them to appear from, which means they must have entered the Blue Moon and gone downstairs unnoticed. Offer quests for new players to follow is a wonderful idea, and it expands the world and the vision of those who built it, but creating such a roadblock for first time players is downright rude.
A small number of goblins with sneak attack, great. All of them?! Smarten up!
I dropped quickly. If the halfing woman wants her bottle, she can go down and get it herself!
Introductions to a PW should be just that. Overpowered enemies during an introduction tour of the world is never recommended, especially when you're leading the player by the hand to show off the content.
Unless I venture outside of the city, such risks should not be available to any new player on the server.
Otherwise, I've avoided the location and the completion of this quest for the time being.
With that said, I've enjoyed creating and dressing up the character. I've encountered two DM's while I've been online, and both offered assistance, while one created an encounter with an NPC. The city is dressed up well enough and not overly done to cause hiccups with too many placeables or wandering NPCs.
Tailor shops offer a means to uniqely customize your character, as available in many RP worlds, without the need to go to some OOC room. Although the world does make use of CEP 2.4, the customization is limited due to no other customized HAKs by the builders. The options though, are more than enough to remove one's character from the duplication look seen elsewhere.
If the goblins in a cellar are any indication to the strength of creatures outside of the city, my character may never leave the safety of the surrounding wall.
Now that's a plus, even though I'm not impressed with the over-the-top strength of creatures during an introduction quest. In my defense, I enjoyed the spiders. They caused enough damage that I required healing, a sense of panic, but not immediate death as the goblins.
This general fear adds to the comfort of the city, and the hesitation of venturing outward on my own. The goblins could be brought down a tad, with only a select few being able to sneak attack, while leaving the others as general goblins. Inserting a hidden trap door in the cellar to insinuate the goblins did indeed come from elsewhere, could introduce a low-level dungeon that requires assitance by teaming up with other players, but if not, still allows a new player to complete the quest given. This is where many sneak attack goblins could be encountered - in their natural enviornment, scurrying along tight tunnels and wickedly dark passageways - rather than some dead-end cellar.
Player count has been below average. I've played on Cormyr Dalelands for over two years, and it will usually top 15+ players at peek times. That said, the unique design and history of Andrune does hold my interest, that I will certainly return as a player in the near future.
FP!
Modifié par Fester Pot, 18 septembre 2013 - 10:53 .