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#2
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Icewell Keep and the Great Divide, with IK being more like High Keep and GD being more like Oasis in terms of mob level range, achieved just by filling half of the zone with young shardwurms, snow griffawns, and drakkal wolf pups. This would have meant making Thurgadin an alternative starting city for Dwarves. And while the ring war would have caused more zone disruption, it also would have shown newbies another aspect of content to strive towards.
Icewell could have been the dungeon for newbies to explore while waiting for the war outside to end, only to discover later that the war was lost, piecing it all together from the aftermath--finding corpses in the streets and giants blocking the way in or out. Being trapped in your own city and needing to either log/tradeskill in the meantime or get a Monk friend to train the giants away? Not classic, but it would have felt classic. | ||
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#3
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A cazic thule deeper jungle area would be cool
__________________
Quote:
Originally Posted by Detoxx View Post I tried my hand at rotating with the casuals. It was at this point I decided to no longer be kind to the casuals as they have extreme short term memory. They did this to themselves, unfortunately. Quote: Originally Posted by Maner View Post No one in A/A cares that you aren't getting pixels. In fact after the last suspension wave the attitude is to stop letting the casual guilds get anything even remotely of value. | ||
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#4
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I don't know about a dungeon but I think gfay needs a 2.0. I imagine often people make wood elves and level to 3 and cant get to 4-5 in order to be accepted in orc hill groups.
I agree that the world should have large masses of emptiness or trees so that camps are not stacked madly one by one in a row. However, it would be cool if gfay had like a super hard 3-5 camp just to help people get to orc hill. Maybe its easy to do orc hill at 3? I figured it was always at least 4, most of the time 5ish. Sometimes ill pop in gfay and tell people steamfont is often a better choice. | ||
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#5
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splitpaw
great zone, but the agro mechanics at the double door make the barrier to entry too high for people I think. I think that would be a super low work high reward fix in terms of unit of dev time per increased player usage of a zone | ||
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#6
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Quote:
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#7
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Qeynos or Cabilis catacombs. Some day dark dwarvish mines would be nice as well as some higher level roaming water monsters in lake Rathetear.
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Impotent Rage - 59 Ranger
Hidying Imdad - 22 Cleric Yumyums Inmahtumtums - 60 Enchanter | ||
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