Monsters and Towns

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Juliana D'cheyne
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Monsters and Towns

Post by Juliana D'cheyne »

Hellbriar closed basically, no Skeletons/demons, no raids on Briar by skele's etc. though I assume there is activity by the halflings there mainly. Most activity is concentrated near TB and Varshikar (at least CST and related times, though information and ideas GMT welcome). This seems to include monsters and RP (this does not mean exclusive, but on the whole knowing there is some occasionally in other towns.). In other words, east north and south of TB monsters and RP, the large area west...mainly RP. In proposing to balance more:


Thoughts, opinions:

Having a "new" town west of TB with subsequent "monsters" near and also encourage activity between the two towns. (this may accomplish two things.... get the RP of towns closer together and with the monsters, have some monster fights/raids/quests.)

Possibly opening back up Hellbriar to encourage exploration and quests.

Along with those above, unless "interesting" things are placed for chars to see along the way from the walk to TB/harbor/Monastary/GB... allow more teleporter options whether towns or not, especially those basically quiet places i.e. Hellbriar/Druid house/Lighthouse etc. and concentrate those single monster quests, or even hard ones requiring groups to those areas.

Other ideas welcomed.
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Llama
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Post by Llama »

I think that different monster types should be placed around towns.

For example, varshikar is popular because of the ogres/trolls (forgot what they're called), which aren't found anywhere else.

What is needed is many towns having an area of monsters nearbye, different ones...

So if you want to hunt skellies, you go to the graveyard, if you want to bash some harder bandits, you go to another town ect...
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Pellandria
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Post by Pellandria »

I highly doubt that this will bring any rp or action into the towns, sceletons still are the ones who give most money for less effort and seriously, even in high times, you think anyone would stay in the town itself, if they want go hunting they will simply drop their stuff there and get to the spawnpoints, guess you will have great rp around the depot then.

What towns really need, hell I don't know honestly, but I guess its the atmosphere, a half year ago greenbriar was constantly full, today there is almost noone, but on the other side now Varshikar is "marked" for rp, means there is alot more action atleast compared to the times where you just found a few people there.
I guess it all boils down to the things the "goverment" does in the town, in greenbriar the halflings where placed in the goverment, most people disagreed and just left and once people started to go others followed.

I think maybe a town intern special ressource, which needs alot of time to "force" the player to stay inside the town would be more usefull than placing more monsters around.
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Re: Monsters and Towns

Post by Dariya »

Juliana D'cheyne wrote: Having a "new" town west of TB with subsequent "monsters" near and also encourage activity between the two towns.
please NO

I am really, really thankful that there is a place outside towns to turn to with weak, non fighting chars, where they are not endangered being struck down :roll:
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Fianna Heneghan
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Post by Fianna Heneghan »

Pellandria wrote:I think maybe a town intern special ressource, which needs alot of time to "force" the player to stay inside the town would be more usefull than placing more monsters around.
I think this is a nice idea. I know the specialty location for certain crops has been met with some resistance, but I think the idea is solid.

Something like the cake quest is nice too. It forced players to go to other towns for some of the ingredients and it forced fighter characters that normally wouldn't have interacted with my cook to stop and ask for help figuring it out.

I would like to see a similar peaceful quest with clues in each town to encourage players to explore the map. There's a lot out there that we don't really use much.
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Juniper Onyx
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Post by Juniper Onyx »

Pellandria wrote: What towns really need, hell I don't know honestly, but I guess its the atmosphere, a half year ago greenbriar was constantly full, today there is almost noone, .....
It's because Dusty left and died. Greenbriar went downhill after that. It seems he was Greenbriar IMHO. :P In retrospect, I should have stayed longer with Dusty until Greenbriar was stronger. :?
Pellandria wrote: I guess it all boils down to the things the "goverment" does in the town, in greenbriar the halflings where placed in the goverment, most people disagreed and just left and once people started to go others followed.
No...it's because very few players play Halflings. Who wants to play in a town thats almost always empty now. :roll:
Pellandria wrote: I think maybe a town intern special ressource, which needs alot of time to "force" the player to stay inside the town would be more usefull than placing more monsters around.
Actually, this already is IG. For crafters, they are 'forced' into towns to buy/sell wares and use the tools/depots. I think the problem is that most people play 'Fighter' Characters which don't "Need" those things, but to go 'hunting'. I think the 'sewers' has been successful keeping more fighters in TB. So I propose more areas like this in Towns for fighters to explore.

