Is Arelith "too big"?
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Re: Is Arelith "too big"?
I really think we should have an event that destroys all mayor settlements and replace them with greyhammer sized settlements.
Re: Is Arelith "too big"?
What I like about the newer areas:
The graphical overhaul; and crow's nest not being practically in the middle of the jungles is nice.
The bog.
What I don't tend to like about recent updates:
It seems every time we lose more and more low class resources (coal, sand, copper, low class gem dust, tin, lead.. okay lead isn't even more rare then how it's been I think.. though still odd that lead is so uncommon), especially in lower level areas. I don't so much mind anything rarer as it just means I get to take a trip to somewhere I might not have; and sometimes remember why I don't go there for resources x or y.
What I want to see more of:
Climbing spots/swimming spots used as short cuts. likely won't be much as an outcry this time given the rope item now exists.
The slow traps used to represent difficulty of travel.
It's not so much about the immersion of exploration. But Bandit RP. Have some bandits with high reflex? Set up shop in one of those slow trap areas. High strength/dex? Set up shop in climbing/swimming areas.
Lets take the earlier mentioned wharftown outskirt area. Add some swimming/climbing spots through the trees. Gives a way for (some) pcs to avoid the monsters. Still restricts movement through the area. Some classes won't be able to make use of them on their own. My only issue with it is that their instant. They should leave your pc open to attack while climbing/swimming for a short amount of time.
The graphical overhaul; and crow's nest not being practically in the middle of the jungles is nice.
The bog.
What I don't tend to like about recent updates:
It seems every time we lose more and more low class resources (coal, sand, copper, low class gem dust, tin, lead.. okay lead isn't even more rare then how it's been I think.. though still odd that lead is so uncommon), especially in lower level areas. I don't so much mind anything rarer as it just means I get to take a trip to somewhere I might not have; and sometimes remember why I don't go there for resources x or y.
What I want to see more of:
Climbing spots/swimming spots used as short cuts. likely won't be much as an outcry this time given the rope item now exists.
The slow traps used to represent difficulty of travel.
It's not so much about the immersion of exploration. But Bandit RP. Have some bandits with high reflex? Set up shop in one of those slow trap areas. High strength/dex? Set up shop in climbing/swimming areas.
Lets take the earlier mentioned wharftown outskirt area. Add some swimming/climbing spots through the trees. Gives a way for (some) pcs to avoid the monsters. Still restricts movement through the area. Some classes won't be able to make use of them on their own. My only issue with it is that their instant. They should leave your pc open to attack while climbing/swimming for a short amount of time.
Re: Is Arelith "too big"?
Why always destroy something.
When will finally happen some happy time anywhere on server.
If you lack people, you should search for them not ask Devs to do it for you by removing settlements where other guys play to get those guys to you.
The game could use more a bit bigger estates all over the world (with size for 3-5 guys), caves/farms/wooden little forts....etc.
When will finally happen some happy time anywhere on server.
If you lack people, you should search for them not ask Devs to do it for you by removing settlements where other guys play to get those guys to you.
The game could use more a bit bigger estates all over the world (with size for 3-5 guys), caves/farms/wooden little forts....etc.