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Post by AvengersWraith on Mar 19, 2004 20:49:21 GMT
We all know Makz is doing a really good job and working hard to continually make Fredian a wonderful place to be. With recent changes a lot of us are currently thinking about ways to improve Castille and West Styne. Let's make a casual list of ideas for Makz to go through. Keep it simple, list the change and what you think or hope it will do for West Styne or Castille.
Without changing the Ke'haar book, change the locations of where the portals located in North Styne Temple will take players, I would like to see the portal system reduced to Styne Temple, Whillem Temple and and move Castille's portal to their Temple. The hopeful results of this change would be more foot traffic of seasoned players travelling through Styne for more encounters with new characters as they arrive. From a story stand point, these three areas are from King Wend's original world, and the three portals in the temple (if Castille's is moved) would be from the original diety of King Wend's world. Temples with portals being old world magic, and Ke'haar stone being Fredian magic. And remove level restrictions for use on portals in temples or drop them to level 5.
IMO, no matter what you do, there will be people who will only explore until they find what they need to play in Fredian the way they want. There be others who explore for the exploration only. And some who explore as a result of quests.
The portals to and from Alveria should only be 1 way portals, to and from Alveria, their story as being created by the drow to find and conquere more areas. And if the drow ever build a city, add their city to their portal system.
Makz, you don't need to respond to these suggestions if you don't want, I don't think anyone will be hurt if you decide not to use their suggestions. This thread is in hopes of getting a wide range of ideas for you to look at, but not implement unless you think it is in Fredian's best interest. The topic is hot right now in other threads and maybe we can get ideas out you haven't considered or thought of.
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Post by Spathic on Mar 19, 2004 20:59:39 GMT
removing the portal to ranestadt gains what now? also not much exploration will be encouraged by removing the portal in the mines 800 or the magic circle.... There is still tons of crosstown traffic in west styne and droping more portals out won't really help foster more through traffic... and none of this really improves castille...
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Post by Silentus on Mar 19, 2004 23:17:43 GMT
I agree and disagree I agree that there are simply too man easy ways to get place to place. I think the solution lies more in reducing teh number of KeHaar stones BUT including them in areas that we want to be high traffic. (Such as Castille) I disagree with the portal idea. I dont feel that there needs to be a reduction in the number of portals, but I feel that they should have HIGHER level restrictions on them I dont think you should be able to portal anywhere till 5th level, but you can Ke'Haar where ever you have visited. I do really like the old magic concept though - underthat idea there should be a portal in the Pantheon too. As always Makz has the final say, and generally has ben resistant to change in this arena, so I'm not really pursuing any change in the fast-move methodology. Other ways that would help with promoting Castille in my mind would be: 1. More player homes built OR even moved there. I would be willing to have mine moved to set that example. (again this is cumbersome work for Makz, so I dont know if I like it or not) 2. More high-level items for sale by Castille vendors like Wino (although I havnt checked him in the last week, so that may already be diferent) 3. I really dont know if I like this, but Im putting it out there - what about spreading out the tradeskill locations? Perhaps Styne for forging/smithing, castille for jewelry, whillem for Tailoring, etc... This would force at least the crafters to be more worldly, and would also serve to make it easier for those seeking goods to find those selling the items they seek... just a thought. Plus you could have the evil town have them all, which would encouage goodies to go into a land that is less than savory and add fun for the baddies
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Post by Phoenix on Mar 19, 2004 23:47:01 GMT
A Ke'haar stone near Castille would help, the closest is one in the desert in the area outside Castille, but it's on the far end of the area. Perhaps one inside Castille, or right outside the gate like in W. Styne and the lower forest.
I would change the portal system's level limits. If Castille is to be more open, lower the limit to it to like 10 or 5, that way we won't totally seperate the high from low levels totally. Maybe change the portal to the magic circle, as it's real close to the temple in Styne. I mean if you in W. Styne it's 3 area transitions to the magic circle (to the cave, to E. Styne, then the magic circle). It's the same number of area transistions if you use the portal (to Inner Styne, the temple, then the magic circle) so it never seemed much of a help. I just NEVER seem to use that portal, same with the 800 mines. I think a portal to the Pantheon would make good sense.
Silentus, there is a high level vendor in Castille, mostly for mages, but there are goodies there for all... I kinda like the idea of town based crafts. It would certianly make people travel to each town more, and your thinking about N. Desert... ;D ;D ;D
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Post by Fayde on Mar 21, 2004 1:26:36 GMT
So your choice in trade would be limited to what your level is? I always thought the way it's set up was great. Allowed me to roleplay getting advice from masters of the trade early on. Why would I bother if I couldn't even get to the crafting area for another ten levels?