Some ideas:
Newbie Gardens - A Maze of Hedges full of rabbits, flies and scorpions?

More 'non-fighting' quests - the Ham quest and Cake quest were great. The Water quest is good too, and much more difficult. In Fact, it would be very helpful to the map, if every Guild or Town had a Quest NPC nearby. It would create more travel to far-away places.
How about:
Finding an orphan girl who's become lost?
Find Herbs for the Alchemist (Tony Baggins)?
Make a better Quest from Sylvester to find a treasure? (I have never figured out his purpose - the clue he gives is pointless!)
Druids wish to find the location of the 'Whispering Tree' - basically find the tree and report back it's exact position and would teach newbies how to locate their 'position'.
Collect Grains for the "Pig-Guy" - He would pay for the best food for his 'beauties'.
Collect wine for the TB 'Drunk' - He could give a clue in another quest for a bottle of bubbly.
Collect Parchments for Eltareon (Gnome in Library) - Although Mummies drop these, someone could buy them from fighters for this.

More 'random' Bandit NPC's - Maybe a single 'Bandit' near the Jails and Gates of towns or on the roads, looking to fall upon unwary victims?

More wolves - place more wolves near key 'resource' gathering spots such as near sheep, pigs and cows to force crafters to hire mercenaries to deal with them.

Goblin Bandits - Goblin bandits near mine entrances to steal from unwary miners.

Randomization - I also think it would be good to shake things up once a year. Move spawn points like the Skeletons, Goblins, Trolls, Gnolls, wolves, etc. Now, the monster spawn points and their drops are very predictable, and many fighters go to 3-4 places for their hunts. If these were changed once a year, it would 'force' fighters to explore areas they wouldn't have been interested in before.
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Llama
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Post by Llama »

I like the quest idea, I'm soon finished from exams, so in a few days time I might look into making a few quest NPCs.
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Sundo Raca
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Post by Sundo Raca »

Juniper Onyx wrote:
Actually, this already is IG. For crafters, they are 'forced' into towns to buy/sell wares and use the tools/depots. I think the problem is that most people play 'Fighter' Characters which don't "Need" those things, but to go 'hunting'. I think the 'sewers' has been successful keeping more fighters in TB. So I propose more areas like this in Towns for fighters to explore.

Some ideas:
Newbie Gardens - A Maze of Hedges full of rabbits, flies and scorpions?

More 'non-fighting' quests - the Ham quest and Cake quest were great. The Water quest is good too, and much more difficult. In Fact, it would be very helpful to the map, if every Guild or Town had a Quest NPC nearby. It would create more travel to far-away places.
How about:
Finding an orphan girl who's become lost?
Find Herbs for the Alchemist (Tony Baggins)?
Make a better Quest from Sylvester to find a treasure? (I have never figured out his purpose - the clue he gives is pointless!)
Druids wish to find the location of the 'Whispering Tree' - basically find the tree and report back it's exact position and would teach newbies how to locate their 'position'.
Collect Grains for the "Pig-Guy" - He would pay for the best food for his 'beauties'.
Collect wine for the TB 'Drunk' - He could give a clue in another quest for a bottle of bubbly.
Collect Parchments for Eltareon (Gnome in Library) - Although Mummies drop these, someone could buy them from fighters for this.

