New Changes
#1
Posted 13 April 2007 - 06:21 PM
Kill to pass monsters at entrance to every town? that is absurd we are going to either get pked or killed by the monster most of the time depending on the difficulty of that monster.. only one that i could possibly see needing that is the silversail gates..
And moving all the armor and weapons around is not even necessary either just going to make it even harder to find things when we have to kill a monster just to enter any one of the towns?
What are we trying to do here ruin the game or make it better?
#2
Posted 13 April 2007 - 06:23 PM
#3
Posted 13 April 2007 - 06:24 PM
EDIT :
*Starts rolling a druid to sit at ktp squares!* /snicker
Edited by Autek, 13 April 2007 - 06:26 PM.
#4
Posted 13 April 2007 - 06:33 PM
#5
Posted 13 April 2007 - 06:47 PM
Everytime you want to travel to a different area you will get stuck on a pkable square.
I Don't think this is an improvement to the game, at all.
When you people make changes you need to keep in mind the benefits and drawbacks, obviously this was not done when that change was made.
As a new player how would one possibly be able to reach a guild to level up?
They would either die fighting a kill to pass monster or be pked while trying.
Keep in mind not everyone gate trains and to be honest if they do
its usually on a low level crit that cannot survive in these areas solo.
#6
Posted 13 April 2007 - 06:49 PM
1. Are ktp monsters going to be placed on squares and then set to /grid 81:1 (so no other monsters can be dragged onto the square)?
2. Are the demonic general existing ktp monsters going to be removed if the dg is going to be made ktp? (30 minutes killing them to get to the dg just to die is going to be stupid).
3. How does this fit in with the storage cabinet if the dg is going to be ktp?
4. If ktp monsters are going to be placed at ss gates is the refresh cost going to be dropped back to 100gold (Stotic increased it to 300gold when gate training became popular)?
5. What impact is this going to have on the airship, if the captain becomes kill to pass, this stops the airship becoming a skip point to towns?
6. With vortex gate (i know there is only one portal), but does this give mages extra power to skip running into towns?
7. Are armour prices going to be dropped? (prices in multi are fairly expensive - especially in newer areas - with less gold in the game people are running around with no armour.. with ktp bosses, armour is going to be critical).
8. Do hourly spawning bosses count as bosses? eg. 3-eyed jack, bandit leader, bigfoot.
9. With 36 playes maximum (as i've seen) how is anyone going to kill gsw, goblin elder, tirantek bosses, and self healing bosses?
10. If equipment is getting into the game too fast... why not reduce spawn times instead?
11. If bosses are going to be ktp and everyone is going to spend far too long dying to get the eq they need is jlh even going to need to extend the level cap?
12. If these changes are essential to nm1a (why the hell is it not being placed into nm multi too)?
I know thats alot of questions... but i'd also like to add, i agree with rejigging shops in towns and guilds and also with the undead monster xp being reduced.
On 1a Azure, Melody, Faith, Solstice, Wylow, Hope in game.
#7
Posted 13 April 2007 - 06:54 PM
If Any boss Drops a 1mil+ item it needs to be ktp. and not HnRable.
This is For nm 1a I assume
#8
Posted 13 April 2007 - 06:54 PM
9. With 36 playes maximum (as i've seen) how is anyone going to kill gsw, goblin elder, tirantek bosses, and self healing bosses?
We killed GSW with 3 pally, and we did not Hit and Run on it we stayed there the whole time just needed a mage to run us there and run us mana since dragging scorpians etc is istant death!
#9
Posted 13 April 2007 - 06:54 PM
When I look at this harder I'll post more.
#10
Posted 13 April 2007 - 06:59 PM
I like it.
