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MyOwnDestiny
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Posted: Sun, Sep 08 2013, 0:09 AM |
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Player
Joined: 28 Nov 2012 Location: Louisiana, USA (GMT -6, CST)
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Aside from the obvious bug that occurred, and the optional skip it idea, I would like to suggest that the quest information in the journal be updated. Many of the quests available are not even listed or or listed but have no explanation as to where to go to even find the quest person. Also I think that the levels suggested for each quest is a bit low, particularly if you only have one other person helping. It would help new players immensely if it said something along the lines of "Gather up a party of adventurers in the 10-15 ecl range!". That way, if a character is a loner, he/she would know that they need to be at least 15 ecl to even attempt this place alone. Anyhow, this will probably be ignored here or be moved. I should have put it in suggestions but Im too lazy and everyone is reading this thread anyhow so  Laters. MOD
_________________ Isys ~ Daughter of Earth and Life Ronnie ~ Without darkness, one cannot full appreciate the light [MIA]Walker ~ Priestess of the Helping Hand
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Garnith
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Posted: Sun, Sep 08 2013, 11:41 AM |
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Player
Joined: 22 Jan 2008
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MyOwnDestiny wrote: *Difficulty indicators* I remember reading recently that these will be coming in at some point. Not sure if it was colour coding or asterisk-based or whatever, but I think it's being looked into. Caution: The following is long and somewhat ranty. Viewer discretion is advised. As for the dungeon itself: IT IS THE GREATEST THING. I came back to Amia expecting to wander around for an hour, get bored, and leave again. Instead, found a party, wandered into the Maw, and promptly began soiling myself in fear and awe. It's the only reason I'm checking back on the forums regularly now.
That said, Amia is a massive, massive pain for anyone new. I spend 90% of my time on characters below level 9, and I'm yet to meet someone new to the server who hasn't been completely screwed over by the fact that there's very little detailed explanation for a huge range of things. Hell, I still experience it myself; with all my time spent on low level characters, I've never learnt anything about the server beyond a specialized handful of areas. Never been able to use the job system to my satisfaction either; while I've found plenty of resources, and it's always a great thing to find them while wandering, I sure as hell don't know where 90% of the trainers are. You'd think that there'd be at least one dwarf in Brog who could teach me how to mine... But I digress.
The fact is, that unless you have help from someone experienced on Amia, the likelihood is that you are screwed. Learning it yourself has a difficulty curve of vertical, and often asking others will be character breaking for you, because certain things should be expected knowledge. They may also be difficult or impossible to find out without OOC, something that we try to avoid, and newcomers may try even more so due to "new kid" syndrome.
Part of the reason I liked the Maw over other quests was that the dungeon itself seemed more "alive" and interactive. The secret rooms, the various "narrator-voice" messages, all served to make it a more guided experience than, say, kobolds. The items you could gather for pay made it somewhat "repeatable", giving you a reason to go back, and thus making you serve as a guide for the next newcomer to wander along. And a narrated, complex boss battle, rather than just a "stab the slightly larger, glowing one"? Best. Boss. Ever.
If that kind of guidance could be applied to the module as a whole, things could become extremely interesting... Perhaps newcomers to the server are approached at spawn by a recruiter for the Courier job. I know I'd never find that, were it not for previously acquired knowledge. Or perhaps a "You hear the stomping of many Orcish boots" popup could occur just before you trigger the massive spawn on the first level of the orcish caves?
Sometimes it's the little things that help.Rant is now over. We return to your regularly scheduled forum-browsing. tl;dr Maw is awesome, server hard for newcomers.At any rate, I assume this is simply a bug, and should be resolved as such soon. Edit: I accidentally an entire word.
_________________ "Hi, I'm Garnith, and I'm an Invisophile." Garnith, Ranth, Rick, Burick, Elail, Deryl, Kane, Rini. Suggestion Rule of Thumb: Don't think about how neat it would be to use, think about how neat it would be for people to use against you.
