Anphillia Continuum
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Trans from Iron Hold to GF Center

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Rann Cora
J. Persinne
Rugnarie
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Post  Rugnarie Mon May 23, 2011 4:26 am

Anytime you're leaving IH, you trans between like 8unicorns and renders. Can be quite lethal Wink
Some fixing would be nice Smile
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Post  J. Persinne Mon May 23, 2011 5:03 am

Yeaaaah, it's dumb. Whoever came up with that design ought to be clubbed over the head with a rusty spork.

I'll look into it.

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Post  Rann Cora Mon Jun 13, 2011 11:34 am

As one who helped design Iron Hold itself.... Yeah that transitions sucks. Rolling Eyes

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Post  Felix Mon Jun 13, 2011 11:42 am

Speaking of that needs finishing Smile
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Post  SnarleysAngel Thu Jun 16, 2011 3:36 am

I love the deadly trans back to the center... cost me my life a lotta times when I was thinking about it, always costs ppl who fast trans theirs that I warn, we need more of those

Iron hold would be a pwnsome finishing ground for any that are keen to work on maps and such

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Post  J. Persinne Thu Jun 16, 2011 11:07 pm

As I see it, there are two kinds of difficulty:

There's "real" difficulty, which is challenging because you're being presented with an obstacle. You have to think your way around it, lest you run into trouble.

Then there's "fake" difficulty, which is what happens when the game throws something completely random or unintuitive at you, that is nonetheless likely to kill you.

Something like, say, the cliffs is "real" difficulty. There are a lot of mobs there. They hurt. But if you approach the area intelligently, and use choke points, you'll do just fine--and will be rewarded greatly for it.

Broken transitions, on the other hand, fall under the umbrella of "fake" difficulty. It makes no sense whatsoever that your character is in a snowy winterland one moment, and then surrounded by renders the next, all without warning. Nor does it seem, to me at least, to be a particularly sensible idea to base a party's likelihood of survival on whether or not the tank has a fast enough connection to transition before the rest of the group.

Anyhow, I altered the transition a bit. Let me know if it isn't at least a little better. (Mind you, I'd prefer to scrap the whole area at some point anyway.)

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Post  Rann Cora Thu Jun 16, 2011 11:12 pm

Scrapping Iron Hold would be a giant waste. Just add a slightly less snowy but still foresty area with more renders in between so it makes more sense. Call it GF-North.

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Post  J. Persinne Thu Jun 16, 2011 11:20 pm

No, no. I have no intention of scrapping Iron Hold. I would, however, love to revise the Grand Forest at some point.

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Post  Cryptic Fri Jun 17, 2011 4:32 am

This turned from wanting unicorns removed into quite a rant.

I for one would like to see Grand forest totally remade, but I realise that's a big ask. Thoughts include:
-unicorns removed
-another area between SW grand forest and Center (centre for those who know the correct spelling in their hearts)
-Removal of that unicorn/render spawn in South grand forest.

This keeps renders and unicorns off the main path. Also, unicorns feel unrealistic (LOL in fantasy RPG), and i've found to be significantly more annoying to a low level who are trying to run than renders. Further, that heal they cast is just irritating. Why not just give them 250 more hp, they nearly always get the spell off anyway!

Also, get Grand druids off the main path too! ...And keep the spawns more consistent. It's silly to see a dire lion one moment and an ancient bear the next. I'd have Northeast/Whispering with those pack leaders, snakes, etc and the rest of the areas with ancient animals... though I wouldn't object to having them less comically sized either.

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Post  Vladimir Fri Jun 17, 2011 5:46 am

counterspell?kd spamm?hold monster if u got sick dc?
why remove something that requires u to use some tacs?not enough straightfoward hacknslash for ya? bounce

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Post  Cryptic Fri Jun 17, 2011 6:21 am

So I have your support in everything else, Vlad? Wonderful!

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Post  Vladimir Fri Jun 17, 2011 4:50 pm

word homie!vlads got ya back!

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