/shrug
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#11
Posted 13 April 2007 - 07:20 PM
#12
Posted 13 April 2007 - 07:21 PM
the game is fairly popular at present...when its down to a 10 orso people online and active at a time it will be inposible to kill any thing lol
Makes it far to ez to pk...sit at gates and wait for people to get stuck... lmao
making clerics harder to train now is a little late with several over 200million exp some with 340+
#13
Posted 13 April 2007 - 07:23 PM
#14
Posted 13 April 2007 - 07:24 PM
9. Tragedy, Jimbates, and I killed the GSW without leaving the square. . . Just takes like 2 1/2 hours lol
I understand that, but remember your pallys who trained without the expected modifications to undead monsters.
On 1a Azure, Melody, Faith, Solstice, Wylow, Hope in game.
#15
Posted 13 April 2007 - 07:25 PM
#16
Posted 13 April 2007 - 07:33 PM
2. The healing undead bonus gone I don't like personally, but it'll just make clerics take as long to arch as anything else.
3. Only make certain bosses ktp. Take some time and think about which ones deserve and which ones don't. (Btw has a BB been dropped yet?)
This really makes me think seriously about just going back to multi.
#17
Posted 13 April 2007 - 07:38 PM
#18
Posted 13 April 2007 - 07:41 PM
only thing i agree with is the 20 pod damage...rest is pretty lame...
#19
Posted 13 April 2007 - 07:42 PM
Vegas 1a....formerly known as Memphis ¨¨*:·(^.^)·:*¨¨
#20
Posted 13 April 2007 - 07:46 PM
I think kill-to-pass monsters outside the cities is overkill though and will seriously encourage PKing and might actually make it more unfriendly to newer players, for reasons stated already, with the kill-to-pass monsters acting as Grasping Vines. Imagine you are a new player who has collected a thousand gold around the Large Forest... you run back to Arilin, hit the kill-to-pass monster, a covert thief assassinates you before killing the monster to bank the gold they picked up from your corpse, before waiting for the monster to spawn and returning to the square to await their next victim; not very friendly if you ask me. Having a kill-to-pass monster guarding the entrance to Silversail I am okay with, since that is the problem area with gate-training (as the monsters there have between 80 and 90 XP).
Most bosses don't need to be kill-to-pass, I feel, unless they were originally set up to be that way. The Demonic General doesn't need to be because of the area behind it. I can't remember if the Spider King was originally kill-to-pass, but it has a locked door behind it, so hitting and running won't get you very far. The only boss I would have made kill-to-pass is the Hydra Body.
ADDENDUM:
New players might also have poor strength and/or dexterity on their crits, and want to run to town to find a church or fountain/sauna to heal up, or to level up... kill-to-pass monsters at the gates will make it all the more frustrating for them.
Edited by Crane, 13 April 2007 - 07:52 PM.
Main crits:
Crane
Europa
Don't kill the
#21
Posted 13 April 2007 - 08:41 PM
#22
Posted 13 April 2007 - 08:44 PM
#23
Posted 13 April 2007 - 08:50 PM
04-13-2007 21:49:53 [Clan] Lappa: i think the changes are great, well needed, and the level cap being removed will further make it better. as for the ktp part, yes i believe there should be a ktp, but in the process, make the ktp like how gnoll guards are- you can go one way but not the other, not like a grasping vine effect where no one can move. encourage people to actually kill it to leave, or stay in town and hide for them big scary pkers (me for the most part). and i whole heartedly agree with the healer exp part, it doesnt unbalance anything other than making healers a little more difficult to level, and as for str on a cleric, you have spells that make clerics able to possibly round mages, i havent seen it yet but apparently jamie claims to have rounded lappa solo style when serg was on him. clerics should have no problem seeing they can add 7-10 str to themselves at any given time. and their weapons are stronger than pikes at arch... so yeh, clerics are good to go. pallies needed the drop in exp gain
04-13-2007 21:49:56 [Clan] Lappa: as well. well done staff, last thing you need is something in effect of changing up exp the ability to drag even more ktp on a gate guard sq. i saw 5 ogres being ktp at once, making them almost impossible for lower levels. well done.
