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Author Topic: Remonstering  (Read 732 times)

Asherah

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Remonstering
« on: November 18, 2013, 07:59:46 AM »

We consider the "beginning of the game" to be Rthorp to Arthos.  There are several cities/areas in that region.

Cities are
Raventhorp
Zinn
Termina

and ones most people have never been to
Phoenix
Eldradien's Deep
Thistledown

Other areas are
Forest of the Night
Arseem Highlands
Orc Hideout
Ettin Woods
Orc Stronghold
Over the River
Baldon's SlimeFarm
Ameldur Forest
and a few more

We need monsters

Currently the monsters that are in that entire area are
slimes (15 HP, 1 ATT, 14 EXP)
wolves (24 HP, 4 ATT, 22 EXP)
orcs (33 HP, 13 ATT, 41 EXP)
imps (33 HP, 10 ATT, 44 EXP)

Ettins, by the way, who aren't in this section of the game even though there is an Ettin Wood, are 92HP, 17 ATT and 100 EXP).

That's a lot of areas with not many monsters. You also have to be able to get to 50 HP by the time you reach the border. So we could use some more monsters, different monsters, bring more monsters from the Arthos+ area and then create new monsters for the later part of the game or possibly other things.

What monsters work in those areas? What do you want to see? Personally, since nobody ever goes to Ameldur Forest, Thistledown and Eldradien's Deep, we could put completely new low-level monsters in there.  I would like to see Elves (43 HP, 16 ATT, 35 EXP) back in the Arseem Highlands where they belong.

So, what monsters should go in what areas and what should their HP, ATT, EXP and drops be?

ALSO, we have unused or underused weapons like dirk, dagger and knife that are all weaker than short swords.  What weapon should ideally be used to fight each  monster you recommend? Again we can change any value on any item and any monster.


« Last Edit: November 18, 2013, 08:08:05 AM by Asherah »
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Rowdyy

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Re: Remonstering
« Reply #1 on: November 19, 2013, 09:55:37 PM »

If I remember correctly, Poison Frogs can be found prior to Arthos too. However they are at the very end of the path so it's not likely something a new player is able to train on. Mega Slimes and Orc Lords would both be a good challenge for the higher end of that area. Since Imps don't give exp beyond 50hp (not sure where they actually max out at) they could probably be moved closer to the towns. When I was there I only found them near or after the 50 hp barrier.

If you wish to make the Dirks and daggers more useful then make those the starting weapons for characters and lower the starting gold value.
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apoc

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Re: Remonstering
« Reply #2 on: November 20, 2013, 03:01:21 AM »

Also have to say with slimes dropping short swords quite frequently, the lower weapons become a bit useless. Put a real challenge to get from raven to arthos, like maps where you have to actually time the monsters movement, that requires skill, e.g. having lizard warriors in arseem highlands where they can kill you in 2 hits, trick is you have to avoid them, there only used to be 2 lizard warriors on any map there. 4 is too tough, but 2 is manageable because you time your run when they finish moving etc.
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apoc

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Re: Remonstering
« Reply #3 on: November 20, 2013, 05:04:31 AM »

to add on, make slimes drop the weakest weapon instead of short swords, since slimes are the weakest monster, they should also drop the weakest weapon.
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Troqus

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Re: Remonstering
« Reply #4 on: November 20, 2013, 11:13:05 AM »

Slimes used to drop dirks, and you could only get short swords from Cyclopes (that's the plural).
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noodle

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Re: Remonstering
« Reply #5 on: November 20, 2013, 12:40:11 PM »

Alright so a big recurring problem I have noticed is really weak monsters in places where there should be stronger monsters.

Some things i noticed was health pads surrounded by monsters that couldn't even get you to the required hp to pass the pad...

Basically the only spot in the game that should contain Orcs, Wolves, Slimes, Imps should be the starting area.
Orcs and wolves together like peanut butter and jelly which obviously, you have already done.

Orcs, Wolves, and Imps. What are they doing on the road to Keld? There shouldn't be noob tier monsters in areas that shouldn't contain them. Mega slimes, Poison frogs, and Elves would make a lot more sense.

Essentially what you need to do is defend the city from noobs with monsters that repel them.

ALTHOUGH, towards the end of the road you have mega slimes, which is good. But there isn't a smooth enough transition from noob tier monsters to slightly less noob tier monsters.



Personally I find grinding monsters is the most fun and interactive way to acquire wealth.
I used to get a thrill out of getting that 1/200 drop I wanted to upgrade my character, but I find myself grinding for the same boring gold drops and then I buy the item.

I would much rather grind for like ~75 gold drops, and have other items thrown in there roughly equating to the same gold/hour. I find there being more variety in this, and more exciting when the item drops, instead of expecting the gold to drop you should be hoping for the items to drop, which in turn you get happy when the item drops. If that makes any sense?

Also I have noticed a lack of choices on how to aquire crafting materials.

Sense I like to kill monsters instead of breaking rocks. (I'd imagine everyone would like a little bit of variety) It would be cool to see more monsters that drop chunks (just like ice demon dropping ice chunks but all chunks being droppable, and drop rates from both mining and monster killing being balanced. It would also be cool to fight like treants that drop logs. I don't mean go overboard and chase giant fish through the forest, but I think you could do some cool stuff with this.


The drops I'd like to see would be something like this...

Slimes

Leather cap
Leather boots
gold
apple
dirk or something slightly better then the starting melee weapon

Wolves

Leather cap
leather armor
leather boots
short sword kinda rare
gold

Orcs

Chain armor
chain helmet
chain boots
short sword less rare then the wolves drop
gold

Mega slimes

Plate helmet
plate boots
gold

What happened to the broad sword and the sword of hope? I have not seen these anywhere.

I would also like to see some more really rare but awesome items being dropped.

Like Robes of invisibility that are like 1/300 from some tough monster, or Ring of Quickness.

I do understand that there is ALOT of humor in this game which is great but, I don't think dwarves for example should drop short swords, or higher end monsters dropping crappy health potions and elixers, all monsters drops should be relative to how hard they are to kill without a bunch of junk thrown in.
« Last Edit: November 20, 2013, 12:59:13 PM by noodle »
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Rowdyy

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Re: Remonstering
« Reply #6 on: November 20, 2013, 09:55:16 PM »

I wouldn't want them to remove slimes/wolves from arthos area completely. Mostly because I rushed to Arthos and didn't properly train any of my sword skills. Let alone the hammer wielding / staff fighting skills. Which are best started out on slimes and wolves. Maybe move them to the road to Arthos areas instead of the road to Rhine/Keld for example.
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apoc

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Re: Remonstering
« Reply #7 on: November 21, 2013, 12:22:45 PM »

agreed with Rowdyy, also you can make broad sword with steel ingots and buy sword of hope from cairnwood

Personally, i'd add weaker monsters to starting area, just like 2-3 new ones and not let slimes be accessible till next town.
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noodle

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Re: Remonstering
« Reply #8 on: November 23, 2013, 05:50:33 AM »

agreed with Rowdyy, also you can make broad sword with steel ingots and buy sword of hope from cairnwood

Personally, i'd add weaker monsters to starting area, just like 2-3 new ones and not let slimes be accessible till next town.

I feel as if you shouldn't have to mine 200 iron chunks just to be able to get the BS level to craft a broad sword.
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