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Basin
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Posted: Sun, Sep 08 2013, 14:12 PM |
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Player
Joined: 15 Feb 2006 Location: United Kingdom
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Garnith wrote: As for the dungeon itself: IT IS THE GREATEST THING. I came back to Amia expecting to wander around for an hour, get bored, and leave again. Instead, found a party, wandered into the Maw, and promptly began soiling myself in fear and awe. It's the only reason I'm checking back on the forums regularly now.
That said, Amia is a massive, massive pain for anyone new. I spend 90% of my time on characters below level 9, and I'm yet to meet someone new to the server who hasn't been completely screwed over by the fact that there's very little detailed explanation for a huge range of things. Hell, I still experience it myself; with all my time spent on low level characters, I've never learnt anything about the server beyond a specialized handful of areas. Never been able to use the job system to my satisfaction either; while I've found plenty of resources, and it's always a great thing to find them while wandering, I sure as hell don't know where 90% of the trainers are. You'd think that there'd be at least one dwarf in Brog who could teach me how to mine... But I digress.
The fact is, that unless you have help from someone experienced on Amia, the likelihood is that you are screwed. Learning it yourself has a difficulty curve of vertical, and often asking others will be character breaking for you, because certain things should be expected knowledge. They may also be difficult or impossible to find out without OOC, something that we try to avoid, and newcomers may try even more so due to "new kid" syndrome.
Part of the reason I liked the Maw over other quests was that the dungeon itself seemed more "alive" and interactive. The secret rooms, the various "narrator-voice" messages, all served to make it a more guided experience than, say, kobolds. The items you could gather for pay made it somewhat "repeatable", giving you a reason to go back, and thus making you serve as a guide for the next newcomer to wander along. And a narrated, complex boss battle, rather than just a "stab the slightly larger, glowing one"? Best. Boss. Ever.
If that kind of guidance could be applied to the module as a whole, things could become extremely interesting... Perhaps newcomers to the server are approached at spawn by a recruiter for the Courier job. I know I'd never find that, were it not for previously acquired knowledge. Or perhaps a "You hear the stomping of many Orcish boots" popup could occur just before you trigger the massive spawn on the first level of the orcish caves?
Sometimes it's the little things that help.[/size]
Have to say this is really spot on. My sister has tried starting Amia on and off for the last 4-5 years. She knows the couriers quest because I told her and she first started hunting in the sewers, got to level 5... Found the Kobold quest by herself but couldn't find any indication of how to get to them so gave up on the game completely. Again.
_________________ Player Login: drop_dead
Characters: Basin Eletharion Dar't Shadowflame
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MyOwnDestiny
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Posted: Sun, Sep 08 2013, 16:12 PM |
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Player
Joined: 28 Nov 2012 Location: Louisiana, USA (GMT -6, CST)
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Garnith wrote: MyOwnDestiny wrote: *Difficulty indicators* I remember reading recently that these will be coming in at some point. Not sure if it was colour coding or asterisk-based or whatever, but I think it's being looked into. Caution: The following is long and somewhat ranty. Viewer discretion is advised. As for the dungeon itself: IT IS THE GREATEST THING. I came back to Amia expecting to wander around for an hour, get bored, and leave again. Instead, found a party, wandered into the Maw, and promptly began soiling myself in fear and awe. It's the only reason I'm checking back on the forums regularly now.
That said, Amia is a massive, massive pain for anyone new. I spend 90% of my time on characters below level 9, and I'm yet to meet someone new to the server who hasn't been completely screwed over by the fact that there's very little detailed explanation for a huge range of things. Hell, I still experience it myself; with all my time spent on low level characters, I've never learnt anything about the server beyond a specialized handful of areas. Never been able to use the job system to my satisfaction either; while I've found plenty of resources, and it's always a great thing to find them while wandering, I sure as hell don't know where 90% of the trainers are. You'd think that there'd be at least one dwarf in Brog who could teach me how to mine... But I digress.
