Posted by Sammael on 07/22
:There's a lot of under-used skills and many areas aren't visited
:very often. You're encouraged to suggest ways to use skills in
:quests of any size, or for mobs to use different skills for
:different tactics. And we need to know what will make y'all
:visit other areas more often so we can look to improve them
:and attract tourism.
I would have thought after all this time it was obvious what people want
in an area. A big draw is a time trans quest that takes you to a semi
useful area, i.e. not san fran or aztec. Another great draw are good
xp mobs, both solo, small group, or large group. Combos of different
sized mobs are great too. Great quests with interesting, useful items
are a sure draw, as is a good inn with food in it which is near the
Sure area killers are most noteably location. Do not put an area 1700
rooms away from common time trans's. If you do, it won't matter whats
in your area, instant failure. If there are good xp mobs in your area,
but they do 400 damage a fight for 30k xp, don't expect that to be a
crowd getter. A challenge is great, but without a reward, its not really
Last but not least, and this surely only applies to me (grin), do NOT
put it mobs that can be resisted. We have too many idiots running around
with stupid ass resist gear that other misinformed builders have put in
which skew the balance of the game not only for pk but mobkill as well.
Make your mobs interesting and use an attack there isn't a resist for,
even if noone else goes, I'll check it out.
And remember. Before you flame, I KNOW I'm biased towards xp and mobs
and less towards stupid acts and mobs spamming me as I walk through their
rooms. But you might want to throw some of that in too, since some
people seem to love that crap.
- David, the player behind the character who will gladly bask in your warm,
flames. So toasty and warm and full of fire goodness....
Friday, April 02 2004, 03:51PM
Yeah, fear my post, I'm now the 1st AND 2nd post on this board in like
24 days. FEAR!
Friday, April 02 2004, 11:38PM
Sam, I agree with your original post 100%, I think that is why
year after year, SL gets the award for best area, great fun mobs, and
worthwhile eq if you finish the whole area.
As for the your append, well that was just completely self-serving
but it is what we have come to expect...so don't ever change.
Saturday, April 03 2004, 11:56PM
i agree re: resist items.
it makes certain mobs WAY too easy and, as mentioned above,
skews the balance of the game. is it any coincidence
that pkillers refuse to use skull staffs or slashing weapons?
Tuesday, April 06 2004, 11:29AM
I agree, I suggest taking resist items right out of the game but im
sure immortals would disagree with that. I also suggested taking all
old eq out and after a million rumors speaking of just that, I have heard
nothing lately. I would just like a level playing field I guess, as would
others im sure.
I don't post much so im sorry if this is not something worthwhile to read
Tuesday, April 06 2004, 10:45PM
I'd say that I disagree, but I don't!
Somebody has to say the things that all too often go unsaid.
Friday, April 09 2004, 01:22PM
It'd be unrealistic to expect all areas to be built around Tara,
Sherwood and London, though. You'd never see any non-European areas
at all. I agree that certain areas are harder to reach than others,
but for me personally those are due to DT dangers along the route
rather than any distance issue. An extreme would be to have an OOC
type panel in the Stag with a list of destinations with buttons, and
allow you to trans to any inn in any area on the MUD using the panel
but I'd personally say it defeats the purpose of exploring. It
happen, but it wouldn't be the Legend I like. Proximity to popular
inns should not be an issue - builders should not be penalised for
building an area which is, as you put it, 1700 rooms from the hangout
places. I am personally looking very forward to some of the new areas
coming, and most of them are nowhere near the three core inns (assuming
the imms respect the geography of the planet while building).
I do have a wish, though - that all DTs would be moved to
areas, and not on the routes, because those really do discourage me from
visiting. Alaska's back door is miles away from the end I normally
want to visit, but I always take it, because of the nasty thing just
waiting for me at the end I want to get to. If it wasn't for that back
door you'd never see me in there.. well, you'd rarely see me there. As
for San Francisco, like Sammael pointed out, no matter how nice you make
it it's never going to be good enough - no area is an island, and having
nasty DTs along both access routes to the area simply discourages me from
exploring the riches over there. If you really want to discourage people
from congregating around those three inns, the solutions is quite simple
really - put a DT near each of them, and you'll soon find them looking
elsewhere for that 'base of operations'.
Friday, April 09 2004, 04:20PM
"...having nasty DTs along both access routes to the area..."
There's only 2 ways to get to San Fran? Wonder where the other one
Thursday, April 15 2004, 12:41PM
Or are you referring to the one which you don't walk to? That one
doesn't count since it's not walking, and for some reason I seem to
get there faster by walking.. maybe I should learn to type slower. =)
Friday, April 16 2004, 02:40PM
Saturday, June 12 2004, 11:13AM
Maybe we just need a new trans or two, from a heavy-traffic area, to
some of the "roads less traveled." Put in a quick way for me to get there,
and I garuntee I'm gonna be there to loot everything in sight.
Eternally searching for a way to get rich quick,
Thursday, July 01 2004, 05:17AM
Basically, I think the problem is a bit different.
We shouldn't be looking at whether or not an area is near common time transes, we should be looking at
From: common transes are common transes in the first place.
For instance, I just walked most of the way around the world to get to a different inn to rent at.
Why? Because when i log on next time, I want to be someplace where I don't have to walk halfway around the world again to do something.
San Francisco and India both have time transes, but nobody uses them unless a trans mob's been killed. It's simply because you're probably not going to come out near anything you want to visit.
At Stag, for example, I'm very close to the formation spots of two runs, and a few good mobs.
Even for farther off areas, I'm at least centrally located. The same cannot be said for the inn at Yerba Buena.
I think that it's basically a problem that will be see its easiest solution come about when there are closer groupings of areas in non-european locations.
That, naturally, takes a bit of time, but whatever...it's just one of my theories, and they tend to be a bit odd.
Friday, July 02 2004, 01:49AM
No, you're quite right there; Nephiel. People obviously gather where
the action is. They also gather where they can easily deposit money
by use of recalls, and where everyone else is for socialness' sake.
More areas will certainly help gradually move things out from the current
'Sherwood hub'. But as you also note, this is a process that takes a very
long time. A very long time indeed because first we have to add the areas,
and then people have to gradually adjust to the fact that there maybe
is a world outside Medieval England and Ancint Ireland after all.
Time, time, time.
There is one thing we can do which is somewhat speedier, though, while
we wait. Try to take a stroll around the areas that you think are
extremely lacking in reasons to visit. Use the idea channel to come
up with a few things that might remedy this problem. It's not the
complete fix that 20 new areas would be, but it's certainly a step
in the right direction, and it's a step that you as a player can take
today instead of waiting for a couple of years while all the in-
construction areas make it through.
Thursday, July 22 2004, 04:55PM
I would like to second the point about DTs place along routes
from A to B.
Making visitors type 'ex' each time they move serves exactly the same purpose
as simply placing the area twice as far away (ie making everyone
type in twice as many commands to get there). Plus the
powerful conditioned avoidance through association. I am an
explorer, but after I've explored it once I will never revisit
an area with a DT along the route, or one in any place
that isn't easily remembered, unless I absolutely have to.
Added to that, people who do want to visit that area will
just have a stronger motivation to set up a speedwalk to
get past the DT, encouraging the use of automation.