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Post by Badwater on May 19, 2009 15:06:34 GMT -5
Dorigin Island needs some help. It's kind of blah, and doesn't need to be. - What I Don't Like - Outdoor areas with little to nothing there. There isn't a reason to go on many areas. I don't like Mirek, I think it's too much for not a lot of return. I don't like that it's been forever since I did anything on the island and I don't think I've missed anything.
- What I Do Like - Swordsbane Village. The Necromancer. The pyromaniac mage. Some parts of Mirek.
- What I Would Like To Do -
[/color]Make Dorigin Island a place of magic, where mages might go for things arcana and the errant unusual item. Where pixies are but a part of the magic creatures that inhabit the island; where you'll find a great array of magical beasts. A place that has a twisted past at the hands of the Planar Rift, in which all these magical things are the present result of how the Rift changed this island long ago. [/li][/ul] Proposed ChangesMIREK - Eliminate the castle and another area or two. Condense the city and keep what we like there while adding some content for interest. It would remain a heavily fortified port city. SUNSHINE VALLEY -Pixies here are no longer a viable guild but I would not eliminate the valley or the guild. I would condense the areas so they're only using two or three areas instead of the current 5 or so. I would make the pixies completely neutral, so that good or evil chars might align with or have a conflict with the pixies. MAGICAL BEASTS -The island would be dotted with imps, manticores, brownies, and other magical creatures, as well as having the dragon moved to a lair somewhere. THE NECROMANCER AND VAMPIRES -Vampires have not perished on Dorigin Island and neither have the magical creatures, who are unsuitable for vampires to feed on. Human habitation at Swordsbane and Mirek has been problematical, however, and both are heavily fortified. Even so, humans and the like are killed ever so often, and they do not turn undead; they simply perish in an unholy manner. Vampires have survived and humanoids have not been exterminated because this is a very remote island and a balance exists. The Necromancer, therefore, is the leader of the vampires here. So I have some ideas here. Any other suggestions? For example, should the Freeblade areas be moved to Battle Isle, or do the Freeblades have an entrenched base because of the presence of vampires elsewhere on the island? Fire away - let's make Dorigin Island a better place to adventure!
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Post by slidermike on May 20, 2009 15:48:14 GMT -5
Being one of 2-4 active Freeblades currently playing IMO the FB base should be consolidated back to the island.. The whole idea as i understood it was to help get Mirek into a more central roll but for all the obvious reasons never materialized. Also to advance the FB storyline which since the retaking of the castle can be shifted back over to the island.
Oh IF and its just a low priority IF you get time and we go that route then it would be nice to have the main gate unlocked by default for players to come in, craft and deal with the merchants on the island again please..
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Post by Badwater on May 26, 2009 14:58:25 GMT -5
I will work on other parts of the island first and leave Mirek and Swordsbane village for last.
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Post by Badwater on Jun 23, 2009 12:28:46 GMT -5
I'm waiting on updating the server since I can't get in for now. The bandit areas are almost done but I need to test an area before I finish it.
In the meantime, I've started work on Dorigin Island. Whenever the next update happens, you'll begin to see new areas and encounters right away on the island.
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Post by Badwater on Jun 27, 2009 18:05:51 GMT -5
I have started work on the new areas for Dorigin Island.
There will be updates on the island starting this weekend.
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Post by Badwater on Jun 29, 2009 2:24:02 GMT -5
If you are under level 6 or 7, be careful in Manticore valley. They just totally had their way with me and mysterling, and we were level 6's against CR 5. Totally nasty. I already hate the &*@$ that built it....
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Post by Badwater on Jul 25, 2009 2:06:56 GMT -5
Dorigin Island is about halfway there...maybe less LOL
I'm pretty sure that I'm going to move Lorehaven to Dorigin Island. LT intended Lorehaven to be an adventure primarily for mages, and Dorigin Island will be the place for all things arcana at some point, so I think it makes more sense to be there than in the middle of Halidian Flats.
As soon as I get the C.R.A.P. functions working then I will be ready to have the Cape Doom areas setup and ready. Cape Doom will be the place of restless undead pirates and vampires that will lead to The Necromancer, who is the evil puppet master of all these nasties.
Lastly, we get to my next poll, and I want as much feedback as I can get.....
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Post by slidermike on Jul 25, 2009 18:31:53 GMT -5
I voted for a nuking because 2 reasons.
#1 It is just too huge and way under used with the vast amounts of resources we already use and would free ip more. #2 Isnt the center of player housing and merchanting it was envisioned a couple years ago.