The fact is, that unless you have help from someone experienced on Amia, the likelihood is that you are screwed. Learning it yourself has a difficulty curve of vertical, and often asking others will be character breaking for you, because certain things should be expected knowledge. They may also be difficult or impossible to find out without OOC, something that we try to avoid, and newcomers may try even more so due to "new kid" syndrome.
Part of the reason I liked the Maw over other quests was that the dungeon itself seemed more "alive" and interactive. The secret rooms, the various "narrator-voice" messages, all served to make it a more guided experience than, say, kobolds. The items you could gather for pay made it somewhat "repeatable", giving you a reason to go back, and thus making you serve as a guide for the next newcomer to wander along. And a narrated, complex boss battle, rather than just a "stab the slightly larger, glowing one"? Best. Boss. Ever.
If that kind of guidance could be applied to the module as a whole, things could become extremely interesting... Perhaps newcomers to the server are approached at spawn by a recruiter for the Courier job. I know I'd never find that, were it not for previously acquired knowledge. Or perhaps a "You hear the stomping of many Orcish boots" popup could occur just before you trigger the massive spawn on the first level of the orcish caves?
Sometimes it's the little things that help.Rant is now over. We return to your regularly scheduled forum-browsing. tl;dr Maw is awesome, server hard for newcomers.At any rate, I assume this is simply a bug, and should be resolved as such soon. Edit: I accidentally an entire word. Total agreement here. *nodnod* I am yet another one that started here a little over a year ago but got no help IC or OOC when trying actively. After two weeks with no help and no rp, I simply left. I finally came back about 5 mts after that because a friend recommended it. I got some help from her on where to begin. I got some levels, and was once again, becoming disappointed with not being able to get any rp (at the time Cordor was semi-deadish as far as traffic goes). I was on the verge of giving up, again. I don't play RPGs to grind. But, then it happened. I found someone and started talking and the rest is history. There really is nothing that can be done about this because the server is so large. Maybe a sign somewhere in Cordor or even in the journal ( a pretend map in your backpack), that states "Head north out of the city if you wanna hang out with halfpints and other undesirables" OR some such. Idk how to fix this, I honestly don't ever use the party advertiser and I probably should. It would help to know if there are new ppl on that might need the advise of an Amia vet. On another note, I agree that the job system is a bit difficult to figure out for certain jobs that require materials and the like. I managed to navigate the job system pretty well through scouring the forums for hours and figuring it out. Its kinda like an intriguing puzzle  But, even once you get things all noted down in your notebook at home for all the stuff you will need and where to process it and what it produces... you still don't know where to find them! Or even the person that trains you in how to find them! Some are really obvious, like a scribe in the library but yes, miners, geologist, and some of the more obscure are all but invisible to most. I've never seen the geologist on either of my toons have been many many places. Would like to find this person as it is part of my new toon but... meh.. its not critical to my character or to making money since it is primarily an RP tool for me. Anyhoooooowwww.... I'm rambling and this has nothing to do with this thread. Good day gamers. MOD
_________________ Isys ~ Daughter of Earth and Life Ronnie ~ Without darkness, one cannot full appreciate the light [MIA]Walker ~ Priestess of the Helping Hand
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Theander
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Posted: Sun, Sep 08 2013, 17:02 PM |
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Joined: 21 Jan 2008 Location: Australia
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I've said time and time again, the game needs the following things:
1. Move the Cordor spawnpoint back to Cordor east. I don't care if it's in the temple or somewhere else, being at the docks is an absolute pain in the arse (especially since you can't portal out of there) and there is NOTHING in the docks to attract a player to spend time there. In other words, I have to do a lot of running to find someone to talk to, and that's as a veteran player. New players don't know Bendir Dale exists, let alone that it's the only place you can really find more than three people in one spot who aren't bound by race/class to be at a specific locus.