More 'random' Bandit NPC's - Maybe a single 'Bandit' near the Jails and Gates of towns or on the roads, looking to fall upon unwary victims?

More wolves - place more wolves near key 'resource' gathering spots such as near sheep, pigs and cows to force crafters to hire mercenaries to deal with them.

Goblin Bandits - Goblin bandits near mine entrances to steal from unwary miners.

Randomization - I also think it would be good to shake things up once a year. Move spawn points like the Skeletons, Goblins, Trolls, Gnolls, wolves, etc. Now, the monster spawn points and their drops are very predictable, and many fighters go to 3-4 places for their hunts. If these were changed once a year, it would 'force' fighters to explore areas they wouldn't have been interested in before.
I love all of this. Please include :wink:
Deinarious
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Post by Deinarious »

I second this motion.
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Post by Olive »

/signed
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AlexRose
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Post by AlexRose »

Juniper Onyx wrote:Make a better Quest from Sylvester to find a treasure? (I have never figured out his purpose - the clue he gives is pointless!)
O_o

When Edgtho and I decided to go and do all the static quests, that was like the easiest one, it took a maximum of 10 minutes, you just have to think about what he's saying a little bit.
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nmaguire
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Post by nmaguire »

The moving of spawn points is daft IMO, sure we move once a year. What good does that do? The previous place now becomes unused for the next year, until the monsters move back there.
And it makes no RP sense for all the skeletons to disappear out of the graveyard and live on a mountain somewhere (for an example).
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Sundo Raca
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Post by Sundo Raca »

I think the bandits should appear at any random place on the map outside towns, changing position each day. There should be two groups, and it should be anywhere. Having like a bandit lord or something (just a normal bandit but with improved stats etc) would be cool too :)
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Julius
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Post by Julius »

Oh noes! Then me character would get killed. :shock:
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Rincewind
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Post by Rincewind »

I think, its nice to know, that the streets of gobaith are mostly secure.
(not think about Player-Chars)


greatings.
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Achae Eanstray
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Post by Achae Eanstray »

Just a thought....instead of trying to keep chars in certain towns...in a way limiting RP options, what about making it easier to move/walk/transport between them? This would 1. create more RP options though a disadvantage is it may make the chars more "unified" but you can see that anyway in Trolls Bane. 2. the question of a closer town was to facillitate that interaction between the towns, but making it easier to move between them might help also.... or at least have something interesting to see on the walk (quests would help there but not all want to do quests either). I also like the idea of random monsters... towns being "safe zones"...possibly some chars would like "help, and a fighter for company" if going out of the town? Just throwing out ideas though.
Deinarious
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Post by Deinarious »

make teleporters free or dirt cheap to use.
Ambrosine
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Post by Ambrosine »

We could make a HUGE earthquake that pushes all the towns closer together! ^_^

Yay! Natural Disasters!

jk. it'd be too much work to revamp the whole map wouldn't it? :(
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Drathe
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Post by Drathe »

I'm all for a huge shake up and redesign of the towns and their layout.

I just don’t see the point in a character living in a town i.e. Trollsbane and there’s no proper market stools around the square, cloth is made in a smithy, wood working is done out in the rain etc.

You can’t buy a bag or certain tools you have to walk or teleport to get them... but I live and work in a town? A working town with smiths, cloth workers etc, or a city as some seem to RP it. You can’t grow some veg in one field but walk down the road and you can there?

And the whole cow thing... nice idea but who wants to walk at the pace of a snail A-L-L the way to another town. Using them to carry greater mining loads, or felled trees is the best idea for them in my opinion and good use of a cow to those that do!

All the towns should be similar in tools and wares in my opinion, leave it up to the players to choose which town they want to stay in, I don’t know maybe if there were some good NPC quests (as discused above) with beneficial outcomes relating to a town on completing them people would stay in or around that town more. If they all stay in Trollsbane because there’s no one in the other town well then there’s not enough players.
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