Location Location
#1
Posted 05 July 2004 - 10:54 PM
I suggest Windia be moved.
I understand Windia's original intent was to be a roving city with no set locations, which isn't such a bad idea, I'm all for that. However, as we all know too well, Windia has taken permanent residence 6 squares away from Arilin. Windia in it's current location literally killed 98% of traffic to Resthaven, and simply serves as a potion/crystal depot for people wanting to head into the barracks. Both Nightmist and Arilin lack advanced mana and healing, and it was my understanding the reasons behind this were that they are begginer/intermediate type cities, where said level of players begin their journeys, thus lack the need for advanced replenishers. The presence of such supplies also encourages the presence of higher level players such as myself, who pick on the lower level/weakers players. We have such easy access to supplies, that we may stalk the vicinity confident with the understanding a constant stream of lone/solitary adventurers will be in the immediate area. Windia was horribly misplaced, and provides too much benefit to those who don't need it, and creates a focus on the Arilin district which I believe should not be there. Let's breathe life back into Resthaven, let's make the Arilin/Nightmist area 'New Player Friendly', lets stop aiding PK'ers so much, let's make the geography of Nightmist and placement of cities make a little sense at least. Nightmist has nothing to lose from moving Windia, but so so so much to gain.
#2
Posted 05 July 2004 - 10:56 PM
#3
Posted 05 July 2004 - 10:57 PM
...Is it just unreasonable? Unnecessary hassle?
#4
Posted 05 July 2004 - 11:03 PM
Main crits:
Crane
Europa
Don't kill the
#5
Posted 05 July 2004 - 11:04 PM
#6
Posted 05 July 2004 - 11:14 PM
Clan houses are not a problem, all that is required is simply changing one grid and from where it is entered, and where it exits to. None of the other grid information/stats would have to changed, only the entry square. The manner area creation is done is not a complicated as you think.what about Hell and the aviators' clan houses? the houses are in windia,so what are we supposed to do if windia gets removed?
The only manpower required to have this work is simply changing the entry square for windia and the entry square for clanhouses. Do not fool yourself into thinking the the entire city will actually have to be manually moved and re-coded. I have resigned myself to that fact that JLH will not be able to have the city dynamically move of it's own accord, however, at least move it to a more sensible area.
No.
You say that as if you had the final word, hah.
#7
Posted 05 July 2004 - 11:16 PM
It's central location is a great place to have a clan house in, and I think it provides people who have put the time and money into thier clan to move to Windia/Arlin or RH/BT to have an edge over NM clan town by providing these more advanced services.
Maybe instead of this RH has to become more appealing, the RG can be a good place to train and a good money earner but eventually the novelty wears off. The Malok area is ok but for thieves only... maybe some sort of undead uprising will balance it out.
Anyway, sure this would annoy me slightly for sure, but I think there are more pressing matters to deal with on this game and changing Windia's location will just delay players by half a min, and it could be argued RH needs to be moved more as it is clearly overlapping with NM after that pitiful trip through the sewers /shrug.
#9
Posted 06 July 2004 - 02:02 AM
edit: as for the aviators clanhouse: they're the frickin' aviators. a series of blunders would be responsible for any inconvienience so they have no one but themselves to complain to. "it's tough, our home in the sky moves!", "but you're the aviators.." "we don't really fly!", "that's too bad for you guys eh?"
Edited by dognapot, 06 July 2004 - 02:07 AM.
#10
Posted 06 July 2004 - 04:42 AM
#11
Posted 06 July 2004 - 04:51 AM
#12
Posted 06 July 2004 - 05:55 AM
#13
Posted 06 July 2004 - 06:24 AM
Ya thats not a bad place....or s of royal forest maybePut it west if Nightmist, like, another path to Nightmist graveyard from the west, just go up at the end of the path and Windia.
KuMiko in game.
#14
Posted 06 July 2004 - 06:24 AM
Even better the new Elven Village is opened, where is it? About 13 secs run from Arilin...hurrah!
Nightmists map is severely underdeveloped. We need a wide expansive area, full of danger and quests needed to be complete. Are the ideas really that difficult to come up with?
A start would be a city specifically for every class. A hidden den for thieves, a dark tower for mages, a monastery for cleric. With those new cities, would come quests. Something like Pastor Troy in Harabec.
/t Monk Hi
Monk: long since has this city been free of threat, the bandits from the south are nearing. Our one hope is that a galant warrior of divine birth bring the 'Head Stone of Perethus', then it can be socketed into the Altar. If you would like to hear more, I will at your request.
/t Monk Tell me more
Monk: In a far off land of ruins and murder, lies a tomb of our founder. He was buried there along with his prized possesion. The 'Head Stone of Perethus'.
So you search for the place mentioned by the Monk, you complete all tasks in this new area, and discover a secret for uncover the Head Stone.
You got a Head Stone of Perethus.
/give Monk Head Stone of Perethus.
Monk: Thank you my brother, you have rescued our way of life, because of this honor I will bestow upon you an Ancient Spell.
The Monk chants.
Baddabing!!
Your spells mana costs are lowered by 2mp per casting of any spell.