2. Have signposts around the place. Kobolds this way. Farmer whatsit, this way. It took me three tries to find the start of the gibberling quest simply because I didn't know there was a bridge that led to that farmer. I would go West, not notice the bridge because there was no road there, and kept going. Seriously, signposts will do wonders.
3. More courier type quests. Only with more detailed instructions. Look, I'm actually not the biggest fan of the Cordor courier quest, I get that it's supposed to teach you the lay of the land, but when you don't know the land at all it's actually really bloody hard. Additionally, does anyone go back to half of those places afterwards? I mean when was the last time any of us went to the orphanage. However, the rat skulls for that guy on the docks, that one is brilliant fun. It's simple, it's quick, it's easy to find. Imagine if the courier quest worked on that basis? Players start somewhere with a sign pointing them straight to the courier. He gives them a package, you drop off the package and then THAT person gives you another package with instructions on how to get to the next one from where you are currently standing. If you've done good signposting AND have the spawnpoint right in a player-hub, chances are that the players will run into some RP before they've even finished the courier quest (especially if you make one of the quests go drop this thing off at Hilrash).
I've thrown other suggestions out before but those are the ones I throw out every time because, frankly, I have brought over a dozen players to this server this year alone, and so far not one of them has been convinced to stay because they can't move, level up or find anything without help.
_________________ Unuldor d'Vilrath - Herald of Discipline Nadrin Vlos - sadistic torturer, physician and Brognar Steerinsport - crazy dueregar monk Saul Rephaim - Sane
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Balkoth
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Posted: Sun, Sep 08 2013, 17:41 PM |
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Joined: 06 Sep 2013
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Theander wrote: I've thrown other suggestions out before but those are the ones I throw out every time because, frankly, I have brought over a dozen players to this server this year alone, and so far not one of them has been convinced to stay because they can't move, level up or find anything without help. Speaking as a person who has been here for a little under two weeks (August 28th, I believe), this is exactly how I feel/felt. And I am seriously doubting I will stay here long term at the moment with the way things are going. I've struggled through things and resorted to grinding the same area for hours upon hours upon hours because otherwise exploring just tended to get me randomly slaughtered (and I couldn't find any quests except rats/orcs/kobolds/maw or directions to anywhere except some sign posts to major locations) and managed to make it to level 19 so far, but it feels like the only reason I've even kept leveling is that I'd like to see to see the celestial version of the Mummy Dust summon. And the thing is, I'm a heroic raider in WoW (hardest difficulty - as in our group dying to the same boss 50+ times trying to beat him) and lead a guild that's in the top like 0.1% of the playerbase - so if I am extremely frustrated, what in the world do you think a far more typical gamer is going to think? I stumbled across a person here who I knew from another PW a few years back and they mentioned me being the best sorcerer they had ever seen. I'm not necessarily claiming that's true, but I am certainly heads and shoulders above the average player and am willing to put up with far more frustration/difficulty/grinding than most people. Right now I randomly stumbled across Forssthaker or something like that - the island with the inbred Howness town. And it seems it just happened to be in my level range and I've actually had a lot of fun exploring half the island so far and working on some quests I found. This is notable because it is pretty much the opposite of the rest of my experiences here (and poor P Three has put up with quite a few of my frustrated/angry/annoyed rants). This server generally feels like running into a brick wall after the first 2-3 levels.
