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#1 Rodeo

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Posted 02 March 2015 - 01:09 PM

Would it be possible to raise the level req to go into the spider caves to level 24 and to possibly make the caves more useful esp the bottom level it's huge and other than the boss and the exit to the sewers.

My reason for being level 24 is that at lvl 25 csotw can be equiped and spider staff should not be soloed by a char with a cstow.

Also the drop rate for spider staff is horrible me and randy and have did it multiple times each and only 1 has dropped. Not asking for it to be a 100% drop but somewhere in the 25-40% range would be nice.

Gold is fine but if you allow up to lvl 24 in it could maybe use an exp boost.

Any other suggestions are welcome.

#2 Cruxis

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Posted 02 March 2015 - 06:12 PM

When it came to soloing, 4stam was nice, which most classes gain from lvl 20-24, so it'd make the area a little nicer solo.

 

Other than that I don't really see a change needed. How many spider staffs does one really need?



#3 Rodeo

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Posted 02 March 2015 - 06:25 PM

Well me and randy are doing it from a new player perspective 21 zerk with Hally and a lvl 20 pally with equip for his lvl. 10 kills and 1 drop and from what I have heard from asking vet players is that spider staff is a 1 in 50 type thing which which the boss is hourly which makes it easy to get multiple kills a day but for the average player who plays 2-4 hours a day it could take quite a long time to just even get one. It's not a matter of how many does one person needs it's a matter of teaching a new player a area and informing them that there is something good down there that they can easily obtain. It's a good area for a new player ad with the right adjustments it could prove useful to help hook new players when they do wander in.

#4 Terron

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Posted 02 March 2015 - 06:29 PM

I'm not a fan of level caps at all really.  If some damsel ran into pub calling for heroes to save her friends, I highly doubt she would say "but you're level 5, I don't want your help."

 

there's either role-play value on this game or there isn't.  Kinda sad "role-play" is only a factor when its convenient for staff.


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#5 Rodeo

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Posted 02 March 2015 - 06:39 PM

I used love to role play back in the day. Sad times when it's all ab the reward now.

#6 Gnarkill

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Posted 02 March 2015 - 07:28 PM

Does anyone remember why it was level capped on 1a to begin with? The exp and gold in that area is nice for all levels imo(unless that was changed on 1a too)!!


Edited by Gnarkill, 02 March 2015 - 07:32 PM.

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#7 Terron

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Posted 02 March 2015 - 08:30 PM

it swapped caps with herric's labratory


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#8 Element

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Posted 02 March 2015 - 08:46 PM

I don't have a huge problem with the level cap but I do have a problem with the drop rate. If this is supposed to be a new player area (represented by the level cap) there should always be a reward for killing this boss. I'm not saying always drop a spider staff but something would be nice.

Maybe add some things to the drop table like these

Spider amulet 2ac
Themed crafting drop
Themed potion drop

And I wouldn't mind seeing it give more exp on the kill again the is a new player leveling location right?

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#9 Terron

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Posted 02 March 2015 - 08:59 PM

I'm not 100% against caps, but this one traded a decent solo area for every class for one that is only a decent solo area for rangers.  I could see the argument that elshira area was abused early in 1a's life.  I mean clicking mobs on a thief behind 20 ktps was just smart with rampant pkers.  Mid server life Herric's labs were abused alot more "regularly" than Elshira was.  herrics drop rate was drastically reduced.   Now we just have 2 very seldom used areas instead of 1. 


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#10 Gregory67

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Posted 04 March 2015 - 03:31 AM

I agree with removing cap but with that the staff and advisors would say.. "This area would need to be revamped completely to take cap off."

 

So I wouldnt want to ruin a good low level area for that reason but if staff do not have to revamp it I would say its a good suggestion.


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#11 Crescendoll

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Posted 04 March 2015 - 05:56 AM

Idk how significant of a change it would be to raise the lvl cap (e.g. how many classes gain an extra stam from this) but from my old player experience starting anew ... I knew the value of a spider staff so I knew it was a" must have" ( as a Druid). That's the only point I feel that newbies may not understand off the bat. However, the drop rate / gold is reasonable imo. With that said, I think the staff should be able to be bought (at a high expense like 150k but sold for 50k) thus teaching newbies about its value/price but giving incentive to kill and sell.

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#12 Element

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Posted 04 March 2015 - 06:26 AM

Idk how significant of a change it would be to raise the lvl cap (e.g. how many classes gain an extra stam from this) but from my old player experience starting anew ... I knew the value of a spider staff so I knew it was a" must have" ( as a Druid). That's the only point I feel that newbies may not understand off the bat. However, the drop rate / gold is reasonable imo. With that said, I think the staff should be able to be bought (at a high expense like 150k but sold for 50k) thus teaching newbies about its value/price but giving incentive to kill and sell.

 

With that in mind imagine this...

 

You are a new player and you make a druid and you hear the above (wow a spider staff is cool and I can use it at level 7).

 

Well it turns out you would need about 10 level 7s to complete this (problem number 1).

