Sadira of Tyr wrote...
I'm not trying to change your mind, but just pointing out that our server is more than just trash grinding through the same creatures over and over.
I don't mind if you ARE trying to change my mind -- by all means defend your world and your decisions!
I just sent you some comments I made to Yelpir about six months ago when we quit. You might find them interesting if you haven't seen them (don't know if you have).
Sadira of Tyr wrote...
Strangely enough, I also thought the white dragon lair was a little too much of the same creatures, but I decided to leave it that way. If you had tried the other lairs, you would have noticed an increase in variety and minibosses as well. The green lair even included a pretty nasty flower tree.
It wasn't just the white dragon lair, though, that was basically the 2000 lb weight that broke the camel's back. Offhand I also remember part of the Fire Giant lair being extremely long and basically making no sense to boot and Undermountain was incredibly painful -- five levels of the same mobs again and again and again and again and again.
We ran into the same problem multiple times and said "This just isn't worth it."
Sadira of Tyr wrote...
In making the main quest, it was basically a learn as I go, so new things were added as I learned them. You cannot really judge the whole quest based on one dragon lair. I noticed you grouped the lair with the quests to enter the lair, but failed to mention the various pirates, and the unique timed encounter on board a burning pirate ship.
As I just mentioned, it wasn't just the one lair -- it seemed to be most things at that point.
And these issues aren't the only issues we had -- other issues include lack of negative space, hostility to new players (in world design not playerbase/admins), random locks, and some very strange design choices like the mage summon that was about 10 times as powerful as my friend playing a strength melee character and putting weaknesses on bosses to specific damage and then making it impossible to damage those bosses with appropriate spells!
I don't mind IGMS spam at all. I am fine with IGMS spam. It's a simple and easy solution to making sure mages are effective against single targets. Bring on the IGMS spam if needed, it doesn't bother me.
But saying "This guy is vulnerable to cold, you need to hit him with cold" and then functionally making him immune to cold spells doesn't make any sense.
I went over many of these issues (and more) in the PM I forwarded to you.
And the pirates...the pirates. Yeah. I was trying to leave that out since it only pissed us off for multiple reasons.
To quote the PM...
Third, the riddles often don't say enough. And no, I don't mean "the riddles are too hard." Take the white dragon one, for example - we found the white dragon cave and then found the pirate ship but couldn't figure out how to get into the pirate cabin or ship. We saw the part about the broken tree and explored the area - finding a hollowed out tree stump (nothing) and several broken trees (nothing). We continued north and found the innkeeper talking about a cave with pirates and an underground entrance to their hideout. So we tried to do that, figuring maybe we needed to find the entrance to their hideout which would then have a key for the ship.
After searching the pirate cave for 15+ minutes (after clearing the bears and with my pixie out who has very high spot), we couldn't find a trap door and asked for help. At this point we were told the pirates thing we were trying to do had nothing to do with the pirates thing involved with the dragons. So we returned to the forest. We had noticed a log earlier but we couldn't interact with it so we paid it little heed. This time we accidentally discovered that at one end of the log you actually could interact with it. But then we also discovered we needed at least 10 search skill to even find the key in the log. Thankfully, bard song was sufficient to get our skill high enough so we could succeed on a 19+, but otherwise we would have been hosed.
The whole convoluted affair was extremely aggravating and it sounds like it only gets worse in the drow houses. Occasionally dealing with keys and such can be a nice change of pace. But "KEYS EVERYWHERE" just gets frustrating.
That's not even referring to the ridiculousness of "being captured" by the pirates or whatever.
Modifié par MagicalMaster, 26 octobre 2013 - 06:48 .