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MyOwnDestiny
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Posted: Sun, Sep 08 2013, 20:23 PM |
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Player
Joined: 28 Nov 2012 Location: Louisiana, USA (GMT -6, CST)
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Maybe half of these posts should be moved to the suggestions thread? We sufficiently derailed this topic and I think it was already solved. Well, not solved but resolved that it was in fact a bug and will be looked into. So yeah.. the rest of this conversation should probably be elsewhere  Good idea to have it though, especially with the input of newer players. Keep the ideas coming. The DMs can't do it all by themselves  MOD
_________________ Isys ~ Daughter of Earth and Life Ronnie ~ Without darkness, one cannot full appreciate the light [MIA]Walker ~ Priestess of the Helping Hand
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P Three
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Posted: Sun, Sep 08 2013, 21:09 PM |
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Player
Joined: 18 Dec 2008
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Basin wrote: Garnith wrote: As for the dungeon itself: IT IS THE GREATEST THING. I came back to Amia expecting to wander around for an hour, get bored, and leave again. Instead, found a party, wandered into the Maw, and promptly began soiling myself in fear and awe. It's the only reason I'm checking back on the forums regularly now.
That said, Amia is a massive, massive pain for anyone new. I spend 90% of my time on characters below level 9, and I'm yet to meet someone new to the server who hasn't been completely screwed over by the fact that there's very little detailed explanation for a huge range of things. Hell, I still experience it myself; with all my time spent on low level characters, I've never learnt anything about the server beyond a specialized handful of areas. Never been able to use the job system to my satisfaction either; while I've found plenty of resources, and it's always a great thing to find them while wandering, I sure as hell don't know where 90% of the trainers are. You'd think that there'd be at least one dwarf in Brog who could teach me how to mine... But I digress.
The fact is, that unless you have help from someone experienced on Amia, the likelihood is that you are screwed. Learning it yourself has a difficulty curve of vertical, and often asking others will be character breaking for you, because certain things should be expected knowledge. They may also be difficult or impossible to find out without OOC, something that we try to avoid, and newcomers may try even more so due to "new kid" syndrome.
Part of the reason I liked the Maw over other quests was that the dungeon itself seemed more "alive" and interactive. The secret rooms, the various "narrator-voice" messages, all served to make it a more guided experience than, say, kobolds. The items you could gather for pay made it somewhat "repeatable", giving you a reason to go back, and thus making you serve as a guide for the next newcomer to wander along. And a narrated, complex boss battle, rather than just a "stab the slightly larger, glowing one"? Best. Boss. Ever.
If that kind of guidance could be applied to the module as a whole, things could become extremely interesting... Perhaps newcomers to the server are approached at spawn by a recruiter for the Courier job. I know I'd never find that, were it not for previously acquired knowledge. Or perhaps a "You hear the stomping of many Orcish boots" popup could occur just before you trigger the massive spawn on the first level of the orcish caves?
Sometimes it's the little things that help.[/size]
Have to say this is really spot on. My sister has tried starting Amia on and off for the last 4-5 years. She knows the couriers quest because I told her and she first started hunting in the sewers, got to level 5... Found the Kobold quest by herself but couldn't find any indication of how to get to them so gave up on the game completely. Again. Basin; if she or anyone else needs help, ping me IG. I'mm usually on Aly'dra. I don't mind guiding and if I can manage to get away from RP, I can help level.
_________________ Bobo_Underhill wrote: Ley lines, y'all. Just let me go wrangle up my cowboy boots and lasso us up some magic.
Yee-haw! Aly'dra Zau'ana: Priestessish Of EilistraeeDanika Nefzen: Druid of the EarthmotherDelia Am'Anodel: Paladin of Torm
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Theander
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Posted: Mon, Sep 09 2013, 4:02 AM |
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Joined: 21 Jan 2008 Location: Australia
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The problem is not whether or not the players are willing/not willing to help. The problem is that new players have no access to that information.
I've never met a new player who knew the 'player tools' existed before I taught them (even a few veterans, I think Ais had been playing for three months before I found out he didn't know about the player tools). Also, there's often very few players on, so who are they going to ask? A lot of the newest players have never even played Neverwinter Nights before, the original game, so you can't even sasume they know how to use the message system to begin with.
Seriously, new players need things to be there in front of them so that they can learn. Hell, I need it handed to me now and then and I've been here for 5 years.
