Regarding the Balancing of Areas and Their NPCs/Interactions
Posted: Wed Apr 15, 2020 8:01 pm
There is a tremendous amount of effort built into every single area of Arelith. Details with sound, light, secrets, lore, you name it. But many areas unfortunately suffer from poor design flaws that encourage people not to visit again.
The Jungles near the Crow's Nest, and more particularly, the Mound:
The jungles are great. There is beautiful lightning and hand crafted sound, and the Mound is a great place for lower level characters to grind.
However, it is badly marred with some serious design flaws. One of them being the ridiculously oversized snakes. Often these snakes are so large that they become bugged, and they float in the air. Because of this, it makes it impossible to target anything else, and so you're stuck with targeting them. After killed, you will then see comically gigantic bones and blood fall from the sky over top of everyone. These snakes need to have their size reduced, or they should be removed altogether.
Additionally, the debuffs that enemies like Dark Nagas or the Yuan-Ti throw out to players, especially at lower levels, are far too powerful. Lower level characters should not have it expected of them to carry around full Restoration spells or scrolls at all times. The level drains, stat damages, and curses, are greatly overpowered for an area that caters to such low level characters. Even in the jungles themselves it is possible to experience these things, and it is too great a challenge for a low level region.
The Lost Desert:
These areas are vast and beautiful, and again, they are filled with many secrets and details. The notion of sand getting into your boots and slowing you down was fun and immersive the first couple of times. But it soon became obnoxiously excessive. Not only does it last too long, but it is far too common. These "sand traps" should last only one round at most if they are going to be so numerous, but they should still be reduced in number. They become nothing more than a nuisance and it discourages players from returning to explore again, which is an awful thing to do, considering how much effort goes into these areas.
The "Slow Trap" is something that is highly prevalent throughout Arelith. Dungeons everywhere use it, and it can even be found in low level areas like the Jungles with lizard mages and so forth. While it can be an interesting addition to RP, mechanically, it just becomes frustrating. When a player becomes frustrated Out of Character, their RP suffers, immersion breaks, and most importantly, it's not fun anymore.
I hope things like these will be toned down in the future, and that the current implementations can be, frankly, nerfed a significant deal.
Thank you for reading!
Burin.
The Jungles near the Crow's Nest, and more particularly, the Mound:
The jungles are great. There is beautiful lightning and hand crafted sound, and the Mound is a great place for lower level characters to grind.
However, it is badly marred with some serious design flaws. One of them being the ridiculously oversized snakes. Often these snakes are so large that they become bugged, and they float in the air. Because of this, it makes it impossible to target anything else, and so you're stuck with targeting them. After killed, you will then see comically gigantic bones and blood fall from the sky over top of everyone. These snakes need to have their size reduced, or they should be removed altogether.
Additionally, the debuffs that enemies like Dark Nagas or the Yuan-Ti throw out to players, especially at lower levels, are far too powerful. Lower level characters should not have it expected of them to carry around full Restoration spells or scrolls at all times. The level drains, stat damages, and curses, are greatly overpowered for an area that caters to such low level characters. Even in the jungles themselves it is possible to experience these things, and it is too great a challenge for a low level region.
The Lost Desert:
These areas are vast and beautiful, and again, they are filled with many secrets and details. The notion of sand getting into your boots and slowing you down was fun and immersive the first couple of times. But it soon became obnoxiously excessive. Not only does it last too long, but it is far too common. These "sand traps" should last only one round at most if they are going to be so numerous, but they should still be reduced in number. They become nothing more than a nuisance and it discourages players from returning to explore again, which is an awful thing to do, considering how much effort goes into these areas.
The "Slow Trap" is something that is highly prevalent throughout Arelith. Dungeons everywhere use it, and it can even be found in low level areas like the Jungles with lizard mages and so forth. While it can be an interesting addition to RP, mechanically, it just becomes frustrating. When a player becomes frustrated Out of Character, their RP suffers, immersion breaks, and most importantly, it's not fun anymore.
I hope things like these will be toned down in the future, and that the current implementations can be, frankly, nerfed a significant deal.
Thank you for reading!
Burin.