View Full Version : Expanded Skill Gain Areas
February 23rd, 2011, 03:59 PM
I love this game, but I'll be the first to admit, I'm not that great at it. I am not the guy who instantly jumps in and finds the best macro spots and then amasses a fortune. I generally just roam and perhaps stop every once in a while to perform a simple macro for a few hours.
The dungeons seem to be out of the way and dangerous for the ill-equipped. Deceit is not even accessible and is already run by a mega-guild, while the others are full of notos.
Basically, I was wondering if it would be such a bad idea to make areas like the graveyard or the orc fort by Yew considered dungeons and allow increased skill gain there. It would spread out the area a bit and not force out the little guys who can't completely run spawns. I run past some of these places and they seem to be empty (at least the orc fort), but I think they'd be more populated with a skill gain increase.
Lastly, it would help to thin out hotspots and make use of more of Britannia.
February 23rd, 2011, 04:08 PM
as a wilderness farmer who avoids dungeons for the same reasons as you, i whole-heartedly agree. certain areas of the wilderness should be hand-selected to be given the extra skill gain from dungeons. this would greatly enhance the playing experience as one would not feel herded into a dungeon to gain maximum benefit. the dungeons are full of pk'ing macro farmers whove got 90+ magery already. how can players like us expect to compete with no lifers and still enjoy the game? simply put, we must put more time in and illegally macro ourselves just to play "keeping up with the joneses"
February 23rd, 2011, 04:41 PM
the dungeons are full of pk'ing macro farmers whove got 90+ magery already.
I completely disagree with this statement. I frequent dungeons every night and have only ever seen one PK. Very few people are macro farming (although the enterance to Cove last night seemed to be quite full). With the new rules about macro'ing inside of dungeons in exploited locations, people are being forced to move on (slowly but surely). My opinion on this matter is dungeons are fine right now. I very rarely have problems killing stuff inside them. As far as expanding the 2x skill gain to select wilderness location, I think that could work to fit the playstyle of some others. I do not see a problem with it, as long as it doesn't lead to macro'ers moving there after we've just kicked them out of our dungeons!
how can players like us expect to compete with no lifers and still enjoy the game?
Way to generalize everyone in the game who has put in more time or has more skill. People have different play styles.
February 23rd, 2011, 04:53 PM
You described exactly why dungeons have 200% skills gain. They are dangerous and you'll cross quite a few players who will do all they can to get you killed.
Team up with someone else when you go to a dungeon and you should be ok. I never liked to hunt with others being a solo player but right now I do. This is the best option and turns out to be more fun as well.
February 23rd, 2011, 04:59 PM
heh I was actually murdered for the first time today, and it was not in a dungeon.
Dungeons are full of noto pks though. Go gray, either through blade spirit mismanagement or by accidentally looting the wrong corpse, and you will have a pack of blues at your throat.
February 23rd, 2011, 05:06 PM
I have an issue with taming hostile monsters too, it seems like they just keep attacking even after receiving commands and end up turning me grey... at least scorpions do. I understand that dungeons are more dangerous and therefore are granted the 200% experience gain but we're talking about a small hardware trying to set up shop in walmart territory. Murdered or not, the spawns are often camped anyway.
I just think we can make more hotspots, otherwise parts of Britannia will just remain empty.
February 23rd, 2011, 05:06 PM
That's why I'm so scared to cast a blade spirit in dungeons :)
I don't have dispel in my book too so I'm sure to go grey
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