Finally, how many new players read the forums and see a random post saying 'I'm happy to help'. We players literally can only do something when we're online, and there's not many of us online, and it's not like there's something on the 'online players' list to tell us someone is new.
_________________ Unuldor d'Vilrath - Herald of Discipline Nadrin Vlos - sadistic torturer, physician and Brognar Steerinsport - crazy dueregar monk Saul Rephaim - Sane
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Amarice-Elaraliel
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Posted: Mon, Sep 09 2013, 7:09 AM |
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DM
Joined: 20 Jan 2006
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I can see the problem, but we all really had that when we started here. And frankly, I had it on any other server or game I started to play which is an online and open world one. It just takes some time to snoop around and find nice things and figure out where to best go. It is fun to explore IG and marking dungeons with "go here vrom lvl x to lvl x" just is... bleh. We have many guides and tutorials in the game (Player log) liek how the chat commands work and many other things. Also on the forums. Problem is, many people just jump in game and don't want to first read up wall and walls of text. And I can udnerstand that. I didn't either. When I started on Amia ages ago the world was a lot smaller still and it was already much to read and I only read the most basic stuff and then just explored and asked people in game. Now, I am not saying I won#t listen to suggestions. I am all for helping newer players and I gladly will and if there are any great ideas I am the last person to say no. I just do not want to give the server some silly WoW flair of "if youa re lvl x kill creature x. If you are levl y kill creature xy" guide. By the way... I once did make a "how to best train your skills on Amia" with my Druid Malandria for the Grove. I kinda enjoyed that and I feel it sounds much nicer. Maybe some of the bigger adventure cities could do something alike. It's not super secret so I can show you the guide I made for the Grove. Mind, it's very focused on "enemies of nature". So specifically focuses on Undead, aberrations and opposing faiths. Amarice-Elaraliel wrote: I realized many people do not quite know where else to partol or train/hunt besides the assigned patrol routes. So I decided to start a guide about prominent and permanent threats towards nature and the balance on Amia and the surroundings. I divided in two categories... High threats and medium threats.
Mind, not all areas are listed right away, I wll add more as they come to my mind. I will also add a small description of what you will face in these areas and how skilled you need to be to face those foes. Help with this guide is very welcome and it sure will be worked over quite a few times.
It also is a bit outdated by now. but alas I just wanted to show it as an example of what maybe culd be done without being all too flair breaking:
High threats
Location: Cordor - Sewers Kind of threat: Undead, mainly zombies and skeletons Difficulty: Rather easy to defeat, they are the weaker kind of undead, a good place to start in early training Hints and advices: Fire works well against them. As weaker undead they are unable to mess with your mind so mind protection is not needed. Careful, the sewers also are full of diseased rats so best take along something that cures diseases.
Location: Darkhold (Amia Frontier on the Hill towards the Skull Crags) Kind of threat: Undead (mainly skeletons), Fiends, negative energy Elementals Difficulty: Fairly easy, a little tougher than the Cordor sewers, a good place to go after the Sewers and Swamps Hints and advices: Fire works well against them. Be aware this place is unusually dark. The mistress of the Darkhold lives on the negative energy plane to which a portal in the lower parts of the fort leads. She is fairly stronger than the fiends and undead and can mess with your mind so be sure to protect it. She was transformed into the appearance of a Black Dragon.
Location: The Burning Crypts (just before you enter Wharftown, where the Brigands are) Kind of threat: Undead Difficulty: Medium, you should be a little more trained for that, after you can master the Darkhold area should work Hints and advices: Fire won't help you much there so better get something else on your weapon to defeat those.
Location: The Forest of Dispair Kind of threat: Malarites and Werebeasts Difficulty: Medium, some harder than the undead in the burning crypts. Hints and advices: Careful with the axe whielding Malarites, they hit pretty hard, take them down first. The pelts of the werebeasts are rather thick, be aware that they can soak up some damage your weapons do.
