The Chest
----
There used to be a chest carpenters could make that acted as a bag. I belive this should be an unrottable item (like the tub). This way you could put it down in a random area (say near the ogres) and make a camp there. As the alica capus thing is a serious problem in the fact im encumbered, but need everything I carry. It would be nice if I could have this portable depot. Also, others could rob all items inside, and there are no Per-Person spaces. It all goes into one place.
Clues
----
I was looking for the bandit camp. It bothered me there are no clues to monster locations. For instance ogres are just thrown out there, bandits in the middle of no where, and trolls spaced out in deep forest. Would it not make sence if there was tree stumps near the bandits, cave holes and sheep spawns near the ogres, and mabey a very dense wall of trees before the trolls?
*rare* monsters.
----
It is rather odd how some monsters only apear during quest. For instance that werewolf (or gnoll whatever the hell it was) I've never seen before. Yet wasnt it wandering around in the apple forest? Also, I doubt drows magicly apear only during quest. There should be an agressive NPC controlled Drow City. And the golems should spawn near the mountains. I wonder why it only seemed to show up when a beholder (which I think is quest only aswell) had it trapped in a cage.
----
Just some small ideas.
- Joshua
More Suggestions.
Moderator: Gamemasters
Your char is weak, how would he carry a chest full of items versus a bag full of items?
Again, please state what benefit this would be. All I see is improved npc farming which is essentially robbing the people with strength of usefulness. Screw being a strong lumberjack, I can put it all to other attributes so I can be super-awsome lumberjack in no time and I can keep the insane amount of wood I chop to boot.
Bandit camps are hidden for a reason, uhm, THEY'RE BANDITS!
Ogres live in the Ogre Mountains .
Trolls live in the Troll Woods .
I don't really see a problem but, you'd probobly find the monsters as soon as you found these "clues". Obviously ogres would guard their holes, bandits wouldn't venture deep in the forest and cut a trail of trees to their hideout, and trolls wouldn't leave their sheep ungaurded (if they do in fact farm food). Often times these monsters have rare items, sometimes their background simply doesn't allow them to be common. Drows live in caves, most creepy crawly nasty things do as well. There will probobly be more dungeons and whatnot with these things in time to put these guys to work.
Again, please state what benefit this would be. All I see is improved npc farming which is essentially robbing the people with strength of usefulness. Screw being a strong lumberjack, I can put it all to other attributes so I can be super-awsome lumberjack in no time and I can keep the insane amount of wood I chop to boot.
Bandit camps are hidden for a reason, uhm, THEY'RE BANDITS!
Ogres live in the Ogre Mountains .
Trolls live in the Troll Woods .
I don't really see a problem but, you'd probobly find the monsters as soon as you found these "clues". Obviously ogres would guard their holes, bandits wouldn't venture deep in the forest and cut a trail of trees to their hideout, and trolls wouldn't leave their sheep ungaurded (if they do in fact farm food). Often times these monsters have rare items, sometimes their background simply doesn't allow them to be common. Drows live in caves, most creepy crawly nasty things do as well. There will probobly be more dungeons and whatnot with these things in time to put these guys to work.
Drow are among the rarest creatures in Illarion, which is why they'll generally stick to the single NPC, small underground locale, type of thing. They *will* appear eventually in small underground lairs, but they'll be hard to find. Adventurers welcome.
The Beholder graphics are quite old and quite ugly. It used to be that they could be found regularly in the Drahken's Castle dungeon, but as dungeons go, Drahken's Castle was a dissapointment and became an easy skill increase (run from point A to point B and your parry should be awfully high if you survive). It eventually came to a point where the castle became a good place to have picnics with some of the most dangerous creatures in the game or a quick shortcut between Trollsbane and Northerot. This is an example of a dungeon failing to be interesting.
The gnolls are relatively new and sketchy storywise. All we really have is that they like to howl and attack things. Expect future dungeons, but I intend to work on a culture and religious system for them, because I find that these creatures could be interesting, but simply aren't at this time.
It occurs to me that the reason that two out of three of these creatures really didn't catch on is because they haven't been given a reason to. After making the forest troll graphic, Cassandra then made a storyline around the trolls and introduced them repeatedly ingame. As such, they've become interesting creatures. Their very existance is a bit of a conflict, because some view them as violent critters to kill and others realize that they're servants of Ushara that are just very alien to mankind. And so, in a very short time, we see them becoming a major part of the game.
Beholders and gnolls don't currently have this advantage. They aren't interesting, and no one has adopted them in a way to make them interesting. To that end, I adopt the gnolls. Expect to be seeing them in a more interesting fashion in the near future.
The Beholder graphics are quite old and quite ugly. It used to be that they could be found regularly in the Drahken's Castle dungeon, but as dungeons go, Drahken's Castle was a dissapointment and became an easy skill increase (run from point A to point B and your parry should be awfully high if you survive). It eventually came to a point where the castle became a good place to have picnics with some of the most dangerous creatures in the game or a quick shortcut between Trollsbane and Northerot. This is an example of a dungeon failing to be interesting.
The gnolls are relatively new and sketchy storywise. All we really have is that they like to howl and attack things. Expect future dungeons, but I intend to work on a culture and religious system for them, because I find that these creatures could be interesting, but simply aren't at this time.
It occurs to me that the reason that two out of three of these creatures really didn't catch on is because they haven't been given a reason to. After making the forest troll graphic, Cassandra then made a storyline around the trolls and introduced them repeatedly ingame. As such, they've become interesting creatures. Their very existance is a bit of a conflict, because some view them as violent critters to kill and others realize that they're servants of Ushara that are just very alien to mankind. And so, in a very short time, we see them becoming a major part of the game.
Beholders and gnolls don't currently have this advantage. They aren't interesting, and no one has adopted them in a way to make them interesting. To that end, I adopt the gnolls. Expect to be seeing them in a more interesting fashion in the near future.
I have some suggestions.
1. Sometimes (very rarely) you can become sick, and different diseases give different effects to the character and druids can make cures for the diseases, that will make druids more wanted...
2.Magic should include shape shifting, so you can become a creature and the creatures you can become are like only non *magic* (by magic i mean something that does not exist in real life) creatures. If you become a wolf you move faster and you get a specified attributes and you get another fighting skill, Wolf fighting. ( it doesen't have to be a wolf)
3. I also belive that to become a member of Illarion you have to do more then writing a story because sometimes there loggs in someone that talks ooc and freaks out when people don't talk ooc.
Well, i think that is all...
1. Sometimes (very rarely) you can become sick, and different diseases give different effects to the character and druids can make cures for the diseases, that will make druids more wanted...
2.Magic should include shape shifting, so you can become a creature and the creatures you can become are like only non *magic* (by magic i mean something that does not exist in real life) creatures. If you become a wolf you move faster and you get a specified attributes and you get another fighting skill, Wolf fighting. ( it doesen't have to be a wolf)
3. I also belive that to become a member of Illarion you have to do more then writing a story because sometimes there loggs in someone that talks ooc and freaks out when people don't talk ooc.
Well, i think that is all...