Topic: Strawberrie Dires
I want to know what the rest of you think of Mumblee descion on down sizing the dires spawn. I hope it would be left alone but you never know. I'm not sure how many players use it so speak out or forever hold ur peace.
You are not logged in. Please login or register.
I want to know what the rest of you think of Mumblee descion on down sizing the dires spawn. I hope it would be left alone but you never know. I'm not sure how many players use it so speak out or forever hold ur peace.
Forever hold my peace tbh
i like old starberry spawn
I think it is fine, I have been there many times when I had to turn
away because it was full.
If you where turned away because it is full...How is downsizing a good decision.
I havn't seen it in a few days so i will pop in and look but i loved what zammbi did with it as did many players.
If mumblee has made it smaller then it is apparent it will be taken as welcomly as his downsizing of blues.
I must admit.. Zammbi didnt do a bad job.. but I liked how it was originally... The biggest problem with that spawn is that Dire NPC NEEDS to be changed. Use Human art or something.. it Blends with the Mobs.. Therefore Zammbi is to blame.
Bad Zammbi, Bad....
If you where turned away because it is full...How is downsizing a good decision.
I havn't seen it in a few days so i will pop in and look but i loved what zammbi did with it as did many players.
If mumblee has made it smaller then it is apparent it will be taken as welcomly as his downsizing of blues.
Umm, I said it is fine, that it doesn't need down-sized...
I think what Zammbi did with the spawn was great many more players now have access to fairly reliable spawns which are spread out over a large enough area that they can all level without bothering one another and can also level in small groups if wanted or if preferred alone. I think the spawn should be left as is.
Cept that Dire NPC needs to be changed
I didn't downsize the spawn... must have been someone else.
Mumblee can you change that Dire NPC =p change it into a human model.. something besides a dire.
If you dont we will be forced to engage into a deadly battle to...... ummmm the death....
Mumblee can you change that Dire NPC =p change it into a human model.. something besides a dire.
If you dont we will be forced to engage into a deadly battle to...... ummmm the death....
*hands fb and Mumblee two slices of pie* Gentlemen you know the rules back to back 10 paces turn and fire!
I think the spawn should be left alone, i have been there many times and it has been full of players who are all lvling on dires. I don't see the benefit of changing the dire spawns, nor did i see the benefit of changing the dragon cave. It merely destroyed Wu's fine work and took away perfectly good spawns that were open to everyone. The dragon was a place for both new players and higher level players to level, and was one of the most used spawns in the game. If a decision was made to downsize the Wuville and Thiefs town sewers and the ant hill spawn, i could understand it, as many of the spawns are hardly ever used. But both the dire spawn and the dragon cave spawns are/were(were being in the case of the dragon cave) used on a regular basis by a vast number of players.
No disrepect to Mumblee but i don't understand the logic behind choosing to "downsize" these spawns.
I love the new dire setup.
The old one was a right pain in the arse with almost all the dires spawning on the same flat undivided space.
AND the dires that spawned in the tunnel could Zhack up to bite your ass while you fought another dire, not to mention the problems of high leveled players being able to hog practically the entire dire spawn because they could zerk about like a greased cat on a frying pan or clit half the map.
Besides before it was changed the wretched spawns kept breaking, sometimes with as few as 2 spawns working....
The new layout has about 17 dire spawns which are very reliable (I know of one that seems to break if you kill it and stop spawning for about 10 mins) And lets you fight anything from solo dire spawns to a 4 dire spawn depending on how you fight and whether you can take groups at once. Its also sufficiently spread out and divided to allow quite a few players to be leveling at once without invading one anothers space.
While the dire cave change was pretty useful, I don't see the logic behind destroying 80% of the blue spawns.....
Theres now 3 very overused spawns left in the whole dam cave..... no scratch that.... make that the whole dam game.... (excluding adventurer quest)
I used blues to level up from around 40-90 on all 3 of my chars that I've got above 90, nothing else gives as good xp without being faster or having more resists or hitpoint recovery. Theres was also enough of them, spread out in multiple areas for anyone to level in there without pissing off other levelers (much like the new dires).....