Location: The Electric Castle (in the Forest of Dispair) Kind of threat: Undead Difficulty: Medium to Difficult, the normal foes are not so hard but the lich in the throne room is very dangerous Hints and advices: Be sure your mind is protected at any time. Fire works well against the undead so do all divine spells. Do not approach the lich withough death spell protection (unless you have a very trained physique), and mind protection. He can cast some very potent instant death spells like Finger of Death and Weired.
Location: Forstakkr Kind of threat: Aurelites Difficulty: Slightly more difficult than the Forest of Dispair and Electric castle Hints and advices: The fighters hit quite hard and the casters toss icestorm spells. You might be able to confince some of the local animals to aid you. Fire protection is recommended, as the mages use Elemental Shields.
Location: Desert Outskirts (near Djedet) Kind of threat: Undead - Vampires Difficulty: slightly difficult, about the same as the Aurelites, maybe a little stronger Hints and advices: You will only encounter them at night of course.
Location: The Library - Yuan-ti Temple in the Quagmires Kind of threat: Undead (burning) Difficulty: somewhat difficult, harder than the Desert and Forrstakkr but easier than the Wastes Hints and advices: Fire of course won't help you much here, make sure to be protected against poison and acid as you have to face some Yuan-ti to get there. Additional: Do not face the Yuan-ti queen without the correct gems to breach her protections and be able to even hit her. The correct gems are ruby, amethyst and emerald. You will need one of each.
Location: Frozen Wastes - Crypts Kind of threat: Undead - Wraiths and Wights and a Bone golem Difficulty: difficult, harder than Yuan-Ti and giants (especially to get there) but easier than Ilithid. Hints and advices: Fire works well here aswell as any spells against undead. On the way there you might be able to convince one of the Manticores or Snowleopards to aid you. The wraiths can petrify so make sure you and everyone else of your group has a stoneeater ring,
Location: Underdark - Ilithid Lair Kind of threat: Abberations - Ilithid, Umberhulk and Intellect devourer Difficulty: difficult, a little harder than the Frozen Wastes or similar as that Hints and advices: Be sure your mind is warded, some of the abberations have some resist to the main elements, take the drow thralls down quickly, they hit pretty hard.
Location: The Bastion -Actand Kind of threat: Demons of all sorts Difficulty: very difficult, only when you are quite well trained already and do not go there alone Hints and advices: Oddly enough fire works against many of them, protect yourself against mindspells and negative energy. If you are in a group (what I hope) best take the route under water (so take along a gills ring or crab helmet) else you need to swing on ropes over the ships and you might end up with a split group which is highly dangerous there.
Location: Underdark - Beholder Lair Kind of threat: Beholders Difficulty: extremely difficult Hints and advices: Don't even bother to enchant anything beside your blade, they will disspell all enchantments immediately. Do not go there if you do not have a very strong mind. Make sure to have the freedom spell on your gear. Casting it will be pointless. If you face the majesty you want to have some protection against acid as it has an acid shield around it. Also be aware it can cast greater ruin and several of it. You might want some fire protection on your gear aswell, the wizards of them have elemental shields.
Location: Manor of Mourn - Brogendenstein Kind of threat: Undead of all kinds, mainly vampires Difficulty: extremely difficult Hints and advices: Never go there alone, these undead are extremely strong. All spells against undead and healspells help there. There also is a dracolich in one of the chambers where the staircase upwards is. Do not be fooled by the children you see there, they are undead aswell. At the end of the manor you will face the current owner of the Manor. A fat undead gnome who replaced the former owner named Kraven. the name of him slipped me right now. Anyways, you cannot harm him until you destroyed his coffin which you will find at the end of a narrow (and heavily trapped) hallway.
