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Pioneer's Way: The path of death....

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  • Pioneer's Way: The path of death....

    Pioneer's Way, the path we all take as new characters. Sunderer's Gate, being the default starting point for new characters, means at one point or another, we all walk it. ((and for the record, I miss the ship arrival at Port Avanthyr)). My sugguestion however, has to do with the fact that so many new character/new players die there, just after making new characters. I have already experienced a few new arrivals get disparaged by this, get them down, and leave the server.

    My suggestion: Include in the new character passing of Sunderer's Gate, that yeah, in fact there is a history of danger along the path. I know a fairly new supply shop is located there for beginner gear, I think an extra conversation, or trigger posting IC thoughts about supplying before heading out, prudent.

    I hate to see new talented folks, get down by killed in minute two in game. Their fault or not.
    [COLOR=Black][COLOR=Blue][I][B]Landristin Ly[/B][/I][/COLOR][I][B][COLOR=Blue]onstongue[/COLOR][/B][/I]: Ancient, Child of Colibrus. Advisor of Colibrus, Emissary of Sestra, Magistrate of Sestra.

    -[I]Not fond of morning walks on the beach.[/I]
    [/COLOR]

  • #2
    I actually had this happen to me when I remade a character...

    Llathasa, my rogue, was gunned down by archers before I could even get away.. Kinda seems like it's trouble for the more squishy characters. I can't complain about the resulting frustration, since in my annoyed, angry state I got my lazy butt off my computer and went jogging for a bit. But, even so.. I'd recommend eliminating the ambush gangbang of bandits awaiting newbies.. at least during their first walk through Pioneer's Way.
    "We must not believe the man, who say that only free people ought to be educated, but we should rather believe the philosophers who say the only the educated are free." -Epictetus

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    • #3
      Patrolling it could be a job for pc's of lawful inclination.

      I'd say sundren is not really much of a grind at low levels, or a terribly difficult campaign. a lvl 3 start - that's hell generous!

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      • #4
        Agreed. A level 3 squishy just gets slaughtered by the bandit archers. Mages have a horrible time if they get caught by a small group. Your concentration score just isn't usually high enough to get a spell off and the hit points can only take a couple shots before death. Fighter types and clerics are the only ones that really stand a chance when they get jumped...and only if they found the merchant and bought armor and weapons.

        Yev's idea for an automatic message pointing out the merchant is great. I've seen several people walk by and then want to know how to survive without any gear. A proximity trigger with a floating text calling attention to the guy would be all that is needed. Then no one can gripe about not being able to find the merchant. All the useless people up there try and hock their wares (or horses short or whatever). Seems like the only one you really need to talk to is the only quiet NPC in teh area.
        Ursus Ahrahl: Vengeful Desert Warrior (http://www.sundren.org/wiki/index.php?title=Ursus_Ahrahl)
        Zaphram Babblerocks: Silly Gnome Tinkerer
        Ronon Darkholme: Eye and ear of the Night Watch of Kelemvor's Eternal Order (http://www.sundren.org/wiki/index.ph...onon_Darkholme)
        Jakomyn Moriarty: Misunderstood Calishite mage (http://www.sundren.org/wiki/index.php?title=Jakomyn_Moriarty)
        Turin Greyhold: Ex-mercenary paladin of Torm (http://www.sundren.org/wiki/index.ph...reyhold,_Turin)
        Alexandros Pentacost: 1/2 Orc Cleric of the Red Knight
        "Remember, Private..Friendly Fire is not a nice warm place you and your hippy buddies sit around at night toasting marshmallows and singing Kumbaya." --Me to one of my troops way back when

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        • #5
          Originally posted by Shedboy View Post
          Patrolling it could be a job for pc's of lawful inclination.
          The Sundren Free Brigade did just that. Only problem is that there are just two of us left at the moment. The chances of meeting a new character with the server population so low right now is really small. Or of clearing the bandits just before someone comes along.

          I can't really think of an easy solution. Most would be difficult to script, probably too difficult in the circumstances. So I guess I'd have to go with the warning notice idea. At least that should be relatively easy to script.
          Cheers,
          Dave
          ================
          Tery Mard

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          • #6
            When you make a new character you're given the choice to arrive at Port Avanthyr or the land route, so why you're missing the Port Avanthyr opening sequence I'm not sure...

            That said, we could still have a look at the balance issue with the bandits to make sure the dead bodies don't keep piling up.
            I am death, come for thee. Surrender, and thy passage shall be... quicker.

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            • #7
              These spawns will get altered with all the rest so it shouldn't be as much of a problem for new players.
              The very existence of flame-throwers proves that some time, somewhere, someone said to themselves, You know, I want to set those people over there on fire, but I'm just not close enough to get the job done.

              George Carlin

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              • #8
                What? I've never seen the transition... where is it?
                "We must not believe the man, who say that only free people ought to be educated, but we should rather believe the philosophers who say the only the educated are free." -Epictetus

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                • #9
                  I have been prompted when first joining the game only about 75% of the time. I have made several new characters in the past month or so. Also the quests given at the gate are too hard for new characters eg. the harbinger rings.

                  Perhaps with the choice to start at port or start at the gate there should be added, Sea entry (recomended for players new to sundren) That end has a much easier start I think.

                  My thought on the bandits along the road... Why not have them open up a dialog, One you can't avoid. Then they have the choice to pay the bandits, fight the bandits, bluff them diplomacize they arse. I can draw up the dialogs if need be. I think a little more of this sort of encounter would go a long way.

                  Other places I could see diplomatic zones. The Schild on the side of the hill. The smugglers tunnel. The bandits mountain (first area with the bridge)

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                  • #10
                    Originally posted by DM_Acorn View Post
                    My thought on the bandits along the road... Why not have them open up a dialog, One you can't avoid. Then they have the choice to pay the bandits, fight the bandits, bluff them diplomacize they arse.
                    My character routinely patrols the road leading from the Gate to the Second Wind Inn. I believe this is an excellent suggestion as it provides RP to a greater number of folks while at the same time aids those new characters who otherwise walk unwittingly into an ambush.
                    Cheers!

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                    • #11
                      Closing this thread as Saulus has already pointed out, the spawns in question are being altered as we speak
                      I am death, come for thee. Surrender, and thy passage shall be... quicker.

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