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Area Should Be Opened On Main


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#1 ThunderStruck

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Posted 28 January 2014 - 02:34 PM

So, I think it's time the Cinderforge Mine should be opened for Main also. It would be nice to have different monster kills on kill-list rather than the same old stuff...

 

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#2 ice_cold

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Posted 28 January 2014 - 03:11 PM

Cinderforge Mine is a very large area and porting it would take a decent amount of time. I would say you guys got Cauldron of Shadows whereas we got Cinderforge Mine.


I read somewhere that ostrichs hide their heads under the sand because moles watch porn.

ScarletMuse 03/2/2005 11:20am

#3 Cadabra

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Posted 28 January 2014 - 05:08 PM

Koschei
Locksmith
Treant
Wolf Lord

Those should be added.
Nightmist is like Pringles, once you pop you just cant stop.

#4 ice_cold

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Posted 29 January 2014 - 12:10 AM

ive tried multiple times to get locksmith added to no avail. would be nice.


I read somewhere that ostrichs hide their heads under the sand because moles watch porn.

ScarletMuse 03/2/2005 11:20am

#5 Migraine

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Posted 29 January 2014 - 04:15 PM

also bone gardens


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#6 BerserkedFrenzy

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Posted 15 February 2014 - 04:54 AM

Multi got Cauldron of Shadows, 1-alt got Twilight Jungle. So I think that argument is out of the window ...

 

Cinderforge Mines would be a good addition, but it would probably also take a longer while tweaking it in order to ensure balance on multi. Party of 20 arches anyone? Lol

 

Personally, I think that the exclusiveness of some areas and bosses add spice to those servers.

 

We would need more new areas to meet our thirst for adventuring, but Stig is only one man working on adding areas and no more staff are being hired. Would that not be the issue here? If the playerbase actually grew more (in which I doubt it will, over the years I've seen only returning players and very, very few new players that last very, very, very, very short time).


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#7 ice_cold

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Posted 15 February 2014 - 06:04 PM

Without saying anything more, a port of cinderforge would be useless. Some exclusiveness does make sense, though if you look at the overall picture multi-alt has gotten far more additions then 1-alt. Multi-alt has far more stand alone bosses (and more relevant ones), has the coin system so boss drops aren't uselss (whereas a lot of the bosses on 1-alt are useless like malok and goblin elder), more areas (shifting sands, bone garden, nightmist rooftops, Dverger Stronghold, ect). The few things we have had added recently, a portion of it has also been ported to multi-alt, like the ruins or shadow bracers.


I read somewhere that ostrichs hide their heads under the sand because moles watch porn.

ScarletMuse 03/2/2005 11:20am

#8 Gnarkill

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Posted 15 February 2014 - 06:32 PM

How about a Plat Coin(or something like it) system for 1a? is that a possibility? might spice things up a bit and let people craft some fun new weapons/armor to experiment with and make boss drops that aren't used much worthwhile again.

 

I think the Bone Garden would be a nice Cleric/Pally only area for 1a but it might have to be tweaked a bit otherwise a group of 2-3 people could rack up big amounts of exp and gold in there pretty quickly.


Gnarkill- Multi and 1a


#9 ice_cold

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Posted 17 February 2014 - 02:47 AM

I doubt people could rack up that much gold, as you're only using 1 character and would have to carry mana which also means you aren't training for very long before leaving again. Mutant crabs are probably much better gold, less then 1 stam regen 200 gold and no need to heal yourself. Also, we dont get a healing bonus on 1-alt like healers get on multi-alt, so it would be straight 75xp instead of 100.


I read somewhere that ostrichs hide their heads under the sand because moles watch porn.

ScarletMuse 03/2/2005 11:20am

#10 johnenla

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Posted 27 February 2014 - 11:43 AM

Would that not be the issue here? 

 

 

 

 

 

 

 

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Fut Coins



#11 ice_cold

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Posted 16 March 2014 - 07:47 AM

Now that Bone Garden is open on 1-alt, I can for sure say, museum 2nd floor is far superior. I can't understand why anyone would have thought it would be a bad addition when modern art sculptures have about the same hp, drop 150 more gold, and give approx 700 less xp per heal. Modern Art Sculptures also hit for around 30 damage per stam gain due to normally getting armor blocked, in comparison to elven wights hitting for around 100-150 per stam gain due to having armor ignoring attacks. The fact the drop advanced mana crystals, only allows you to heal 1 extra wight and drop about 10% of the time, which doesn't make up for the extra times your healing yourself or your party.


I read somewhere that ostrichs hide their heads under the sand because moles watch porn.

ScarletMuse 03/2/2005 11:20am

#12 Gaddy

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Posted 02 April 2014 - 04:33 AM

I don't think the Bone Garden was ever expected to be great for clerics. It's good for dwarves, but mostly it's excellent for paladins if they are able to get a Sword of Light.
Either way, some areas were developed for specific setups---Main or 1-Alt. Not all should transfer between the two. (I don't think Bone Garden is an example of such a situation, but Dvengar Stronghold is - for example)


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#13 Stig

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Posted 02 April 2014 - 11:52 PM

The Bone Garden surprisingly works on 1-alt because while it's relatively high XP close to a town, the high damage of the kill-to-pass Elven Barrow Wights makes it prohibitive for anything under level 29, and the boss is something you have to be careful with because it can spawn Elven Barrow Wights on top of you.

Gold is comparatively low as well, and Kantele, as well as having kill-to-pass Drow at the gates (something a Cleric will have problems with), does not sell anything better than regular Mana Crystals on 1-alt, and you have to be an Elf to use their tavern. Still, if you're level 35 and have bought the 1m guild ring, you can buy better mana potions from Arilin Cathedral.

The Dvergar Stronghold is definitely something that won't work on 1-alt - for one thing, I think players will get way too frustrated if they choose the wrong door on the way to the Sleeper, not to mention how long it takes to complete. For a converse example, Cinderforge's coal-mining mechanic wouldn't work on multi-alt because it doesn't rake in the gold that battling monsters with a party does, plus people will be hard-pressed to explain why Pacifists can't attack the Coal Seams, since it's not violent. Mind you, being a ground link between Harabec and Blackthorn, it may find a place on multi-alt, albeit in a heavily-modified form.




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