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Changes and Additions to Northern PK
Posted: Sun Apr 19, 2009 10:34 pm
by Fogel
Over the coming days I'm going to be tinkering with mob support and other various things in the zones between Fal Moran and Gatekeep. Please keep all complaints, suggestions and feedback in this thread. Thanks!
To start with, I've added 2 sets of ancient trees and a stationary 3 mob patrol to the zone north of Fal Dara.
Edit: Changed the title so I can include other things here as well
Posted: Mon Apr 20, 2009 1:07 pm
by Fogel
I have added a human patrol and a few weak spiders that attack both sides to the Obsidian Tower in Blight, removed one of the doors in the area, and moved a few of the worm spawns from the area near Gatekeep to more out of the way spots. As always, I welcome feedback.
Posted: Mon Apr 20, 2009 4:02 pm
by Fogel
I have removed track from all mobs in Gatekeep except for Kno'mon, Dhjin'en and Dha'vol trollocs. If I missed any, let me know. Also, it should now be possible to ride in the rooms leading up to woodengate.
Posted: Mon Apr 20, 2009 4:41 pm
by Fogel
I have decreased the number of mobs that spawn in Fal Dara, especially in the inner keep. There should also be less of an issue with mobs stacking in gate rooms and the like. I've also added a warhorse load to the stables.
Posted: Wed Apr 22, 2009 7:53 pm
by Sonea
LIAR!!!
HP:Critical SP:Good MV:Draining >
n
A Broken Entrance Hall
Cold marble floors echo the sounds of countless hooves and boots marching
through decrepit stone columns. Streaming banners black as coal vanish into
depths unknown. Glancing to your south, great stone gates shimmer as hundreds
of guards with gleaming black armor make their rounds, on either side of the
gates fear seems to resonate off dark-cloaked figures, posted to keep the much
larger yet less twisted trollocs in line. Colonnades of ore streaked stone
stretch into blackness to your north.
[ Exits: n s ]
a black warhorse is standing here, being ridden by you.
A trolloc stands here, snarling at all who pass by.
HP:Critical SP:Good MV:Draining >
n
A Courtyard Intersection
After walking through the eerie black halls for some time you come to a once
noble courtyard. Old bones and blood stains cover the floor where a grand
feast occurred years ago. Long sinister banners now hang in place of beautiful
tapestries. East and west of you the hall narrows into a cramped corridor
capable of holding at most two trollocs shoulder to shoulder. North of you
swords clash together in what sounds of battle.
[ Exits: n e s w ]
a black warhorse is standing here, being ridden by you.
*Kiligan* is standing here.
A Dha'vol trolloc is here, awaiting the orders of the Chosen.
A trolloc of the Dhjin'nen tribe stands here.
A wicked Kno'mon hunterkiller checks for tracks.
A snarling trolloc with a massive ring piercing its snout is stamping around here.
HP:Critical SP:Good MV:Draining >
e
You cannot ride in there!
HP:Critical SP:Good MV:Draining >
e
You cannot ride in there!
HP:Critical SP:Good MV:Draining >
n
Approaching the Barracks
The darkened halls open into a dirty plaza revealing the cloudy skies overhead.
A pile of fresh trolloc corpses lay to your left and right, usually missing a
limb or two. Every once in a while it seems one spasms or moves, no sounds can
be heard though. Survival of the fittest one could say. As you walk further
north the sounds of fighting ring in your ears.
[ Exits: n s ]
a black warhorse is standing here, being ridden by you.
A trolloc of the Ghob'hlin is standing here.
A snarling trolloc with a massive ring piercing its snout is stamping around here.
HP:Critical SP:Good MV:Draining >
A Ghob'hlin trolloc tries to blast your body, but you dodge the attack.
A bull-snouted trolloc tries to pound your head, but you parry the attack.
A bull-snouted trolloc tries to pound your legs, but you parry the attack.
You strike a Ghob'hlin trolloc's hands hard.
A Ghob'hlin trolloc tries to blast your body, but you parry the attack.
HP:Critical SP:Good MV:Draining - a Ghob'hlin trolloc: Scratched>
*Racyn* has arrived from the south.
*Racyn* tries to crush your head, but you dodge the attack.
HP:Critical SP:Good MV:Draining - a Ghob'hlin trolloc: Scratched>
*Kiligan* has arrived from the south.
HP:Critical SP:Good MV:Draining - a Ghob'hlin trolloc: Scratched>
f
*Kiligan* smites your hands very hard.
You wish that your wounds would stop BLEEDING so much!
HP:Critical SP:Good MV:Draining - a Ghob'hlin trolloc: Scratched>
PANIC! You couldn't escape!
HP:Critical SP:Good MV:Draining - a Ghob'hlin trolloc: Scratched>
f
PANIC! You couldn't escape!
HP:Critical SP:Good MV:Draining - a Ghob'hlin trolloc: Scratched>
f
You panic and attempt to flee!