 

Well you manage to make it to a high enough level (around 21) to kill this boss by yourself because turns out no one else really plays low levels. After 2 hours and a few deaths you manage to kill it. The problem is there is no drop (same with the next 40 times you kill it)  around turns out the drop rate on this is about 1-2% (problem 2).

 

Before you can get it to drop you have leveled past 22 and you are locked out of the area besides that the base 7 damage really isnt worth it to you anymore. (problem 3)

 

 

So instead of being able to kill this boss and be rewarded for it like a normal system would work your only real choice is to farm gold and buy it. again by the time you have farmed the gold its not worth it (problem 4/5)

 

 

The boss / area needs a revamp for sure but I don't think raising the level lock is the answer. I understand this area like the rest of nightmist was not designed for 1alt but hopefully you can see the problems here. Its things like this that run new players away. =/


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#13 Terron

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Posted 04 March 2015 - 04:53 PM

just because the item is level 7 , doesn't mean its based on level 7s using it.  No level 7 would benefit from using the staff.  the staff sells for 7500, which is quite a bit more than most old gen items sell for.  Magical weapons used to be special, now just a dime a dozen.

 

I have solo'd Elshira on a 15 paladin, 19 druid, 18 cleric , 20 mage , 17 fighter , 22 ranger, 20 thief.  Its easily doable if you put in the effort.  


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#14 Rodeo

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Posted 04 March 2015 - 05:24 PM

With adv mana i barely was able to get to elshira solo on a 20 pally. It's hard if you try it fresh without gold to start. Incomplete gear ect.

#15 Rodeo

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Posted 04 March 2015 - 05:25 PM

Sorry for the in a row post but with a lvl 22 zerk and a 20 pally it's easy. 10-15 mins to complete.

Was with mana crystal not adv.-edit

Edited by Rodeo, 04 March 2015 - 05:28 PM.


#16 Gnarkill

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Posted 04 March 2015 - 07:41 PM

Once I get my little ranger up a few levels(its 11 atm I think) I wouldn't mind helping people farm these.

 

I don't need one but it would be nice exp for me :lol:


Edited by Gnarkill, 04 March 2015 - 07:42 PM.

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#17 Element

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Posted 04 March 2015 - 10:04 PM

just because the item is level 7 , doesn't mean its based on level 7s using it.  No level 7 would benefit from using the staff.  

Try explaining that to a new player (it's level 7 based but no way you should be able to get it at level 7. It's basically for vets that have money and want to train their new characters easier than you). Also try explaining why they need to kill it 50 times on average to get it to drop. Just because this is how things were doesn't mean it's how they have to be. Nightmist game design has corrupted your minds to think these kind of things are ok... Take a look at popular games (that retain new players) nothing like this would happen sorry. Heirlooms are one thing but there are ZERO low level boss items in nightmist can not be got by the level they are used by even in parties.

This is why no new players stick around there are no rewards for playing. Your options are to have things given to you or farm gold until you can buy them.


And beating it on a level 15 paladin? I take it you were in new player gear? Didnt die and it took less than an hour? Because this what what people expect from a new player boss.

Edited by Element, 04 March 2015 - 10:07 PM.

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#18 Terron

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Posted 04 March 2015 - 11:00 PM

if everything drops 50-100% then you have everything in so little time.  the game is just even more "grind exp only",  

 

By all means if this is what games should be like, me and the other 18 players that have played over a year could have already retired and conquered nightmist 2 , nightmist 3 , and all the nightmist expansion packs.  Cant wait for Xbox MuD to release nightmist 4.   

 

Wait a sec those don't exist.  They don't need to, the drop rates aren't 100% so you can enjoy each boss more than once.


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#19 Element

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Posted 04 March 2015 - 11:11 PM

if everything drops 50-100% then you have everything in so little time.  the game is just even more "grind exp only",  

 

By all means if this is what games should be like, me and the other 18 players that have played over a year could have already retired and conquered nightmist 2 , nightmist 3 , and all the nightmist expansion packs.  Cant wait for Xbox MuD to release nightmist 4.   

 

Wait a sec those don't exist.  They don't need to, the drop rates aren't 100% so you can enjoy each boss more than once.

 

Im not saying all bosses should drop everything 100% of the time but I am saying low level bosses should always drop something. To be honest I think all bosses should always drop something even if its just a simple crafting ingredient. There could easily be new player items added to the spider queen while still keeping the staff rare. Yes you and the other 18 players that play this game are used to the game design and have vet items and skills so things like this dont bother you. As for the 50,000,000 people that play wow, d3, eso, ff, etc they are used to bosses dropping stuff everytime and what do you know they still have rare items! Its possible to keep items rare while still rewarding the player for playing the game you just have to think out of the box so here you go:

 

New loot table that rewards players:

 

Spider Staff 5%

Spider Pendant 2ac 10%

Spider Silk Webbing (sell to shop item for 1k) 50%

Enchanted Silk Gloves 1ac gloves +1wis 5%

Cephalothorax 100% drop

 

Is there really a huge gain here something that will mess up the economy? No not really maybe on average 1k more a drop.

 

Does it reward the player and get them wanting to play and kill bosses? I think so.


Edited by Element, 04 March 2015 - 11:25 PM.