....so its now easier to level high leveled players but even harder for ~ level <70 players to level up.....
40,000 Americans are injured by toilets every year
2nd Gen. Faldon_Macro ~75% complete (woot!)
Well, to correct you slightly, the adventurer quest does not have
a single spawn in it. If you were to z-hack in you would never
see a single monster. Good luck however with z-hacking in that
place.
You know perfectly well what I mean.
All spawns are script controlled and the one in the adventurer cave is set to only spawn during the quest and only once at that.
In fact two spawn in there.
40,000 Americans are injured by toilets every year
2nd Gen. Faldon_Macro ~75% complete (woot!)
Not all spawns are script controlled. In fact there are VERY few that
are. The spawns you see normally are controlled server-side by a
an actual placement of a spawn. What is done in adventurer is more
of a summon.
You know, I COULD map edit up a new dungeon and prove to you guys exactly the reason for decreasing spawns, but I don't think that would be a good idea. You'll just have to trust me.
And in any case, like I said, I DIDN"T CHANGE DIRES SPAWN (at least not yet....)
As for the areas that are currently unused (i.e. anthill and sewers), I have some ideas for them that i'll be discussing with Aaron and Crov. We'll see how things pan out.
You know, I COULD map edit up a new dungeon and prove to you guys exactly the reason for decreasing spawns
Why can't you just tell us?
40,000 Americans are injured by toilets every year
2nd Gen. Faldon_Macro ~75% complete (woot!)
Trust is a fickle thing that cant be asked for and not given.
I mean couldn't deleting them have waited UNTIL your new plan has been implemented.
you have to understand the mindset of your common faldon player. They asked for mage monsters...which where created and placed on the new map...then they where told to TRUST US....and still nothing.
It just seems that the history books prove that what the GM promise isnt always what is followed through with.
So excuse me if we are a bit sceptical until we see some proof.
Well, the reason the new map isn't done is because the GMs working on it are dicking off. Yell at them about it.
You know, I COULD map edit up a new dungeon and prove to you guys exactly the reason for decreasing spawns
Why can't you just tell us?
Because people don't listen. Here it goes anyway:
People don't seem to understand that if every player had his own personal dires, blues, tigers spawns, and never saw another player, that the game would get boring REAL quick.
While adding larger spawns seems, up front, to be a good idea that makes the playerbase happy, in the long run it ends up causing more people to quit. The social aspect of Faldon is a much larger portion of the game than any of the mechanics of the game (i.e. religion, spells, skills, etc). Basically, it's like this: Once you have everything you want, you have no reason to play anymore.
I was about to say something but I think I drank too much and I'm feeling tired and I'm about to be dragged off to Devon for a couple of days.....
I'll think about it while I'm away
40,000 Americans are injured by toilets every year
2nd Gen. Faldon_Macro ~75% complete (woot!)
So making less spawns where high level people can come in and kill the low levels so they have no-where to level now....is a better solution....
The chat screen is always there for the social aspect. and the party lvling system is too screwed for people to actually hang out together at spawns.
I think getting rid of Blue dragons was a bad idea because it harmed the low levels...I think getting rid of dires would be a bad idea because it harms the mages.
Take a look at beholders den if u want to see a massive warrior spawn.
p.s. on a side note...turns out there was about 50% of the new starberry cave that i had missed and never seen before....and yeah...its massif.... :shock:
Good points J3 but atleast we finally have a logical argument for all of this "downsizing." To some extent i do see his point, the conflict over the spawn's does make the game more interesting. Also i have known it to create a sense of community in faldon in the past. For example in the past people would take it in turns at starberry dires and would respect one another's leveling time (in some cases.)Same applied with the two wyrm spawns on desert map.So now Mumblee has explained his actions i am far less critical of them.
It is true that it is far harder to level mages than it is warrior's though. That is the best argument for keeping starberry dires, Dire wolves are one of the few higher exp monster's mages can kill fairly easily. If starberry were to be downsized the resistance of tigers/bengal tigers should be lowered so that mages can make use of these spawns as well as warriors. This would make the mage/warrior leveling ability far more equal.
Currently installed 5 official extensions. Copyright © 2003–2009 PunBB.