#24
Posted 13 April 2007 - 09:00 PM
anyways....alot of players came back for one alt and i can garantee that these changes will make alot quit...
#25
Posted 13 April 2007 - 09:21 PM
Ktp is completely retarded for reasons that have been listed numerous times already. Most bosses won't die if they become ktp. Unless you have numerous people on numerous laptops. Even then it'd be a pain in the ass. The undead healing exp drop is reasonable I suppose. Clerics/Pallys are way too over exped as is, and it wouldn't be a bad change.
Moving the eq and guilds around...Could possible be good, but more than likely won't. A lot of people are used to the way things are and have been for the past forever, and making a change to that will only call for some disgruntled players. And honestly, without players, the game is nothing. I only see these changes encouraging people to start playing nm1 again for the most part.
#26
Posted 13 April 2007 - 09:42 PM
Ktp on all bosses could prove stupid though quite a few of them need it,
Movement of the items makes sense, although will be lil confusing at first, but otherwise all for it...
But the ktp on all citys.. unless its somthing like a mob called City Gate with no attack and low hp, i dont like it.
Edited by Dark, 13 April 2007 - 09:45 PM.
#27
Posted 13 April 2007 - 09:47 PM
[Clan] Barkie: haha i hope so
On 1a Azure, Melody, Faith, Solstice, Wylow, Hope in game.
#28
Posted 13 April 2007 - 10:07 PM
as much as staff want to make players cooperate to kill the main bosses, most people *train* solo most of the time, in this game and in every other online game ive seen/played. since most monsters are too hard to kill one-on-one, and even if they can be, you spend more on over-priced pots/mana than you earn from it (if you were to kill a vulture/sandspider for example, a druid needs 4 adv manacrystals for sw alone, not counting healing and armour spells. 4 adv crystals = 800 gold, drop = 500 gold), making hit and running to train the only really viable way. Basically without hit and running the game would still have l15 crits running round with oak staves, taking diggy deaths to get thier mana back.
And what about those that go to rax/it, train till they run outta mana and then run back to town for refresh? They will be screwed over too! You HAVE to be able to get your mana back somehow!!!!!!!!!!!
If adv pots and mana are made 20gp each, and stackable in tens like saltpetres (you buy a pot-10 then when you use it, it adds 100 hp and turns into a pot 9 ect) then training in far off places MAY be viable...
And the other thing people are suggesting... 'train off something easier then what are you doing training off hard monsters'... Well i think most people would rather quit than train to arch off rats/bears while 10 or so people who got high level alts off the old system are the only ones capable of actually doing anything....
Then theres the in-character reason. Theres these little things called town guards mentioned in gate profiles... if they saw a bear, vulture or rat preventing traders entering their town, they would do all they could to mow them down
As for the 20 pod I cant really oppose it since it was my suggestion to begin with, but to be fair a 20% retrospective reduction in all current clerics XP and 10% in pallahdins might be a fair way to compensate current clerics who have to train without the bonus. And i dont think anyone who actually owns a cleric would want that.....
(BTW why is it whenever i find a training area noone else uses for aaaaages, staff try thier best to screw it up, Sentant base (orcs) IT (bats), Gendaras (ankhegs) and windy path (vultures) were all my training areas before they got popular! )
Why not increase the benefits for training in areas far away from town, instead of nerfing the benefits of monsters close to town?
So to sum up... Why prevent people using pub refreshes???? Just HOW are you supposed to get your mana back?
Edited by joanna, 13 April 2007 - 10:54 PM.
#29
Posted 13 April 2007 - 10:20 PM
Don't fix something that isn't broken. I don't think Nightmist was 'broken' at all.
#30
Posted 13 April 2007 - 10:29 PM
Maybe that means you shouldnt try to kill that ktp by yourself?
Maybe its another way of encouraging you to work together.
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