Generally as long as I take note of the "where" command command recommended
levels I'm okay, however it's when there is one or two tough mobs in an
area, especially wandering ones or ones with no flee option.
Asgard is level 23, and at level 25 I can go through most of it, indeed I've
got 5 out of 6 of the explorer points for it, but whenever I run into Nana I
get royally bust up, and she is free to wander at will. She killed me
because I ran into her with a bunch of minians rather than solo, and the
flee command didn't seem to work.
With steven, the hospital was also I believe level 23, and I was having a go
at the quest and took him on, however I just didn't seem to be able to flee.
I tried run, I tried flee and retreat, and nothing worked, then I was too
injured.
I'm not really sure it's the geography on archais that is to blaime, sinse I
personally always take note of the where command, and don't go into areas
that are too high level. Maybe it's that the information on that command
isn't accurate when it comes to wandering mobs, or maybe it's that available
equipment doesn't matche the level of the area.
The real problem however is that where as on Kordan it seems there are lots
of varied places to gain xp, so your not seeing the same terrain over and
over again, as well as lots of quests to keep things interesting, Archais
just seems to have a couple of areas per level.
I don't mind regaining xp if I can do it somewhere interesting, or do
something interesting while I'm doing it. What I'd actually love to see on
archais are some very large, explorable wilderness areas at roughly equal
level, so that you've got lots of teretory to wander through and can gain xp
while wstill experiencing new parts of the game. The Wyvern forest is close
to this, but even that is limited.
Actually, some wilderness elements to the game to make wandering and slaying
more engaging like the brotherhood of alchemy idea for selling spell
components, or perhaps random, redoable missions where you were told to kill
a given mob or given number of generic mobs for a small cash or xp reward
would be good additions, particularly on Archais.
Of course, I am definitely a solo exploration player, ---- you nailed me
pretty much with that entry in the developement blog, :D, though I don't
look down on other player types, I just don't share their interest.
Thus, quite obviously my priorities and restrictions will be different to
other players. For example, when I die, there is usually no possibility of
finding my corpse and resurrecting it because it is inevitably in a
dangerous area with some nasty mobs, and going back there will likely just
get me killed again, ---- which is why I haven't taken the resurrection
spell myself, where as I accept had I been in a group someone could've
grabbed my remains.
So, my suggestions and possibly at least some of the issues may result from
my playing style, ---- though being as I have spoken to many players who
believe progression close to impossible without! a group, you might
considder adding some special solo elements to the game such as the randomly
generating wilderness missions to make the lives of solo players a bit
easier.
Heck, if you could register as an explorer similar to pvp and disable all
grouping in return for some solo bennifits I'd do that myself.
I admit, I'm antisocial :D.
Beware the grue!
Dark.
---
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