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Post by gatalis on Jun 13, 2012 21:46:45 GMT -5
Hey, I like the new knights, makes it a bit more fearful to be out in the open, but there is one thing about them that is bugging me... their placement.
I would understand them being in places like Luca, Spire, Underrealm, even random spots in the forest...
So far though I've only found them in low level areas, I.E. Kalaram and the Vaults. Now, Kalaram is annoying but I understand it. The vaults make no sense to me though...
The sirandan knights are supposed to strike fear into the higher leveled players, but when they're placed in Baraban's dark forest (two), or Imrithil, it isn't really striking fear into higher level players, just punishing lower leveled players and making it so that vault runs are only possible with haste/invisibility.
I didn't personally die, but a level 1 we were taking to the vaults got killed (and Lexin almost got killed too) because we couldn't even approach the vaults due to the knights.
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endcraft
Junior Member
Dimethyltryptamine Sojourner
Posts: 77
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Post by endcraft on Jun 13, 2012 21:49:54 GMT -5
I really have to agree with this. If I remember, these new zombies were supposed to bring back the feeling of survival, but they really only make lower levels want to stay in the Boarded Home.
I was playing that level one mention in gatalis' post. We were going to the Baraban vault, when suddenly a knight pops up. Gatalis and Lexin go backward, but the knight is cutting me off so I run towards the vault. Guess what? Another knight comes at me, and right and as I transition, my character died.
So, I think the placement needs to be reconsidered.
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Post by Bumlader on Jun 13, 2012 22:30:20 GMT -5
Hey, I like the new knights, makes it a bit more fearful to be out in the open, but there is one thing about them that is bugging me... their placement. I would understand them being in places like Luca, Spire, Underrealm, even random spots in the forest... So far though I've only found them in low level areas, I.E. Kalaram and the Vaults. Now, Kalaram is annoying but I understand it. The vaults make no sense to me though... The sirandan knights are supposed to strike fear into the higher leveled players, but when they're placed in Baraban's dark forest (two), or Imrithil, it isn't really striking fear into higher level players, just punishing lower leveled players and making it so that vault runs are only possible with haste/invisibility. I didn't personally die, but a level 1 we were taking to the vaults got killed (and Lexin almost got killed too) because we couldn't even approach the vaults due to the knights. Hey, you guys asked for it..You got it, BE HAPPY..Nah i'm just kidding.. For the Zombie Knights I think the STR needs to be docked down a bit..It does 60 damage per hit to some players..And for a level 5 and below, that can just be a one shotter. I suggest that they should be placed in area's such as The Spire Base (Strikes fear for the grinders out there, and it would make it harder to get passed by yourself!), Dakuto City, Dakuto (Imperial Square), Barbarian Coast (Something has to be there..It's all empty), some inside Castle Siranda...They're knights, they need to have ATLEAST 3-4 inside there and one outside..And some parts of the forest..Though lets keep them away from the east..Lots of new low level players pass by the east.. Now Kakashi, why would they be in the underrealm? Doesn't make sense that knights from the surface would patrol the underrealm where there are drows.. And for Luca...Isn't it already hard enough with the undead there..You know..It's meant for level 6 and below and you got the Captain, Minimoth, and the zombies there in general..
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Post by Avvy on Jun 13, 2012 22:47:14 GMT -5
the main reason they were placed in the vault areas at the moment was that as I watched players running around (mostly the high levels) all they were doing was going to the vaults. We needed them to be tested so that's where they were spawned. These aren't the final placements, if the module resets, there currently are none that will be anywhere.
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Post by gatalis on Jun 13, 2012 22:50:13 GMT -5
Ah, alright. I didn't realize high levels were running the vaults... Generally figured if someone over level 5 is using the vaults still, they're taking other players along or snagging a badge.
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Post by Avvy on Jun 13, 2012 22:55:51 GMT -5
nope. High levels use the vaults all the time. There's not just gear items there. You can get rez gems, raise scrolls, rods of recall, artifact pieces, magic bags....
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endcraft
Junior Member
Dimethyltryptamine Sojourner
Posts: 77
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Post by endcraft on Jun 14, 2012 2:24:59 GMT -5
It's true that high levels run vaults a lot (I do it with my level 5 quite a bit when nothing else is going on). However, the vaults are the main source of lower level's gear. At least that's how I see it.
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Post by BALLS OF STEEL on Jun 14, 2012 5:38:12 GMT -5
Hello, welcome to Zombie Survival.
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Post by Taric on Jun 14, 2012 9:51:41 GMT -5
They seem to strong to be in New Karalam. Perhaps injured ones would fair better?
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Post by gatalis on Jun 16, 2012 0:43:01 GMT -5
Well, I've counted about 2-3 of those knights in every area now...
To be perfectly honest, I feel like a big "fuck you" has been slapped in my face to say the least.
EDIT: Back on topic though, I still think they're a good idea, they're just getting implemented in a way that's pissing everyone off.
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Post by Bumlader on Jun 16, 2012 1:16:00 GMT -5
There are to many Knights..To many in Kalaram, they need to at least be like Behemoths spawn, one in East ringwood, one in the South Ringwood...But they're too common and they hit for 60 damage, 130 - 200 if they get a crit..the STR needs to be dropped big time..It is suppose to scare big players but it's hurting both level 6+ and level 5 and below.
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endcraft
Junior Member
Dimethyltryptamine Sojourner
Posts: 77
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Post by endcraft on Jun 16, 2012 1:18:02 GMT -5
Yeah, I think it's a fantastic idea. I really do. However, lower levels don't stand a chance at all. Especially since most of them don't have Haste or good Stealth skills.
Another problem. They seem to pop up in the worst places. Today, I was running through Kalaram and midway through the street a Sirandian Knight jumped out from an alley that was impossible to see from my direction and one hit killed me. This proceeded to happen to other people.
I should also mention that today, multiple people claimed they were leaving the server because of this.
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Post by zdarkshadowz on Jun 16, 2012 1:20:18 GMT -5
I've been watching everyone dying. A lot. Ran away from one to get clipped by another obscured by the corner... first one I ever met before that, crit me for a 60, and when Saethe tried to fight a different one entirely, he said he got dealt a 158... before it hit me a 116.
Sure, I can understand that ascended characters need a challenge (or something to fear) but the challenge of a creature tends to increase at a hyperbolic rate the lower the level character you throw them at.
A script that cycles through them and despawns them if there isn't a high enough level on would be nice, easy enough to write... I can understand if you only want people with stealth capabilities or invisibility spells to be able to avoid them at a consistent rate, though, but even level ones can't get invisibility. It's... really unfortunate for everyone involved.
If this really is only a 'test' of the creatures, then sure, thats all well and good... but its driving away new players. Quickly.
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Post by zdarkshadowz on Jun 16, 2012 1:39:02 GMT -5
Easiest way to script it is an OnEnter OnExit check for the module. If a character above level 9 or something enters, increase the integer from 0 to +1 for each person, have the scripts trigger the spawns... On the OnExit, have it lower by -1, with the script despawning them if it equals zero...
Or some other easier way.. I'm just fond of integers. :3
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Post by Avvy on Jun 16, 2012 4:02:40 GMT -5
The creatures are still dm spawn only so if they are in areas they were spawned. They respawn the same as zombies on death so there is no way to control where they pop up (which means they can appear in very unfortunate areas) I don't know where they are currently on the server. I am not at home and will not be in a capacity to check things server side for a week and a half. Balls or Bum have the capability to limbo the creatures.
On a side note it is possible to outrun them with a haste item, I tested this myself. You just need to not run within the threat range to avoid being hit.
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