Blingdenstone suggestions

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Anvilin
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Blingdenstone suggestions

Post by Anvilin » Sun Jul 08, 2012 6:29 pm

It is an awesome place and I am really enjoying it but I would suggest maybe adding a bank and a healer where you can purchase healing and or raise someone!
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Re: Blingdenstone suggestions

Post by Anvilin » Mon Jul 09, 2012 12:16 am

When you die a healer would be really useful near by, specially when the PCs are going to be too low level for a while for anyone to come and raise you.
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Re: Blingdenstone suggestions

Post by Orplar » Mon Jul 09, 2012 12:46 am

Ill second both of those options! I haven't found any yet! Great area so far! Really like the new way of bringing someone in from char gen.
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Re: Blingdenstone suggestions

Post by Solaghar » Mon Jul 09, 2012 1:16 am

I just updated the area so that there will be a healer in the temple and a banker in the city square, I always forget both of these things because when you're testing an area you never have to put money into a bank or heal yourself. Oh well, it should be updated to the game port soon!
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Re: Blingdenstone suggestions

Post by Anvilin » Mon Jul 09, 2012 1:20 am

Awesome thanks :D
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Re: Blingdenstone suggestions

Post by Solaghar » Mon Jul 09, 2012 1:30 am

Updated, healer and bank are now online.
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Re: Blingdenstone suggestions

Post by Orplar » Mon Jul 09, 2012 2:08 am

By the way, this area is fantastic
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Re: Blingdenstone suggestions

Post by Orplar » Mon Jul 09, 2012 4:56 am

Just a heads up,

the svirfneblin miner that is wandering in the maze area, joined in a battle and fought against me, instead of what I was attacking. I dont believe its ment to be this way, and can tear someone up pretty bad.
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Re: Blingdenstone suggestions

Post by Aldren » Mon Jul 09, 2012 5:00 am

Orplar: This is likely related to alignment being the basis of who a MOB will join into a battle against.
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Re: Blingdenstone suggestions

Post by Tarven » Mon Jul 09, 2012 5:22 am

Aldren wrote:Orplar: This is likely related to alignment being the basis of who a MOB will join into a battle against.
Yeah, but that doesn't make it okay. <.< Maybe set the mob to noassist?
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Re: Blingdenstone suggestions

Post by Solaghar » Mon Jul 09, 2012 5:27 am

Done, should be updated as of the next copyover.
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Re: Blingdenstone suggestions

Post by Algon » Mon Jul 09, 2012 2:15 pm

Just a tiny thing that I was wondering about this morning. During some of the lessons when you first arrive in the area, it talks about how time means nothing down here and time is a river...you get the gist of what I am saying. So then, my question is...why would the shops close at night?
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Re: Blingdenstone suggestions

Post by Gwain » Mon Jul 09, 2012 2:21 pm

Even gnomes sleep.
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Re: Blingdenstone suggestions

Post by Algon » Mon Jul 09, 2012 2:55 pm

Absolutely! So would it be better to have the shopkeeper sleeping, like in other areas?
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Re: Blingdenstone suggestions

Post by Tarven » Mon Jul 09, 2012 6:18 pm

Algon wrote:Just a tiny thing that I was wondering about this morning. During some of the lessons when you first arrive in the area, it talks about how time means nothing down here and time is a river...you get the gist of what I am saying. So then, my question is...why would the shops close at night?
Hehe, funny.

Well, I haven't been to this new area yet, but from an RP standpoint, I would take it as meaning that since there's no passage of the sun or seasons to observe, that things work on a different clock. And/or that the 'time' being referred to on a larger scale doesn't influence the same way. IE it doesn't 'progress' the way, say, a human settlement would, where it's constantly competing with other human settlements for resources.

Again, just guesses, and not such literal interpretations. ;)
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Re: Blingdenstone suggestions

Post by Atraos » Tue Jul 10, 2012 8:27 pm

Hey

Only a small one and more of a discussion point than a suggestion. I have noticed during solo play that the Kobold area is a rather tough, purely because i quickly find myself fighting four or five kobolds and if i am in the wrong place they respawn quicker than i can clear them. Nearly fallen a few times like this. Perhaps their rotation speeds could be slowed a little? I am not sure how their movement works. Just a thought anyway, what do others think? I appreciate it would be simplier with a group, but i am thinking form a sole perspective.

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Re: Blingdenstone suggestions

Post by Solaghar » Tue Jul 10, 2012 11:41 pm

As a newbie area, rooms will respawn mobs even if you're in the room with them. This is something I think... just need to be careful, the kobolds are meant to be a little tough, individually they're not bad, but it's the wandering group you have to watch out for.
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Re: Blingdenstone suggestions

Post by Tarven » Wed Jul 11, 2012 12:06 am

Solaghar wrote:As a newbie area, rooms will respawn mobs even if you're in the room with them. This is something I think... just need to be careful, the kobolds are meant to be a little tough, individually they're not bad, but it's the wandering group you have to watch out for.
Sounds similar to the problems I had in the City of the Dead. Zombie herds.
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Re: Blingdenstone suggestions

Post by Solaghar » Wed Jul 11, 2012 12:37 am

This is a group of kobolds who spawn together on purpose and wander as a group, with a definitive leader mob and other mobs who will follow him. Kobolds are social creatures who operate in groups, which is where they become dangerous... with a few mobs alone, indeed there will be no danger at all.
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Re: Blingdenstone suggestions

Post by Tarven » Wed Jul 11, 2012 12:55 am

Solaghar wrote:This is a group of kobolds who spawn together on purpose and wander as a group, with a definitive leader mob and other mobs who will follow him. Kobolds are social creatures who operate in groups, which is where they become dangerous... with a few mobs alone, indeed there will be no danger at all.
Ahh, true enough. Kudos for setting it up like that then. =) So as long as you keep an eye out for the packs, you should be okay, eh?
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