Medium threats:
Location: Brambel woods Kind of threat: Goblins, which tend to enslave the local animals Difficulty: Rather easy to defeat, a good place to start in early training Hints and advices: Most elements work against those foes, seeing they usually force the animals to serve them very violently you should be able to convince some to aid you instead
Location: Swamps of Amia Kind of threat: Trogs, however the sewers lead into the swamps and it should be checked that the undead do not spread or the swamps become endangered by the sewer-trash, also the portal to Tarkuul is there, necromancer activity should be watched Difficulty: Usually fairly easy, a good place to go after the Cordor sewers and Brambel Woods Hints and advices: Fire works well there, be careful with the spears the trogs whield, they can land a few good hit. When watching necromancer activity due to the portal to Tarkuul, do never try to encounter them alone. They might be very skilled already and can easily get help through the portal.
Location: Amia Forest West Kind of threat: Feral gnomes (who cast dangerous spells to the forest quite recklessly) with trained animals Difficulty: Medium, about in league with the Malarites in the Forets of Dispair Hints and advices: If you are skilled with animals you might be able to convince them to aid you instead. Be careful, the mages are quite reckless in tossing acid and firespells. Take them down first.
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Balkoth
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Posted: Mon, Sep 09 2013, 7:14 AM |
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Player
Joined: 06 Sep 2013
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Theander wrote: The problem is not whether or not the players are willing/not willing to help. The problem is that new players have no access to that information.
....
Finally, how many new players read the forums and see a random post saying 'I'm happy to help'. We players literally can only do something when we're online, and there's not many of us online, and it's not like there's something on the 'online players' list to tell us someone is new. ^ This. As a new player, I have no idea of who I could even whisper for help unless I check the forums - I just see a list of names in-game. If this were another server or an MMO, I could ask for help in shout or general chat. But shout isn't allowed here from what I'm told, there's no general chat equivalent, and it can be very intimidating for people to whisper a random person. Think about the last time you might have been lost in a city - how comfortable were you with randomly asking a passerby for directions? It's often not a comfortable feeling. Amarice-Elaraliel wrote: I just do not want to give the server some silly WoW flair of "if youa re lvl x kill creature x. If you are levl y kill creature xy" guide. You mean like this?People already do exactly that - they compile, process, and store information. I suspect many veterans have ideal hunting grounds for every level for different characters.
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Lucia Moore
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Posted: Wed, Sep 11 2013, 2:00 AM |
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Player
Joined: 01 Sep 2013
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Just wanted to add something.
The Doom effect caused by the Aura of Menace completely ignores all rules regarding such effects. Doom is a mind-affecting spell (evident by the Will save requirement), yet will still freely affect someone that is under the effects of a Mind Blank, Protection from Alignment, or other ability that makes them immune to mind-affecting spells.
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Hudson
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Posted: Mon, Sep 16 2013, 15:52 PM |
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Player
Joined: 22 Oct 2006 Location: Bendir's Dale
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I'd like to add something as well on the new player thing from my experiance.
While its a beautifull and well balanced mod (I think) its really not easy to get into Amia.
I havent done most of the quests because I dont know where they are and how to get them and didnt have anyone to show me things as I blundered about. Only if people showed me where to go and do what then I did a quest here and there. I have a feeling most people who know the server best dont use the party widget (because they dont need it as they know where to go when/ already have others to level with.) making it harder still for players who are clueless/ dont have ooc buddies to level with.
I completely understand the 5 level gap and ban on grandfathering to avoid powerlevelling but those two rules dont help new players.
I think some ingame (not every new person browses the entire forum) information would help. Especially for the first 5-10 levels it would be really nice if some signs or npc's told you clearly where to go and what to do. Maybe such an npc could become a gathering place for new characters making grouping a bit easier too. Maybe ic maps would help with descriptions on it would help (go there and there, do this, some difficulty information)
ps The alternate beginning quests/ events are awesome for this too!
_________________ Characters played:
Harold Kendry (Illusionist) -> see avatar Elloanore (Travelling bard)
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