Now this in NO WAY reflects my thinking that Mek did a wonderful and very professional job on making a real city but alas it just never met Talus when it was at its height in character occoupation which is when such a grand city would have been best used.
Even the player housing is in the farthest corner, making it less than ideal for added player living (case in point would be Chang Lung).
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Post by Inviktus on Jul 25, 2009 23:50:27 GMT -5
Even the player housing is in the farthest corner, making it less than ideal for added player living (case in point would be Chang Lung). If the housing is functioning then I say keep it as part of the smaller city.
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Post by Badwater on Jul 27, 2009 0:58:23 GMT -5
Even the player housing is in the farthest corner, making it less than ideal for added player living (case in point would be Chang Lung). If the housing is functioning then I say keep it as part of the smaller city. It is functioning and there is no reason not to be keeping it and using it in whatever form the new city takes.
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Post by RogueKing on Aug 13, 2009 12:44:24 GMT -5
I believe you should add more history to Dorigin Island. I love how you are making it mainly magically due to the Planar Rift. I say make it the source of where the Planar Rift came about and include some quest to explore a dungeon that has been twisted between planes where one part is Talus and the next is a different Plane. An end reward could be an item of course, but also finding the reason why the rift occurred and more information on the ancients of Talus. Could be interesting and fun to do. Just an idea
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HC Sayuri
Monk
"Under one Holy Sigil we are joined, for the Honor of the Crown, and the Crusade of Good!"
Posts: 256
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Post by HC Sayuri on Aug 17, 2009 18:10:02 GMT -5
Here is my take.... Making a "magic oriented" modern city in a world where overall, you are attempting to tone down the magic, doesn't make a lot of sense. What I suggest is to focus on a type of magic, and make Marik a traditional Elf city instead. A city of trees and tree bridges and houses and such that meld into and are part of the natural landscape. Make it large, and make it grand. Think...Myth Drannor from Forgotten Realms. forgottenrealms.wikia.com/wiki/Myth_DrannorA grand city of nature, elves, and mysterious elvish magic. A fresh power in the lands of Talus, and it could open up a whole new line of RP and appreciation for the Elven races. New quests and items with an "elven" bent, and perhaps a ranger or druid coven nearby. Please, don't just make another metropolis and throw a bunch of magic users in the middle. As another thought, you could make Marik a small port outpost belonging to Lomatin (humans), and have the major power on the island be the Elf city. They could be at tense odds with each other. Nothing like a little tension to keep people on their toes. JMHO ~Sayuri of HC
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Post by Badwater on Aug 21, 2009 16:40:37 GMT -5
Here is my take.... Making a "magic oriented" modern city in a world where overall, you are attempting to tone down the magic, doesn't make a lot of sense. Talus 1 is having magic toned down some but will never be the low magic world that Talus 2 will be. As a result, I don't see this as being a concern. What I suggest is to ... make Mirek a traditional Elf city instead. This is what I'm leaning toward, with the caveat that human and gnome mages are going to find Mirek irresistible so you're going to find those types also, to a lesser extent. Less so may be thieves but they will be interested in plying their trades and getting their hands on magical items as well.
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Post by Badwater on Aug 21, 2009 17:06:00 GMT -5
DI is coming along nicely and save for rebuilding Mirek is about 2/3 of the way there. I thought I should pass along some things to keep in mind, because just running through my areas will probably get you killed somewhere, somehow. Some tips for adventuring there (and probably most of my areas ): - Don't forget the PAW. Like I have said, it's becoming more and more important to use it. That means slowing down how you're going into an area so that you can search and listen. Need to rest and you're cursing me out because you can't? Horse hockey - you just haven't searched and found a place, that's all.
- Potions. You needs potions to heal when you can't rest, and you need potions against my custom critters. My level 19 rogue/ranger was not hitting baddies and I had to use strength and bless potions - problem solved. Many of my baddies drain levels or slow you down or sap your strength. You must be prepared.
- Your greater belt is not working? I beg to differ. It is working. What may be different is that I have encounters where more than one damage type is involved, either with different creatures or with creatures that have multiple damage types. You're going to get hit - you just have to figure out what belt will reduce the most damage for you.
The Southern and Western coasts are best for low levels. If you're above level 10 or so there won't be much of a challenge there for you. As you go into the interior, however, you will have to be higher level. I've structured the manticores, Cape Doom, and the Necromancer areas to be a challenge for level 14 and for level 25; you're just going to run into differently scaled encounters is all. If you are a low level going into a higher level area, enter with caution and be prepared to run, in case the spawns are stronger than you can handle or spawns from a higher level are still there and the cleaner hasn't deleted them yet.
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