HP:Critical SP:Good MV:Draining - a Ghob'hlin trolloc: Scratched>
f
*Kiligan* smites your body hard.
You wish that your wounds would stop BLEEDING so much!
Your fame has been diminished.
You are dead! Sorry...
Crossroads of Fate
Existing just outside of the border of the Pattern, the Crossroads of Fate lead
into the World of the Wheel of Time, governing where all people take their
first steps into the world, and the fates that lie ahead for them.
[ Exits: n e s w u d ]
A smooth stone fountain with an elaborate design is here.
A stone is here, waiting for your complaints.
The Guardian of Life stands here, ever vigilant.
You feel completely drained of all of your strength...
HP:Critical SP:Flickering MV:Faint >
#TICK!!!
You are in pretty bad shape, unable to flee!
Nah... You feel too relaxed to do that..
Posted: Wed Apr 22, 2009 9:10 pm
by Fogel
Fixed, if anything else is working incorrectly let me know
Posted: Fri Apr 24, 2009 2:18 am
by Jack
Fogel wrote:I have decreased the number of mobs that spawn in Fal Dara, especially in the inner keep.
They have fled for fear of His Holy Name.
Posted: Fri Apr 24, 2009 8:00 pm
by Obould
Second Floor of an Obsidian Tower
[ Exits: w u d ]
A small brass lantern is sitting here.
A black wristcuff sets off to the side. [2]
A thick loop of gold lies here glinting on the ground. [2]
A backpack of moderate size is sitting here.
A cord of black leather carrying a menacing raven pendant lies here. [2]
A small tiara lies here, diamonds glistening.
A cloak of leaf and earthtones has been cast aside here.
A battered looking vest made from animal hides lies here.
A set of white leather shoulder pads are here collecting dust.
A pair of fur sleeves lie here.
A swordsman's belt is here, fashioned by a master.
A pair of sword embroidered gloves lie here.
A red stone ring is sitting here, shining brightly. [2]
A staff covered in vines rests here.
A heap of dark cloth in the shape of leggings is here.
A pair of gold tooled boots lie here.
A proud veteran Shienaran soldier stands here, ready for battle.
A proud veteran Shienaran soldier stands here, ready for battle.
A man dressed in the garb of a shienaran soldier is here.
this is a really bad place to put a patty, it needs to be moved one w or up, north.
Posted: Fri Apr 24, 2009 8:51 pm
by Fogel
Obould: the idea was to make the spot unfavorable for fleehitting, and more of a nice last stand type place for humans who lose their horse against numbers or otherwise get stuck in northern Blight. As a trolloc you can still doubleline out if you get a bad flee by waiting for someone to hit you if you flee west, or by using the spiders in the up rooms (or waiting there if the spiders moved).
However, given the current size of the playerbase, I'm not sure that I'm happy with the setup either. There's a few other things I might do with the tower instead if it gets more negative feedback.
Posted: Fri Apr 24, 2009 9:31 pm
by Obould
I understand what you are saying fogel, but dling doesn't work half the time here, at least for me. If this was wot I wouldn't have a problem with it at all.
Posted: Sat Apr 25, 2009 1:14 am
by Lamgwin
I like the placement of the patty.

Posted: Sat Apr 25, 2009 11:43 am
by Kiril
Agreed. This patty is fine in my opinion, because as Fogel said, it gives humans a chance to survive when trollocs decide to kill horses. The fact that it is in an "unfavorable" position is fine imo, because otherwise it would be pretty useless otherwise.
Speaking of this patty, I was wondering what anyone thought about humans being able to port there from FD(that Aes Sedai mob). If that were added as a place to port, a horse load would probably be necessary, so anyone who ports there won't be stuck north without a mount since the patty is noride and you can't port the horse if you are dismounted.
Posted: Mon Apr 27, 2009 11:00 am
by Fogel
Added a white stallion load to Stedding, and changed the brown mare load 2d from Blight Scout to a white stallion
Posted: Wed Apr 29, 2009 10:54 am
by Fogel
Added a warning horn to central Tarwin's Gap that functions similar to the bells already in place in cities.
Posted: Wed Apr 29, 2009 8:41 pm
by Fogel
Added an assortment of fluffy animals north of Fal Dara to be used for food.
Posted: Fri Jul 24, 2009 11:38 am
by Fogel
The bells in the trolloc Keep, Fal Moran and Caemlyn should be ringable by both races now.
Posted: Tue Jul 28, 2009 1:52 pm
by Fogel
I've changed the gate mobs in TV, Caemlyn/Baerlon and Gatekeep to be more similar to the ones in Fal Dara. I've also removed tracking from the wandering patrol in Caemlyn. Hopefully this will make city PK a little more bearable.
Posted: Tue Jul 28, 2009 9:29 pm
by Anthrax
Doesn't seem to have done anything.