Shattered Kingdoms

Where Roleplay and Tactics Collide
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PostPosted: Fri Mar 21, 2008 2:27 pm 
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Joined: Fri Mar 28, 2003 10:52 am
Posts: 1273
Location: Dark side of the moon
Sypher wrote:
Kalen wrote:
Lower Morea - 3 or more people*.
(*) Two of which must be a tank and a healer.


Why on earth do you need 3 people in Morea? Are you leveling on fytrysks or something? *boggles*

Everything worth leveling on, priests/necros/nyogthas/mummies, are -easily- solo'd.


He's talking about the new area, Lower Morea, not the tunnels below the Castle.


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PostPosted: Fri Mar 21, 2008 2:39 pm 
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I see! I wasn't even aware there was a new area, interesting.

P.S. This is Sypher, apparently changing the email on your account is a pain in the [REDACTED], so my account is currently inactive. *sighs* :roll:


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PostPosted: Fri Mar 21, 2008 2:53 pm 
Effing noob. :roll: :P


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PostPosted: Fri Mar 21, 2008 6:33 pm 
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Every single area is bound to be listed.

All I have to say, however, is TEMPLE OF MURDER.


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PostPosted: Fri Mar 21, 2008 6:39 pm 
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Enishi wrote:
Every single area is bound to be listed.

All I have to say, however, is TEMPLE OF MURDER.


Hell no, don't change ToM. It's awesome just the way it is, boring as hell, but awesome.


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PostPosted: Fri Mar 21, 2008 7:22 pm 
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Chibunei comes to mind immediately. It has an ample supply of NPCs, but what is the theme here? Murdering villagers? A few quests for this spot, as well as tweaking the governor into a small boss would be interesting. Governor could say something neat when others enter.

Torrum Arcana's respawn time is way too long. Elisair is coming a close second. Salvarian mines has reasonable amount of NPCs, but some NPCs with weapons hit so hard, and a few barbarians without weapons still rip through most player characters.

Temple of Murder could definitely use a few quests, a few from lighty priests in cities, a few from darky priests, and perhaps a paladin at the entrance of the Plane of Air. Vanquishing Zshar for an amulet of demon slaying with +3 fortitude? Definitely more NPCs, different tiers and/or faster respawn times.

An area that hasn't been mentioned is Crossroads' Haven. Those auto follow + patrol + spell spam paladins need a nurf. They are way too powerful for the player characters supposed to level there, and there aren't enough NPCs there to level with. Respawn time is slow too.

Generally, the new areas created by current Algorab have wonderful respawn times. Those are great. Also, please add more Craeftilin-esque NPCs into the game. Craeftilin is an all-time favorite because a lot of NPCs interact, and they even react differently to different PCs. More of this in SK = less boring.


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PostPosted: Fri Mar 21, 2008 7:46 pm 
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Location: Harrisburg, PA
Sypher wrote:
The archery butts are no longer a leveling option, as they have the helpless effect. You can't shoot into the quarry anymore either,


Well, I'll never GM again.


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PostPosted: Fri Mar 21, 2008 8:07 pm 
Yeah, that's all pretty lame.

My top five [REDACTED] leveling areas are everything that was affected by the new "helpless" change.


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PostPosted: Fri Mar 21, 2008 9:31 pm 
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Joined: Mon Nov 15, 2004 9:03 pm
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Most of my thoughts have already been listed.

But one that hasn't been listed once yet is Khardyl? Village.
I've used with a few of my chars, the hunters there make reasonable xp. But they have this annoying dirt kick script that fires just after you enter the room, which would be alright except the fact that they still dirt kick even if you bash them before the script fires. :(
It also has nothing really special about it, that I have found.
Slow area re-pop, no quests.
There is a fair amount of potential for the small area if put in the right areas.


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PostPosted: Fri Mar 21, 2008 11:07 pm 
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Location: Sunnyvale, CA
1 - Temple of Murder
2 - Scout Encampment
3 - Bakemono Caves
4 - Chibunei
5 - Tlaxcala


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