Not every prize for a quest has to be a super items with a trillion base damage, or have a +25 dex mod. However, we do need more areas, more quests, more cities, more ideas.
Back on topic though. Yes, Windia is far to close.
Edited by Eternyte, 06 July 2004 - 06:35 AM.
#15
Posted 06 July 2004 - 06:39 AM
Considering that The aviators average lvl is around 10-15 Windia is a good place for them and if Windia moves and ta goes with it there could be problems. Like in the Royal Forest how many lvl10-15 do you see run through the forest and get out on the other side?
Well if the city is moved it wouldnt be a terrible idea to offer ta a new clan house location that would be more accesible to the newer players that are made of ta.
#16
Posted 06 July 2004 - 06:51 AM
#17
Posted 06 July 2004 - 11:10 AM
Considering that The aviators average lvl is around 10-15 Windia is a good place for them and if Windia moves and ta goes with it there could be problems. Like in the Royal Forest how many lvl10-15 do you see run through the forest and get out on the other side?
/rofl
#18
Posted 06 July 2004 - 11:11 AM
As for soley using it for pots/mana....I usually go RH for pots..since I rarely use them.
I went to windia for mana...but not there are lodestones in BT so I always go there.
O.x Forgot my key point of Windia---Entrance to Chronos. One of my favorite areas...I would hate to have to like...go all the way though the desert to get to Windia to go there :X (maybe we should put it on the northwest or southwest part of desert where I NEVER go...)
Anyway, I'd like to see windia moved north and east (with a new part of the map being added as the path) of BT or north and west (there is a lot of blank space there isnt there?)
Maybe move windia to be a city next to a new area that could be made a ways east of BT....(i guess that's just cause i want more new areas as always :S)
Edited by Gaddy, 06 July 2004 - 11:15 AM.
-Proverbs 4:7
#19
Posted 06 July 2004 - 11:41 AM
It'd take one staff command, that can be done literally within seconds. Just requires someone to change the grid link between the start of winida, to somewhere else on the map and alter a few small descriptions.
I didn't read the post fully, so i'm not going to comment much further, but moving Windia around was always intended so I don't see a problem with it.
As for a suitable location. Well, it's a flying city so a suitable location would be anywhere on the map - apart from when it docks near Arilin to exchange goods.
Seens I made it I suppose I should come up with a time plan so here goes -
Original location - 4 days
Random location south of Arilin, heading towards the granite beasts - 2 days
Random location in the desert - 2 days
Harabec stop off - 4 days
Random location in desert - 2 days
Random location near rose garden - 2 days
Random location south of nightmist in the forest - 2 days
Nightmist stop off - 1 day
Random location on path heading to museum - 2 days
Original location - 4 days
Cant see a problem with moving it around near these areas, even with Nightmist because..........
I know one of the main arguments is that Windia stocks adv potions, rendering RH etc useless - but as it's a flying city I feel it's justified to fly over the major areas on it's journey, and because it will only be stopping off briefly I can't see it messing up the usefulness of other places.
If anything I think it'd be extremely fun and interesting to see people looking forward to Windia passing over different locations, so they may be benefited for a while.
#20
Posted 06 July 2004 - 11:55 AM
Clan houses should not be effected, Windia is still a city, it just moves.
As for chronos - well, i'm not sure how many of you are aware of the story behind it, but basically if you look around Windia you'll notice references to King Preston and a 'girl' who can often be seen in the odd picture (bedroom) and in library books (library, duh).
Basically this girl was king preston's daughter (10000000000000 cool points for originality plz) and she got kidnapped by an unknown man. Had I not left the staff I would have planned on doing something more with this, and originally had the idea that it was infact the Time Knight that kidnapped the princess in hope that Windia would create an item to come looking for him. (Orb of time)
So basically, you can only go down below the shop for the Orb of Time with an Amulet, because its supposed to be a secret development and you can only receive the amulet from the king himself.
King preston was intent on using the orb to search for his daughter and defeat the Time Knight.
So i'm afraid thats a no for moving chronos out of windia. Sorry. (If i still have any say in the area lol)
Edit : misread Gaddy's post, thought he wanted to move chronos out of windia and just move windia. But may as well leave my reply incase someoine else wants to suggest it.
Edited by Stigmata, 06 July 2004 - 12:00 PM.
#21
Posted 06 July 2004 - 12:05 PM
-Proverbs 4:7
#22
Posted 06 July 2004 - 12:10 PM
It was the original plan
#23
Posted 06 July 2004 - 01:09 PM
...and originally had the idea that it was infact the Time Knight that kidnapped the princess...
Duuude, the Time Knight should be the King's daughter! And then she could fall into the coma and wake up with some kind of freaky power like premonitions! *goes back to watching Passions on NBC*
Anyways, back on topic, are you suggesting that Winida not stop moving even for a week? Call me a newb but isn't that a bit harsh? The description change for a square that Windia above it would probably just be "you see a fairly large shadow being cast from above" - something hardly noticable when you're running South of RH or to the desert.
I've never been to Chronos but are the benefits really worth hunting down Windia for a day, only to find it has moved away in less than a week?
