
Should The Abandoned Tombs Be Set To Pk?
#1
Posted 02 July 2005 - 04:02 AM
#2
Posted 02 July 2005 - 04:15 AM
David
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#3
Posted 02 July 2005 - 04:27 AM
With nothing able to attack, the only way to damage the tomb spirits is by healing. This makes the area useful only to clerics, paladins, and pacifists. Even with an arch cleric or pacifist with full wis/cha boosting equipment, you cannot make enough gold from the tomb spirits to cover the cost of mana. You *lose* gold training there. If other classes could attack here, this would not be the case.
The area requires a key from within the dungeon (and thus a dungeon keyand some effort or some gold to buy the key), which means that people are not swarming into the area continuously.
It's a nice trade off between cleric experience and making gold. Keep it unchanged.
#4
Posted 02 July 2005 - 04:35 AM

KuMiko in game.
#5
Posted 02 July 2005 - 06:59 AM
Seems to me with it anyone can train a cleric with no problems, which is a problem as arching a crit should be a challenge.
#6
Posted 02 July 2005 - 10:41 AM
I agree with Trevayne, you have to spend alot just to get there so why not reward those that spend the gold with safe cleric training for 1 or 2 clerics at a time? Not like anyone will become the best overnight training in there compared to over areas. Not all training areas have to be pk-able.
#7
Posted 02 July 2005 - 01:45 PM
One thing I found with the area is that the real killer for me is hunger and thirst - they really do start to kick in if you are down there for a long time, unless you have a Druid logged down there.
It is also still part of the castle and quite close by to the guard's barracks and King Housmeld himself, so it makes sense for it to be no-PK.
I think also, if it is made PKable, other classes can attack the Tomb Spirits, and considering their high experience, Druids and Mages will have quite an easy time training on them.
Main crits:
Crane
Europa
Don't kill the
#8
Posted 02 July 2005 - 10:43 PM
Crane said
It is also still part of the castle and quite close by to the guard's barracks and King Housmeld himself, so it makes sense for it to be no-PK.
That may be the reason they are locked down there, and if the guards are so close why don't they go down and smash them. But thats an o.k reason.
Crane said
I think also, if it is made PKable, other classes can attack the Tomb Spirits, and considering their high experience, Druids and Mages will have quite an easy time training on them.
Not if they get pk'ed.
Anyway I'm not for or against, I just don't see why clerics get a ride on easy street like that when they are already the easiest class to train by quite a bit. (I don't count pacifists.) And once again what is so special about this area that it gets to break the trend of all other ones?
#9
Posted 02 July 2005 - 11:34 PM

Voted no, its a good place for people who i pk in zeum /racks /tunnels to train their clerics without worrying about getting pked
#10
Posted 03 July 2005 - 08:24 AM
Easiest solution to the problem would be to lower the exp and damage caused by monsters yet keeping the spawn rate the same.
#11
Posted 03 July 2005 - 11:51 AM
#12
Posted 03 July 2005 - 07:36 PM
#13
Posted 04 July 2005 - 05:29 AM
Momba, on Jul 3 2005, 03:24 AM, said:
I agree here.I voted yes. Having it nopk makes it to easy to train healers. Unless we even the playing field and bring make normal exp to arenas so fighter and other classes have the same advantages as clerics, pallies and pacis.
Easiest solution to the problem would be to lower the exp and damage caused by monsters yet keeping the spawn rate the same.
Lower the experience or make clerics deal damage similar to Aet'Thol or less.
There is no reason for an NOPK area to have higher experience for healers than the 2nd floor and such.
It makes it WAY too easy to train healers; I know because I've used it...but it got boring and I moved Effort to Time Mummy.
Edit- The only reason people don't want it to be changed is because they like being able to train their crits there so easily. I don't care if anyone bitches at me for saying it. It's a fact.
Edit #2- To adjust it, make the area level limited- 20+ or something like that (keep mana holders out) and class limited---to keep people from just using normal alts as mana carriers. Make it cleric/pally only + level limited, and people cannot abuse it very well.
And the big #3 Edit- People in clan told me the additon (I've been gone this weekend, didn't see for my self). By the sound of it, it helps keep mana holders out, but a thief mana holder can log on and covert---keeping the Dog from stopping people from keeping a TON of mana down there.
I simply think it needs a level and class limitation, along with lower exp in one way or another.
Edited by Gaddy, 04 July 2005 - 05:37 AM.
-Proverbs 4:7
#14
Posted 04 July 2005 - 07:26 AM
And BTW i have not trained here in months and months but it sounds gay
Edited by Payne, 04 July 2005 - 07:28 AM.
#15
Posted 04 July 2005 - 07:35 AM
Hey I'm just a nub who likes a challenge, now you have my opinon.
#16
Posted 04 July 2005 - 07:38 AM
KuMiko in game.
#17
Posted 04 July 2005 - 07:40 AM
#18
Posted 04 July 2005 - 09:17 AM
100-120 damage per stam
4 stam per round (holy might)
Do the math. The place wasn't right.
Hit and move = Tomb Spirits do very little damage to your clerics/pallys.
The area is NOPK.
The area allows players to take as much mana as they can load on alts.
It's one thing to say "Let there be a different type of area." It's another to say let us have as many arch clerics as we want without difficulty...a simple matter of time.
-Proverbs 4:7
#19
Posted 04 July 2005 - 02:57 PM
Doesn't need to be good exp, or have a drop really, or gold...just make it killable

