Making the Myconid Experience less Painful

Started by Spiffy Has, March 19, 2015, 02:57:16 AM

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Spiffy Has

[LIST=1]
  • Allow Myconids to receive end quest XP.
  • Allow Myconids to start at level 4. The exploration XP from the Wildling Start quest doesn't even compare to the Early Sanctuary Delivery run, where you can reasonable expect to get to level 4 within an hour.
  • Myconids get their own start portal, where they can get a bag of supplies. Because, let's face it, we don't want to hang in Mycopolis any longer than we have to. Most of us are trying to leave. There can be some sort of sequence introducing us to bit of the Myconid history in the region of the South Shore of the dark lake.


My thoughts.

Mass Transit

The nature start portal should be adjusted/upgraded to be akin to the lower/upper start portals, complete with +1level gain and flavorful/useful equipment, grinding the ooze turn-ins in mycopolis is terrible just so you can get an invis pot.

Big Orc Man

If you don't want a painful experience, you should avoid playing a sentient plant-fungus-thing!

Letsplayforfun

You've got no PC enemies, even monster pcs... You've got a lair to gain easy XP. You can survive easily in the wilds given all your immunites. It's not that painful.

Paha

Myconids would have their own start stuff and portal and other things, that I've long had in storage to make, but unfortunate reality is that I am stuck with my masters studies and I have not had time to even open up toolset in last 4-5 months. I simply cannot say when I will have time, or if I will have time, but hopefully someone can do something at some point to polish some of it.

el groso

I don't see how anything can make playing a talking mushroom less painful than what it already must be, don't get me wrong, I am glad it exists and people actually want to play it, some sort of RP masochism, but the question in my mind about Myconids is alaways: "WHY? WHY?"