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Ultimate Skaljard Feedback Thread

Posted: Sun Oct 27, 2019 4:46 pm
by Skullcat
Skaljard Feedback Thread
Abandon all hope who tread here.

I've achieved probably highest level you can achieve before the writs become exceedingly useless to you, The only writ I got left is the couriers. So I've decided to provide my feedback on Skal Isle. But first. For those that are new to Skal Isle, or had never heard of Skal isle- for sake of you readers.

Skal Isle is alternative starting point instead of Cordor, that was originally geared for new players. However, the community disliked that, as there was nothing to learn on the game-play aspect, and that Skaljard was much harder alternative than Cordor itself. Skaljard is isolated from mostly Arelith during month 10 to 3, and is available to leave at month 4 to 9. Nobody can go to Skal until month 5 to 9, either by rented ship, or that someone -yoink them over. It is level 1 to 16 content, with no more writs passing level 17. Currently, as writing of this. I am level 18.

Now with that summary out the way. The Skal isle is not great, nor is it bad. Compared to Cordor, I would recommend players to do Cordor start, as Skal isle is extremely- and exaggerated isolated from everywhere else for longest time. Skaljard is difficult isle, although Irongron is now actually balancing the Isle at last. Which is desperately needed for years. But because the feedback I have to provide cannot be contained within the Writs feedback thread. I've decided to create a separate thread dedicated to just Skaljard at large.

And to jump into it. Let talks about the writ!

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So when the player first arrive on Skal. They are often in confused, and disorientated period. Just like players when they first arrive on Cordor. They however are guided by by exploring Cordor first. Looking around the town. Not the case in Skal, where you simply have to go find the Mayor. Once you get lost in village for a bit. Which can take up to fifteen minutes if you don't know how to use your map. You'll find the Hovding. Which is Mayor technically. And he is your only questgiver on entirety of Skaljard at large.

The issue with the writs- as many of you are already aware if you kept track to Writ feedback thread- is that writ award is extremely underwhelming, and underrewarding. On top of that, it doesn't exactly help. So players are forced to grind again, and again until they can take on newer, and harder dungeons which ruins the roleplaying aspect. If isolation of Skaljard hadn't ruined that already.

Lot of the time. Writs don't even cover everything. There's few dungeons, and few places that don't have writs. Such as Littoral cave, or the 'Skaldark'. However, I'm hoping that future updates will hammer out Skaljard in more better refined form.

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Now while this isn't exactly EXCLUSIVE to dungeons, and caves. I'll also bring up two honourable mentions to the NPCs. I'll start off with Saoire the Peddler. Saoire the Peddler is a peddler merchant that sits in the Longhouse. Her entire feature, and function is not to buy anything from you. Rather she doesn't actually buy anything. She just sells you essences that's +1 permanent fire, and few temporary essences. She doesn't buy anything from you. Therefore, she's very easily forgotten and ignored due to the very small amount of services she actually provide. Players will often forget she is a thing, as due to her limited capability to perform any way.

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I might've misspelled his name. But that is fine. The scribe is on this feedback thread for a reason. If the player acquires a Scroll case- which is rare sometimes- since not everybody goes out of their way to craft Jewelry boxes, or Scroll cases, gem pouches, or any practical items on Skal isle, as most players will leave this place for Arelith isle due to lack of content pass Lv16s+. The Scribe does not offers an option to sell everything you got in your scroll case, therefore making it painful to pull one, by one out to sell it to the scribe.


Now with the NPCs out the way. Let begin talking dungeons, and zones!
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The Bacchanhagen is a Satyr-themed dungeon. The reason why it's on this list, is that you can thank the minstrel, and the archer that spawns in the dungeon. They are both difficult, and strong due to their high AB, and their ability to use ranged capability. In addition to this. Their risk/award ratio are off- with more risk to kill them than there is award for doing so. However, there's not much when it comes to other Satyr enemies- as they're reasonably balanced.

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Ghostwood is not as much as badly balanced, as much as it's just annoyance. Because there's no potion sellers in Skaljard village- except for hermit (And I don't think she sells restoration potion either), it's also tedious. The Wraith warriors will inflict delevel debuff the very moment they can hit you, and it sucks greatly if you aren't prepared to face them up. The reward/risk is even stranger, because most of the gold value comes in form of jewelries. If you don't happen to haul around an jewelry box. Then chances are, you're gonna get inventory very full- and not be able to make any money off farming undead. Which even turns into best grindspot for entirety of Skal. Because the gold values across the entire isle falls in between 5 GPs to 90 GPs tops. And Monster gold values don't even go up in hundreds even if the quest is designed around Lv16 contents!

Because of it, Skal-starting high-level players will just go to Ghostwood because it's guaranteed highest profit they'll find on the Isle before they leave for Arelith. That is, if course, they have Jewelry box.