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Post by Spathic on Mar 21, 2004 1:42:39 GMT
there are very few places you can't take a liesurely stroll to even at say level 3... You can walk to whillem without seeing a monster... you can walk to castille and the desert with no fighting if you know the way... Ranestadt is tricky since you have to travel through dangerous areas to get to it on foot but a few potions of invis will do you right...
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Post by Phoenix on Mar 21, 2004 14:49:10 GMT
Also, there is the idea to lower the portal level req., so that would help too. I do see that as a potential problem, so if the crafts were in a certian towns low levels should be able to get there.
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Post by Makzimia on Mar 21, 2004 14:58:21 GMT
I do not know what portal you use, but the portal from the temple of tyr and east woods goes to Castille for anyone level 11 and up. And that is how it will stay, and there will be NO more Ke'haar stones placed anywhere other than north desert, otherwise, players will simply totally avoid desert... and desert heat, which is a feature of Fredian.
Makz.
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Post by MitzaVolchenko on Mar 21, 2004 23:23:26 GMT
I think things are just fine as is...
Low levels that want to make the journey can gt to Castille (Verbena had quite a trip for a lvl4).
Ke'haar stones while useful are just a nice boost.
Walking is not a waste of time. I really love the idea that at any moment on one of those long slow (except with Mala) journeys between places a DM could just toss something odd in my way.
*grins*
It ain't broke...it don't need fixin'
~just my two bent coppers worth
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Lumix
Elder
Come to beautiful Castille!
Posts: 110
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Post by Lumix on Mar 22, 2004 6:10:12 GMT
My new evil char at level 2 made it to Castille! (on foot by himself) ;D The only draw back is that you respawn in Styne temple... to bad you can't respawn closer to Castille if you die near there... oh well. -Lumix -beware of the little man with fire-
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Post by Phoenix on Mar 22, 2004 15:11:00 GMT
Yeah, I made it to Castille at level 3 this weekend, so the only 'problem' is finding the way for new people. So don't be afraid to walk someone out there if they can't portal and don't know where it is.
*takes a sip of water*
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Post by Silentus on Mar 22, 2004 16:08:03 GMT
Phoenix - Cummon man, this is me youre talkin to Of course Iknow about Mages Fair, my point was more a matter of the common items beeing beefier from Wino. I still think Mages Fair needs to be out there as another good reason to head farther east. Makz - I disagree about the desert avoidance. Anyone who Uses metals or gems likely spends alot of time in the desert. I am not going to attempt to persuade you to add more KeHaar stones, just pointing out that part - youre the boss
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Post by Phoenix on Mar 22, 2004 16:24:46 GMT
I know you know, but does everyone? Not everyone reads every module update, so I just wanted to point that out. I have told more than one regular player it's out there. Wino was just updated, and between the two anyone could find reasons to head to Castille for equipement alone. edit: and as far as Ke'haar stones goes, I think a few small pruning wouldn't hurt...
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Post by Makzimia on Mar 22, 2004 17:23:28 GMT
I will rethink which areas currently have Ke'Haar stones. This will be trimming though if anything, not additions.
Makz.
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Post by AvengersWraith on Mar 23, 2004 4:23:01 GMT
Here are some questions:
Who's making the ke'haar stones work? What's the story behind them? Is it natural stones with mystical energy being tapped into or is the magic in combining special stones and the ke'haar books?
Were they dug out of a mine and dragged to strategic locations to make return trips easier? I've noticed a few people have ke'haar stones in their homes which would indicate that they are placed for strategic value.
The ke'haar stone in the Southern Farmlands seems like the one placed with the most care, it is actually by the location of the resources that are usable in that area.
IMO, the ke'haar stones would be more logical if located by resources. In the desert they would tend to be by either the some of the many mineral deposits of by some of the oasis.
Ke'haar stones appear to be working magic of Fredian, but some of their random locations seem out of place, and having them by transitions instead of resources seems odd. To me, seeing the ke'haar stone in Fredian Steppes moved closer to the cross roads would seem much more logical in placement than where it is currenly located. That would also place it closer to Selina's home, who is a valuable NPC of Fredian living just outside Styne's borders.
I never wanted to see either portals or ke'haar stones disappear, just wanted to make them more cohesive with Fredian's History.
Makz, I know you have a lot on your plate right now, please don't think I expect you to change them just because you are asked, or if you decide to change them that it must be done immediately. Everyone who's been here awhile knows you work very hard on Fredian.
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