Literally miss the boat lol, too funny.
The problem with moving the Welcome Hall to Peridotia is that the tilesets are not compatible, it would have to have it's own little area in order to accomodate the lovely artistic alter architecture. It would be a shame to loose that.
But moving the starting point from Lomatin is not a bad idea. Even though there is a text reference for newbies to start in Peridotia, the thing with all mods that we must remember is that "See the World" syndrome.
"Run here, look at this. Let's run here and look at that. I wonder what's over here." Everyone knows that when you come to a mod for the first time you know absolutly nothing and you want the quickest feel for the game as possible. In other words, "If this mod is really good and I like it enough to come back here regurlarly, I'll have plenty of time to read the signs."
The following is my suggestions on how to make Talus a better place. This summary information is the short story from the original post I made on module suggestions.
SUMMARY
1) Talus Rules. Plain and simple.
2) n/a to this forum.
3) I'm available to help in whatever way I can. I just need time to finish the two projects I have going on now and then I'm more then willing to devote the time that I do have now to help make this great place even better should I favor your support.
4) n/a to this forum.
5) We should look at Hak packs.
6) We should try to up the xp scale. (Edited)
7) We need a thorough overall on the available items in game. Both in stores and in drops. Better merchants should be put in farther to reach cities, but remember, Lomatin is the biggest city around. If you can't find it in Lomatin where can you find it? And why should the items be where they are? (Edited)
8) We need boss encounters. If the point of the area is not find an npc to finish a quest then there should be a big baddie(s) at the end to simulate a "climatic moment of achievement. Of true victory. Or defeat.
9) Not everything should be soloable. Whats the point of a multiplayer game if you can do everything alone?
10) We do need a few hack n'slash areas for those that do not have their brains turned on (too long of a day at work etc.) and also for those that only have an hour to come in game. (Edited).
11) We need higher level areas for higher level characters with higher level rewards.
12) We should look to either upgrade or toss certain areas of Talus that do not meet its excellent growth potential.
13) We need Rewards! We need treasure! In that light, I say we up the economical value of merchants to reflect the pc's having better gear and more money OR quite simply make some of the better items that we do incorporate into the game as "Plot" items so that they cannot be sold. (Something along those lines).
14) Upgrade the signs in the welcome hall to better reflect the changing mod.
15) We need to adjust the respawn rates of certain places.
16) We need to make the farther outlying areas of Talus harder. No 15th level character should be able to get to certain areas without help.
So yeah, that's my take on suggestions for Talus. I've already finished one major protect of the two I was working on and I believe Lan is looking it over at the moment. It's an epic adventure that is completely along the lines of a great story based on the amount of text that is in it. I actually hope to base my first book off this adventure one day.
The other big project I'm working on is about less then a week from completion at the rate I'm working on it. (less trouble shooting/testing of course). With both of these two projects (app 74 areas, 5 quests) I'm hoping to give the higher level characters a few alternatives to the Kitharmin mines.
Anyhow, love see the input all, keep it coming!
-Longtide.