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The Littoral cave is weird one. It exists. It's just there. There's no writ. No nothing. It's just there. Even players will just ignore the Littoral cave, because there's no reason to do it. They'll just go to the Bear cave, which is closer, and easier to get though for Underdark rather than just Littoral cave. Which all features water elemental spawns. So more than not. The cave is often left alone, and unloved. Desiring a better home than this.

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The Minotaur Cave is actually pretty well-balanced for a dungeon of it's level-type. However. Ironically, it's hardest because of the boss. I've been getting report that Warlord boss have recently been nerfed. But I'm unsure about that. However. I'll talk of Warlord, even if he isn't nerfed currently. Because he is the strongest boss to ever fought before in all of Skal. He rivals even wyverns, due to pure damage output the Warlord is capable of doing- And HE is the boss required to be slain for a Writ. He's capable of dealing roughly 100 damage within TWO rounds. Enough to gib any players that's just unfortunate enough not to come pre-buffed.

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The Gnipahellir is more of 'Why?' than a 'There's a problem here.' than an actual issue. The Gnipahellir writ is offered earlier than Minotaur Cave. Despite having harder enemies than Minotaurs. Not only that. The Armoured Ogre, and Chieftain is uncommon spawns that can be found walking around and are extremely strong for it's type. Capable of taking on a well-geared melee player if the player isn't prepared to fight the armoured ogre. In addition, there are Elders that are quite capable of just wrecking non-magic players if they don't have any way to deal with Elders. There are also magic-casting Ogres that can certainly hurt quite a bit for those not prepared against their spams. It's also stranger, because House of Master is located just behind the entire place.

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The orc Harbage is the very special place. Everybody, and their orc mother comes armed with throwing axes, and bows. And magic. When a player first enters this place- and if they're extremely unlucky. They'll just die five step into the zone. Because there are at least 12 hunters/axe-throwers just waiting to greet the new player with large volley. Almost every orc fighters in the Harbage comes prepared with at least a ranged throwable, or bow. The only exception is the Bruiser, and the Boss. But even the Warrior carries around throwing axes. Not even mage character is safe. No one is safe.

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The tundra at large is rather empty, and avoid of much.. Well. lot of spaces to be had. It's excessively large, and just consumes a lot of your time to go from point A to point B. It's just that big. Same thing applies to the Skaldark. It's just big. Too excessive. Too large. And just empty spaces between it. Giving it that lifeless Tundra feels we all deserve. But also boring. The Tundra should definitely have more dungeons, more gatherables- and so goes on instead of just a big white floor. I mean. That's it. Just big white floor right here.

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There is the Skaldark. The Underdark. The Skal-exclusive Underdark. The Underdark that pretty much NOBODY goes down to for any other reasons except some exclusive items that you can't find on Arelith. The Skaldark. The MOST USELESS content. An EXCLUSIVE starting zone for Deep Imskari- who just leaves for Andunor quite immediately because of course- there's NOTHING to do in Skaldark. The area is too big. Too empty, AND JUST BORING. TWO zones have NO ENEMIES- whatsoever. With only TWO OTHER ZONES- infested with it. Then a ZONE, the SLIMEWAY- quite BUGGY in graphical perspective.
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This one get a honourable mention, because when you're doing the Courier writ for Trapper's nest. There's only three ways to get to Trapper nest. Two other ways very hard, and this one- the bait 'easy' way. In which after you get to this bridge. You're immediately flanked by two STRONG wyverns. FLANKED. TWO BIG WYVERNS. ON THE BRIDGE. WITH YOU. ON THE MIDDLE. So you cannot escape, you cannot go around them. You're forced to fight them. And then you pretty much died there because - well. Wyverns are stronger than Hill giants.

Finally. I've saved the best for the last. The last dungeon, and content that's quite irritating.
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The pool. The Bullywug village. The MOST irritating, and ANNOYING writ to ever TACKLE. To get to the Pool. You have to go thorough the TIN mine. Then you have to get there. And then suddenly- SOMEONE ALREADY CLEARED OUT THE ENTIRE POOL. You have to WAIT until it reset- because you have to kill FIVE of them before you go into their village. ONCE it is reset. You have to go ALL the way from one end- to other end- to get to Bulylwug village. NOW this is where the fun begins. Once you get to boss. There's this giant crystal in the center of the stage. The Bullywug queen engages. You fought her to Near death status. Then pulled her to crystal on ACCIDENT- and suddenly-

Death by sonic damage.

The writ didn't count that. So you've forced to reset the ENTIRE thing- to go thorough the ENTIRE fight- and then she died again to Sonic damage. Not counted in writ. It's okay, EXCEPT she is mostly accompanied by POD priests. POD PRIESTS that heals. POD PRIESTS. THAT RESTORES health. That get VERY ANNOYING. And she summons a spider. Great. So the Queen is very annoying to fight, especially when you have to fight her again without her getting killed by the sonic trap that's in the center- and take lot of space.

