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Ascer

Member Since 12 Sep 2008
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Topics I've Started

Malok Area: Level Cap?

14 September 2008 - 09:16 PM

As an alternative to opening Malok area up to other classes how about level capping it to 25/26?

This would make it a fair equivalent to natura and at the same time would solve the problem of high-level thieves having a safe-ish training ground.

The crystal knife price could be put back to normal as an incentive to go down there as they wouldn't be as easy to farm on lower level crits. This would encourage group training too.

Would this make Malok too hard? Presumably if you get enough level 25 thieves together it would be easy enough, much like getting enough druids/rangers for the boss in natura.

Reply with practical reasons for or against it.

Time To Tweak Kill Lists?

13 September 2008 - 01:35 PM

Just to reply to the usual sceptics before they have posted - I'm not the one having trouble with the pkers, ty. Right then.. get your imaginations working.

--------------------------------

It's a bright, sunny day and you've decided that it would be best to stay locked in your room playing Nightmist. You spend all day levelling your new thief to level 23 and you now feel ready to get your revenge.

You search the map looking for that fu... nice person who pked you yesturday. In your inventory are ten nightshade elixirs and four advanced healing potions. Your finger is poised and ready over your pk macro. You search long and hard, but alas! It is to no avail.

So.. what to do?

You could carry on looking for them.. but you don't want to be on all morning (you've already been on all night).
You could give up.. but you just spent all night looking for them.
Then an idea comes into your head. You lick your lips as an evil grin breaks out across your face. You open the website, have a look at their kill list.... and see that they've killed twenty-four thousand black bears. You head off to the Large Forest!


Scenario 1:

You wish you'd thought to look in LF sooner.

/beam
/beam
/beam
/beam
/beam
/beam
You drank the Nightshade Elixir.
/beam
/beam
/beam
/shock

Perhaps /assassinate would be more appropriate these days.

Either way - Mission Complete!


Scenario 2:

Your eyes are bleeding from being on all morning. You still can't find them. Time to check that kill list one more time.

You notice a slight difference: they have killed a couple of goblin scouts.


Scenario A:

You are too much of a noob to know where goblin scouts are so stop reading and go and train please.


Scenario B:

You figure they are slowly making their way to Faravar. You blunder your way accross the mountain and find them the other side hitting a lioness. You used all your healing potions on the traps and have only 2hp left, but you have ten nightshade elixirs so how can you lose? MWUAHAHAHAHAHAAAA!

They resisted your beam!
They resisted your beam!
They resisted your beam!
They resisted your beam!
They resisted your beam!
They resisted your beam!
You were assassinated.

You didn't realise that they had the latest batch of anti-mage armour equipped.
You go and pk yourself in real life.

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I'm quite proud of that.

As interesting as kill lists are.. do they serve any purpose? All they are actually useful for is finding people to pk and we all know how anti-pk everyone is right? This actually discourages any kind of exploration because as soon as you go anywhere interesting it is obvious where you have gone because of your kill list. This could be part of the reason for people quitting - you can't go anywhere without getting killed because people find you like this.

Therefore I suggest altering kill lists so that they show the different monsters that have been killed (keeps them interesting) without showing the number of them killed (makes them useless for pking).

As an afterthought: perhaps there could be an ingame command like "/ks hedge minion" to see the number of monsters killed on your crit.