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#20 Terron

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Posted 04 March 2015 - 11:30 PM

Then you should be suggesting alternate drops, in detail (descriptions etc) and reasons supporting it.  

 

I've played this game a very long time and keep lowbies to do all these old bosses.  The low level content is , sadly, better than the rest of the game.  The game frankly would be better ending at level 25 or 30.  Although that's just my opinion.  Some share it , some don't.


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#21 Gnarkill

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Posted 05 March 2015 - 01:30 AM

I'm with you, Piddy.. my idea of a perfect NM is a 1 server game that is level 30 cap with 3-5 alts per user.

 

A question that's a little off topic.. are there any other areas that have been level capped sooner or had level caps removed on 1a besides Gnolls and Spider Tunnels? I'm used to the main areas and it would be helpful to know.


Edited by Gnarkill, 05 March 2015 - 01:31 AM.

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#22 Element

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Posted 05 March 2015 - 02:41 AM

I'm with you, Piddy.. my idea of a perfect NM is a 1 server game that is level 30 cap with 3-5 alts per user.
 
A question that's a little off topic.. are there any other areas that have been level capped sooner or had level caps removed on 1a besides Gnolls and Spider Tunnels? I'm used to the main areas and it would be helpful to know.


I would also love to see a 3alt level 30 capped server. Things is everything is too thinly spread with 2 servers as is. Only thing you could do is merge the 2 as is or merge and wipe. Since everyone is vets with their high level characters I doubt many would be up for either haha.

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#23 Terron

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Posted 05 March 2015 - 04:54 AM

/t dj no other areas are different aside from genderas and natura being open to all levels now.


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#24 Rodeo

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Posted 05 March 2015 - 11:50 AM

Getting a little of topic guys. :-p

#25 Terron

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Posted 05 March 2015 - 06:52 PM

FTR the game engine is limited to 1 drop per kill, so a bunch of cool 50%'s 10%'s, etc would be nullified by a 100% drop item.

 

Also, Elshira is the Spider Queen, the arachnids are drawn to her when she channels her power through her magical staff.  She is not a spider and doesn't have a thorax. 

 

An example of a few items in detail:

 

Library info for Brooch of Aranea:

 

Armor base: 2, Can be worn by:  druids, fighters, mages, rangers, thieves, Description: Said to be a gift from the spider goddess Aranea to the high priest Iivhilduur, who wished to commune with arachnids. The base is constructed of a foreign black metal with an intricate silverish spider with 8 small amethyst eyes, this amulet is said to behold anti-magical properties along with its sinister beauty.  Legend tells that Iivhilduur went mad and only muttered in "Mips", and the followers of the cloth have deemed the amulet Evil.   Level needed to equip it: 12, Strength modifier: 0, Intelligence modifier: 0, Dexterity modifier: 0, Constitution modifier: 0, Wisdom modifier: -1, Charisma modifier: 1, Absorb spell: 0.03, Max equip: 0.
 
-Sold in Guild of the Sacred Light for 20k
-sold in Guild of the Black Hood for 25k
-5 can be traded to Iiyolan in guild of crafters for spidersilk gauntlets.
-can be scrapped for 3 black shards
-I used Iivhilduur as a funny name as ii in drow language makes an E sound and the name is actually pronounced (E vil do er).
 
Library info for Spidersilk Gauntlets:

 

Armor base: 1, Can be worn by:  clerics, druids, fighters, mages, paladins, rangers, thieves, Description: These gloves are void of noise and seemingly weightless. Crafted by the recluse Iiyolan, it is said these gloves are made of pure enchanted spider silk.  Where he accumulated so much is a mystery., Level needed to equip it: 15, Strength modifier: 0, Intelligence modifier: 0, Dexterity modifier: 0, Constitution modifier: 1, Wisdom modifier: 0, Charisma modifier: 1, Absorb spell: 0.00, Max equip: 0.
 
-can be sold to Guild of the Black Hood for 75k
 
and to not leave berserkers out:
 
Library info for Spidersilk Ring:
 
Armor base: 0, Can be worn by:  clerics, druids, fighters, mages, paladins, rangers, thieves, berserkers Description: There is a slight shimmer in this magical ring.  Though it is void of any protective qualities, you feel as if it holds a hidden meaning. Level needed to equip it: 10, Strength modifier: 0, Intelligence modifier: 0, Dexterity modifier: 0, Constitution modifier: 0, Wisdom modifier: 0, Charisma modifier: 0, Absorb spell: 0.00, Max equip: 0.
 

-can be sold to Caine's emporium of sacred relics for 25k

-could be used in a future spider area as a key or worn item like water ring.


Edited by Terron, 05 March 2015 - 06:57 PM.

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#26 Rodeo

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Posted 05 March 2015 - 07:32 PM

I like those ideas!

#27 Element

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Posted 05 March 2015 - 08:20 PM

Not sure why I was under the impression there could be multiple drops but I was. Anyways yea It would be cool to have new drops don't care what they are and it's just a bonus that yours are cool.

Yea sounds good to me.

Edited by Element, 05 March 2015 - 08:22 PM.

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