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Underdark Layout feedback

Posted: Tue Oct 17, 2023 11:07 pm
by TheManBehindTheMemes

This isn't about Andunor, but just areas around the Underdark as a whole. Currently while good folks like Bat are working on Underdark. Giving it stuff to reinvigorate the underworld away from the Corellon's wrath.
Well...
To be fair, it struggles. On the surface, dungeons are slowly becoming more defined. Where you start to notice a trend of "Exploration map" with few dungeon entries dotted about, with their own exclusive writs. Which leads to less toe-stepping.

Here, in the Underdark.

Eehh. No.

You have several writs, about more than four that specifically require you to go out and kill monsters.. On the road. Yes. On the road.

You got the Ice Road. You got the Drider-infested one. Then the Peninsula version. Then you got the Ogrillon height part. You can probably start to notice a certain trend. Hells there's probably more that I didn't remember. Probably Rider's Peak included mayhap.

Lot of these writs that tend to take place on the 'exploration' or foot-path tend to... Overcrowd. Sometimes you can be immensely unlucky for hours straight because the Ogrillon chief you want to kill hadn't respawned as people kept teleporting into the Height because there's a leyline destination there. So the server tick hadn't gotten to tick uninterrupted without the map getting loaded by people getting in to go farm Grimlocks.

You're at this invisible whim of just because the Players have to travel, the map stays loaded, therefore stuff does not respawn. Meaning that you're unable to complete your writ.

I hope that in some form, or manner could be done to 'offset' these road-writs into their own respective dungeons. To just reduce the amount of "interruptions" players will receive when people just want to walk to get to their destination.