Crane said
it's plausible that the SOB hasn't spawned
¯¨:·»Gently spamming the forum since 2003«·:¨¯
#20
Posted 04 July 2005 - 04:38 PM
Maybe add on to the look-over description?
The Horror Hound is surprisingly small for its vicious growl and demeanor. Its ill complexion is only a hindsight for its face is covered in rotten soils and spilled guts. Its claws seem to only get sharper from use hence its long sharp claws. The creature's body is barely perceivable as there seems to be some sort of spirit influence in its function. This evil demon guards the tombs from intruders, acting upon the will of the deceased. The Horror Hound is in a healthy condition.
combusta said
deimos the noob said no
#21
Posted 04 July 2005 - 06:16 PM
I am still deciding on what to do with the monster there.
#22
Posted 04 July 2005 - 09:45 PM
I tend to log off any mana carriers, and all I have to do with my Druid is cast Camouflage to keep that hell-hound off of me. Making the area log-to-local would also make mana carriers' lives more difficult.
Main crits:
Crane
Europa
Don't kill the
#23
Posted 04 July 2005 - 10:07 PM
Making the Hound an undead monster is a decent idea. It could have fair exp---It sounds stronger than Tomb Spirits; so I'd think it'd have good exp.
I'd still like to see the gold lowered, even though it's not very high right now. It's basically an arena without half-exp or really low gold. The exp being half would make the monsters ridiculously hard and useless, but taking the gold away...
Edit- My 25 level 3 mana holding thieves are still there by the way...hehe.
Edited by Gaddy, 04 July 2005 - 10:09 PM.
-Proverbs 4:7
#24
Posted 05 July 2005 - 12:01 AM
Hump in game.
#25
Posted 05 July 2005 - 01:25 AM
Gaddy, on Jul 4 2005, 11:07 PM, said:
If they're not on the first square of the Abandoned Tombs you might have a hard time getting them out!Edit- My 25 level 3 mana holding thieves are still there by the way...hehe.
I feel that the Tomb Spirits' gold is fine as it is. It roughly pays back what you spend on mana, but only just, and getting a pair of Tomb Gloves is quite rare these days!
I agree that the Horror Hound should be undead, mainly because I can't see a live dog surviving in the tomb for very long, especially with Tomb Spirits around who hate all living things. But the HP should be very high; as for the prize for slaying it, it need not be a good prize, as just getting rid of the mutt for a while is a prize in itself!
Main crits:
Crane
Europa
Don't kill the
#26
Posted 05 July 2005 - 03:29 AM

combusta said
deimos the noob said no
#27
Posted 05 July 2005 - 08:44 AM
#28
Posted 05 July 2005 - 02:44 PM
Sneaky, on Jul 5 2005, 04:29 AM, said:
Sorry!You basically repeated what I said Crane
. High hp, no gold/item dropped, and 0-low exp.
Removing the Horror Hound and setting the whole area to log-to-local will not fully solve the problem. Players tend to log off crits to train them later or to keep mana carriers safe, but the way around that is to have a few hours free for uninterrupted play and to keep the mana carriers near the start of the area where there aren't any Tomb Spirits spawning.
Main crits:
Crane
Europa
Don't kill the
#29
Posted 05 July 2005 - 04:49 PM
It's a training area. Training areas aren't log to local because most players do have things aside from Nightmist to do...and we don't sit online for shifts that we know ahead of time.
I think the level cap and the hound probably solve a good bit of the problem.
The reason I said less gold dropped is because they would no longer pay for mana that way.
Basically, players would then lose gold for training there....which makes sense if he exp won't be lowered.
-Proverbs 4:7
#30
Posted 05 July 2005 - 06:28 PM
Gaddy, on Jul 5 2005, 05:49 PM, said:
Log to local would make the area better. It would be less over populated, The keys to get in would be valued at much more, and of course someone would have to farm these keys.Log to local would really ruin the area, in my opinion.
It's a training area. Training areas aren't log to local because most players do have things aside from Nightmist to do...and we don't sit online for shifts that we know ahead of time.
If everyone had to start at the same spot each time they logged on it would change the face of the game for the better. To many people have boss checkers, huge amounts of alts stored in areas, etc. . .
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