#24
Posted 06 July 2004 - 01:23 PM
Boots of Time and Blade of Time are both available in chronos, 2 of the more popular items around today.
I don't see the problem with players having to hunt down windia when it's in the open areas as they can always just wait until it docks at a town.
#25
Posted 06 July 2004 - 01:26 PM
At least this would help stop the flow of these "uber" weapons being pumped into the Nightmist populas. ^__^
#26
Posted 06 July 2004 - 01:35 PM
Yes yes Ste, wasn't talking about 'the original plan', I was talking about Deval's original plan as to moving the town.Erm, did you know i made it Gaddy? lol
It was the original plan
hoser...
-Proverbs 4:7
#27
Posted 06 July 2004 - 02:11 PM
Edited by Stigmata, 06 July 2004 - 02:13 PM.
#28
Posted 06 July 2004 - 02:55 PM
Why should i give a hoot what a person who clearly states that heOk, I'm aware that the following suggestion is going to rub an incredible number of players the wrong way, and I will get abused like a gay man at a soccer match. However, unlike those who will undoubtedly flood this thread with abuse, I am here to help improve and develop the game as a whole, not to capitalise on geographical mistakes as a means to benefit my own agenda.
I suggest Windia be moved.
I understand Windia's original intent was to be a roving city with no set locations, which isn't such a bad idea, I'm all for that. However, as we all know too well, Windia has taken permanent residence 6 squares away from Arilin. Windia in it's current location literally killed 98% of traffic to Resthaven, and simply serves as a potion/crystal depot for people wanting to head into the barracks. Both Nightmist and Arilin lack advanced mana and healing, and it was my understanding the reasons behind this were that they are begginer/intermediate type cities, where said level of players begin their journeys, thus lack the need for advanced replenishers. The presence of such supplies also encourages the presence of higher level players such as myself, who pick on the lower level/weakers players. We have such easy access to supplies, that we may stalk the vicinity confident with the understanding a constant stream of lone/solitary adventurers will be in the immediate area. Windia was horribly misplaced, and provides too much benefit to those who don't need it, and creates a focus on the Arilin district which I believe should not be there. Let's breathe life back into Resthaven, let's make the Arilin/Nightmist area 'New Player Friendly', lets stop aiding PK'ers so much, let's make the geography of Nightmist and placement of cities make a little sense at least. Nightmist has nothing to lose from moving Windia, but so so so much to gain.
Picks on lower lvl players thinks, i hate ppl who think theyre so cool cuz they can kill a lvl 20....if youre so good, fight someone your own lvl
no offence deval its a good idea for it 2 be constantly moving around (maybe one sq per day) but it would suck...when you drop from the city you could be in harebec, or land in a pub....tho it would be realistic
Edited by archmaster, 06 July 2004 - 02:57 PM.
#29
Posted 06 July 2004 - 03:18 PM
This was one of those comments that should have been taken straight to staff, because all it will do here is collect dissent from selfishly motivated players. I'll see what I can do.
#30
Posted 06 July 2004 - 04:34 PM
1umm... they have pacis and lvl 10 ruleWhy should i give a hoot what a person who clearly states that heOk, I'm aware that the following suggestion is going to rub an incredible number of players the wrong way, and I will get abused like a gay man at a soccer match. However, unlike those who will undoubtedly flood this thread with abuse, I am here to help improve and develop the game as a whole, not to capitalise on geographical mistakes as a means to benefit my own agenda.
I suggest Windia be moved.
I understand Windia's original intent was to be a roving city with no set locations, which isn't such a bad idea, I'm all for that. However, as we all know too well, Windia has taken permanent residence 6 squares away from Arilin. Windia in it's current location literally killed 98% of traffic to Resthaven, and simply serves as a potion/crystal depot for people wanting to head into the barracks. Both Nightmist and Arilin lack advanced mana and healing, and it was my understanding the reasons behind this were that they are begginer/intermediate type cities, where said level of players begin their journeys, thus lack the need for advanced replenishers. The presence of such supplies also encourages the presence of higher level players such as myself, who pick on the lower level/weakers players. We have such easy access to supplies, that we may stalk the vicinity confident with the understanding a constant stream of lone/solitary adventurers will be in the immediate area. Windia was horribly misplaced, and provides too much benefit to those who don't need it, and creates a focus on the Arilin district which I believe should not be there. Let's breathe life back into Resthaven, let's make the Arilin/Nightmist area 'New Player Friendly', lets stop aiding PK'ers so much, let's make the geography of Nightmist and placement of cities make a little sense at least. Nightmist has nothing to lose from moving Windia, but so so so much to gain.
Picks on lower lvl players thinks, i hate ppl who think theyre so cool cuz they can kill a lvl 20....if youre so good, fight someone your own lvl
no offence deval its a good idea for it 2 be constantly moving around (maybe one sq per day) but it would suck...when you drop from the city you could be in harebec, or land in a pub....tho it would be realistic
2 deval doesnt pk
3 if the newbs of ta dont like it then they may /disband and tr can be no 1 clan again
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