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Once again. This is not just it. There's more. And there'll be more feedback. Thankfully now that Skaljard is actually getting updated- and looked into. I'll also provide some other insights on Skaljard. There's no DM presence whatsoever in the Skal Isle. Because of this, lot of players causes troubles and gimmicks all around in Skal isle. Even had entire village wiped out one night because well- it happened. Sure, DM do come here, but it's not enough. Trust me. It ain't enough.

Re: Ultimate Skaljard Feedback Thread

Posted: Sun Oct 27, 2019 5:09 pm
by Ork
:clap: Beautifully written.

Re: Ultimate Skaljard Feedback Thread

Posted: Sun Oct 27, 2019 6:00 pm
by Morgy
Great summary. *clap*

Skal is a great place with a lot of potential. I enjoy levelling there due to the fireside RP and frequent adventure parties - as well as the quicker turn over in characters/stories due to the nature of playing there.

There's certainly a lot that seems unfinished about skal or imbalanced, as highlighted.


Edit: I would say that I currently love the Ghostwoods and the Gnipahellir, those are my favourite dungeons in Skal. I never do the Sub Pools because of the size of the areas and time to get to them.
Overall I like some of the difficulty spikes in Skal, although I get others don’t.
My main feeling is places feel quite unfinished such as the artificer tower in skaljard village, the tundras and the masters lair.

Re: Ultimate Skaljard Feedback Thread

Posted: Sun Oct 27, 2019 7:36 pm
by Scraps
I think the archers were tuned down as part of the recent update!

Re: Ultimate Skaljard Feedback Thread

Posted: Sun Oct 27, 2019 9:06 pm
by Jencent
And Ahoi, my "Ska" friend...
My first character on Arelith started on Ska and even now i never leave this winter island, coz i loved this "sharp" piece of ice earth. My correct character is almost 17lvl (2k to 17lvl.) and my FIRST on arelith almost take EPIC class without leaving Ska, and what a can say:
1) Yes, mostly this isle is unbalanced and wierd.
- The Bacchanhagen: Yes, archers is really can kill even prepared adventurer. But all other, even boss - it's easiest part of dungeon. And this is awkward... Boss is less of dangerous than 1~2 archers in a pack of mobs.

- Ghostwood: jewelry box - is what you must take before all elixirs in those places. This is "guaranteed" gold farm spot, coz most of gold come from sell all jewelry to the merchant. Mobs and boss is more than harmless, i never died in ghostwood.

- The Littoral: No writs, very nasty mobs with shit tons of spell, tons of traps, but... The Which is protect Arjale vein which is best part of "dungeon", coz you can farm it for sell WITH fast farm of Ghnol leader, ofcause if you can handle with this.

- The Minotaur: Just one word... CHIEFTAIN! Most dangerous creature on whole skal. 50+AC it is nothing for him, he have over9000 attacks with 60+critDMG which can melt ANY class in a second. Every time i've try to avaid this writ, coz it is too reasky.

- The Gnipahellir: My favorite spot. enemies with low attack rating and have CHUNKS of exp. But... Armored ogres can kill you if you are unlucky. 2+Armored ogres vs you = 90% you are dead. But all my main characters is Dwarfs fighters... And this makes this cave is easey EXP/h spot on whole Ska.
P.S. Firestarters and Ogre-mages can spam you with spell to death before you even can chop over the hordes of giants.

-The orc Harbage: Without 40~AC you can die even before you reach a gate... Tons of archers which can make of you a needle pillow. Almost all mobs can attack with distance.

-The River: Nice spot, but warriors with two-handed chain can be a surprise, when you will be surrounded. High AR, DMG and crit threat makes a warrior... I guess you already get the point.

- There is the Skaldark. The Underdark. The Skal-exclusive Underdark: Lol. Never be here before today and TS is right, this place is empty and boring

- The bridge: x2 Wyverns can be "dead end" for most of travelers which do not know about this "aspect" of the bridge.

- The pool: Most unbalanced spot if you ask me. Mobile enemies, casters, high AR mobs, healers, boss which can stun you to death.
Sometimes i was catched with mobs which is jump over me and blocks path to reatreat.

But still... I love Ska and avery my character will start from here.

Re: Ultimate Skaljard Feedback Thread

Posted: Sun Oct 27, 2019 10:08 pm
by Scylon
The pools has another entrance. You don't have to go via the Tin mines.

Re: Ultimate Skaljard Feedback Thread

Posted: Sun Oct 27, 2019 11:09 pm
by Scraps
In regards to the Harbage- I actually really have a soft spot in my heart for this dungeon. It's regrettably a little short, but I think the design is top notch. This is a dungeon that combines excellent area and monster design to really give you a feeling that you don't often get in Arelith because of the basic AI, but is all too common in PnP encounters.

