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General Discussion / Re: Should Quest Areas Be Opened
« on: October 30, 2019, 01:42:22 pm »
There are a few things that cannot really be listed as simple poll options, but here is what I believe should be available:
1. Even if quest areas are not available or opened up to non-instanced players, please provide exploration areas that touch on similar themes. The graveyard in Southbank is a good example, where an undead-hating character can go knock some loosely-contained brains around. I do not know if there is a quest area there, but perhaps keep one mausoleum as a quest and set up another that is open to explore for the same level range.
2. Some safe roads. I understand that the world is dangerous, but it seems counter-intuitive that bandits, wild animals, hags, and troglodytes would band together to jump any poor soul that dares to wander too far east of the farm lands of Hadrian. The roads should be somewhat safe in most places that you travel; shortcuts would be dangerous. Another example is the area north of Sullivan's Port; why are there so many hostile goblinoids right outside of Sullivan's gates, when they know they are just going to get butchered by some vaguely irate minotaur or bloodthirsty gnoll that passes by?
3. Non-hostile exploration and lore zones. Along the same lines as the safe roads, there are surely some places that are simply too hard to get to or too far away from any possible profit or raid. Scenic areas, completely abandoned tombs, gorgeous caverns (until you go too deep and wind up in the Underdark), and other such locations would be wonderful to have and can serve as potential roleplay scenarios as well as free territories for DMs and EMs to spice up an adventure a la random encounters. That usually-empty elven ruin might one day be home to a group of hapless grave robbers hoping that other looters that got there first left something behind. These areas would also make for wonderful story locations and server lore; surely that same elven ruin could have once been a bustling trade village where the elves first taught the Netherese magic before they discovered the Nether Scrolls, and they abandoned it shortly after out of fear of mankind's hubris. Or maybe it was just a former outpost that watched the hordes of the orcs before it was overrun some day. Lore!
It is just a few ideas to open up areas that do not require the slaughter of dozens just because someone wants to travel.
1. Even if quest areas are not available or opened up to non-instanced players, please provide exploration areas that touch on similar themes. The graveyard in Southbank is a good example, where an undead-hating character can go knock some loosely-contained brains around. I do not know if there is a quest area there, but perhaps keep one mausoleum as a quest and set up another that is open to explore for the same level range.
2. Some safe roads. I understand that the world is dangerous, but it seems counter-intuitive that bandits, wild animals, hags, and troglodytes would band together to jump any poor soul that dares to wander too far east of the farm lands of Hadrian. The roads should be somewhat safe in most places that you travel; shortcuts would be dangerous. Another example is the area north of Sullivan's Port; why are there so many hostile goblinoids right outside of Sullivan's gates, when they know they are just going to get butchered by some vaguely irate minotaur or bloodthirsty gnoll that passes by?
3. Non-hostile exploration and lore zones. Along the same lines as the safe roads, there are surely some places that are simply too hard to get to or too far away from any possible profit or raid. Scenic areas, completely abandoned tombs, gorgeous caverns (until you go too deep and wind up in the Underdark), and other such locations would be wonderful to have and can serve as potential roleplay scenarios as well as free territories for DMs and EMs to spice up an adventure a la random encounters. That usually-empty elven ruin might one day be home to a group of hapless grave robbers hoping that other looters that got there first left something behind. These areas would also make for wonderful story locations and server lore; surely that same elven ruin could have once been a bustling trade village where the elves first taught the Netherese magic before they discovered the Nether Scrolls, and they abandoned it shortly after out of fear of mankind's hubris. Or maybe it was just a former outpost that watched the hordes of the orcs before it was overrun some day. Lore!
It is just a few ideas to open up areas that do not require the slaughter of dozens just because someone wants to travel.