Southern Forest
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- Juliana D'cheyne
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Southern Forest
Does anyone actually go there to fight skeletons anymore? I know some still do for the wolves and I remember going there quite a few times with a group of fighters, even alone occasionally fighting on the edges.
The mage skele's are what discourage most fighters from going there as often as they do the cemetary.
Should the mage skeletons be reduced in the spawn? I think sometimes you can get as many as three and since no magic resistance it is much easier to get ghosted there. Any group that wants to go with a mage to help would usually go to the cemetary also.
Thoughts?
The mage skele's are what discourage most fighters from going there as often as they do the cemetary.
Should the mage skeletons be reduced in the spawn? I think sometimes you can get as many as three and since no magic resistance it is much easier to get ghosted there. Any group that wants to go with a mage to help would usually go to the cemetary also.
Thoughts?
- Estralis Seborian
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My thought: The problem is the respawn rate. Tough monsters, even on the surface, are something nice. I mean, a weak character should not go into the dark forest, all alone, passing the sign "Beware of undeads!" and assume he'll get out without a scratch. But when I go there and those buggers jump out of the bushes every minute, without a warning but with a bag of nasty spells ready, I feel a bit annoyed. Of course, the magic attack is pretty strong, in special because one does not have the slightest chance to survice, no matter what, when a bunch of red mage skeletons charges. But as baby-boss monsters, they do a great job.
Multi-spawn is not a feature but a bug btw, so the excess of monsters there is not intended. The bug is reported and known.
Multi-spawn is not a feature but a bug btw, so the excess of monsters there is not intended. The bug is reported and known.
My char goes there alone, lets the skeletons spawn and then runs away. After that the char pick single skeletons out and defeat them while they are alone, even mages, but it looks like it has changed a bit.
A month or so ago I could easily defeat one wave of about nine skeletons, now they seem to spawn much quicker.
A month or so ago I could easily defeat one wave of about nine skeletons, now they seem to spawn much quicker.
- The Returner
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- Juliana D'cheyne
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I used to until the extra trees and mages. Now with three and more trees blocking it is much more difficult IMO... ((and haven't been since the bug, this was before that))Daidalos wrote:My char goes there alone, lets the skeletons spawn and then runs away. After that the char pick single skeletons out and defeat them while they are alone, even mages, but it looks like it has changed a bit.
A month or so ago I could easily defeat one wave of about nine skeletons, now they seem to spawn much quicker.
Another option instead of reducing the amount of skeleton mages might be to put up barriers so one can take on so many at a time. I had originally planned to put ruins in the Northern end of what is now called the "Skeleton Woods" because there had originally been the old prison there.
Anyhow, a small maze of ruined walls right at the point where those skeleton mages spawn might well spread them out and even add interest to the area.
(also planned was ruins of the Shi Long Monastery out East made to look as though it had fallen into the sea, with the shrine with the multi-color fires remaining. As I recalled those fires had something important to do with magic and the backstory of Illarion. Folks like Damien and Dyluck would probably remember best)
Anyhow, a small maze of ruined walls right at the point where those skeleton mages spawn might well spread them out and even add interest to the area.
(also planned was ruins of the Shi Long Monastery out East made to look as though it had fallen into the sea, with the shrine with the multi-color fires remaining. As I recalled those fires had something important to do with magic and the backstory of Illarion. Folks like Damien and Dyluck would probably remember best)
- Juliana D'cheyne
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You have a group, where do your chars go? Forest, or cemetary? (this is not counting maps which a lot do now in groups)Lrmy wrote:I don't think it is wanted to change the map there. I believe the goal is to make more people fight in groups anyways.
All I am pointing out is that the forest is not used as much as I remember it being used. I don't have an idea how/what to change. Possibly spreading out the mages as Mitch suggested would help. My char used to could go to the forest and most of the time meet at least one more char possibly more. You can now spend days there and not see anyone.
So, you could either go to the graveyard, hack and slash through a load of useless monsters for half an hour before finally getting to 3 red skell spawns and a necro spawn, or you could do a 2 minute journey to skeleton forest and immediately start earning lots of money.Juliana D'cheyne wrote:You have a group, where do your chars go? Forest, or cemetary? (this is not counting maps which a lot do now in groups)
- Juliana D'cheyne
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Not earn much.. but yes you could, do most chars? No, apparently not anymore anyway. In the past you could go to the forest and even without having a group, eventually meet someone and possibly fight for awhile, it made for some good RP occasionally. All I am saying is there is now more RP in the cemetary then the forest.AlexRose wrote:So, you could either go to the graveyard, hack and slash through a load of useless monsters for half an hour before finally getting to 3 red skell spawns and a necro spawn, or you could do a 2 minute journey to skeleton forest and immediately start earning lots of money.Juliana D'cheyne wrote:You have a group, where do your chars go? Forest, or cemetary? (this is not counting maps which a lot do now in groups)
To be fair, I'm not sure anyone's too bothered how much rp people are doing in a place obviously there for pure engine play. Many people keep monsters and rp away from each other.
And btw I know a few mages who use the southern woods because they're easy to kill, extremely quick to access and drop a decent amount of coins for the effort required.
And btw I know a few mages who use the southern woods because they're easy to kill, extremely quick to access and drop a decent amount of coins for the effort required.
- Youchimitchu
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hmmmm
How about we add a temple with a necromancer in it? make it an official quest like your job is to get to the necromancer and kill him/her or make him/her loose her powers .
Have a huge puzzle room forcing multiple people to go on the quest several floors to above, and under.
To go up you have to go down and to get through youll need to solve puzzles, or defeat a guardian .
Make it so you also need to search through out the place to find hidden treasure or objects, that act like teleporters or keys, or even
a book or an engraved scripture to get a password for a door or a teleporter.
What do you think?
Have a huge puzzle room forcing multiple people to go on the quest several floors to above, and under.
To go up you have to go down and to get through youll need to solve puzzles, or defeat a guardian .
Make it so you also need to search through out the place to find hidden treasure or objects, that act like teleporters or keys, or even
a book or an engraved scripture to get a password for a door or a teleporter.
What do you think?
Re: hmmmm
The Irundar quest is a bit like that.Youchimitchu wrote:Have a huge puzzle room forcing multiple people to go on the quest several floors to above, and under.
To go up you have to go down and to get through youll need to solve puzzles, or defeat a guardian .
Make it so you also need to search through out the place to find hidden treasure or objects, that act like teleporters or keys, or even
a book or an engraved scripture to get a password for a door or a teleporter.
What do you think?
There are a few nice puzzles

[[Spoiler in size 0, press quote to view]]
[size=0]There's a maze which changes, and a maze which can't be seen, composed of shallow water and deep water.. for example[/size]