Fighting the enemy on their terms. Being on the back foot and needing outwit or outfight an intelligent foe that's prepared for you.

Harbage can be a rude awakening to a player that runs in and expects to handle it like most other dungeons, but I think that's a strength- Not a weakness. -And players, of all types, have access to the tools to fight this dungeon.

I've fought through this in groups and loved it. And it's also a really enjoyable solo. From my Ranger Archer, Warlock, Pure Fighter, and Mages. -I think this is a reasonable challenge for most players, with a difficult and hectic opening that's really a lot of fun.





-- If I did offer one complaint about the Harbage. There is two areas near the backend that can spawn enemies with no way to reach them. For the most part, the dungeon is really really good about offering a lot of 'firing angles' for it's enemies, while also offering you the ability to reach them in turn. However these two distant area just happen to be the exception, and I do feel it can be kind of unfair for melee characters.

Re: Ultimate Skaljard Feedback Thread

Posted: Mon Oct 28, 2019 4:37 am
by garrbear758
Harbage is easily the best designed dungeon on skal, and one of the best on the server. It could definitely be a little longer, but that opening area is excellent because you have to actually think and plan out how to approach it. I would love to see more dungeons that actually require tactics beyond click on the red people.

Re: Ultimate Skaljard Feedback Thread

Posted: Mon Oct 28, 2019 8:02 am
by Astral
I think the biggest problem I have with Skal (that indirectly effects the progress of the writs) is the gigantic size of the screens. It means getting to places takes really long time. I feel like going from Skaljard to Eingvalir Crossing takes longer than going from Cordor to the tower. Within the length between Cordor and the tower there are 4 or 5 writ locations, not inculding the sewer related writs. Because screens are so large, it also means that there's a higher chance screens will be empty from mobs and you need to circle back later again to finish your writs as some writs occupy just one large screen that would take the guy before you long time to finish. That's frustrating. You walk for long time to find the dungeon empty. This happens to me a lot in Skal and doesnt happen nearly as much in other starting locations.

Re: Ultimate Skaljard Feedback Thread

Posted: Mon Oct 28, 2019 2:17 pm
by Bunny
I prefer starting in skal. Needs a vault. Needs a peddler. Needs connection with the mainland year round but not in skal aka it should be a trek to get between the two.

I love the emptiness of the tundra and underdark but it needs rewarding destinations with unique features.

I love the idea of an underdark passage but there would need to be a neutral rest and resupply point.

Re: Ultimate Skaljard Feedback Thread

Posted: Mon Oct 28, 2019 2:31 pm
by Vespidae
I love the vast empty tundras, the bare mountainsides and the isolated feeling. There's nowhere else quite like it on the server, and it times it genuinely feels like a hostile natural environment, with only inhuman tribes resembling anything like civilisation. If anything I'd make the tundra even bigger and lonesome, make it a proper survival challenge rather than just another area with a few monsters in it.

As for the writs, idk I was a barbarian when I played there so I destroyed everything in my path. But then it seems to me like a better island on which to be a Barbarian or Ranger rather than a wizard or a rogue.

Re: Ultimate Skaljard Feedback Thread

Posted: Mon Oct 28, 2019 3:31 pm
by Anime Sword Fighter
I echo everything in the OP.

Skal desperately needs exp/loot increases for all the mobs for their sheer difficulty. Please. The writs also need upped, or toned down in difficulty. The level ranges on the writs are also kind of wonky.

Random idea: An above ground trek through the tundra being another passageway to the rest of Arelith would also be cool. Not sure exactly how it would connect, another couple gigantic tundra field areas added in and then a portal to a similarly icey place on Arelith? Alternatively a two way portal to a plane of ice, if that's a thing, that then had a one-way drop off on Arelith would also be cool.

Re: Ultimate Skaljard Feedback Thread

Posted: Mon Oct 28, 2019 8:08 pm
by MissEvelyn
Vespidae wrote: Mon Oct 28, 2019 2:31 pm I love the vast empty tundras, the bare mountainsides and the isolated feeling. There's nowhere else quite like it on the server, and it times it genuinely feels like a hostile natural environment, with only inhuman tribes resembling anything like civilisation. If anything I'd make the tundra even bigger and lonesome, make it a proper survival challenge rather than just another area with a few monsters in it.
+1
Skal is unique because of the vast wilderness.

Re: Ultimate Skaljard Feedback Thread

Posted: Mon Oct 28, 2019 8:15 pm
by malcolm_mountainslayer
Vast empty plains can still hsve resource nodes.

I always imagined the Skal, with its isolation, being worth the effort to do some kind trading company due to vasts amounts of untapped raw resources.