Lower the difficulty level of the Server

Started by scrappayeti, December 28, 2009, 03:01:02 PM

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Lulzebub

Great discussion, lots of good points. Here's my two cents' worth.

I love difficulty. It's why I like this place. I want adventuring to be hard and the penalties for failure severe. What I do not like are impossible situations, insta-death, and monsters with abilities far beyond what their nature merits.

To give just a few examples of things I would turn down a notch: Shargass Disciples, Elder Mist Ogres, and Assassin Vines. All three of these baddies can turn what began as a fun challenge into a miserable dead end. I have seen many players quit otherwise good characters because of them. If a creature is going to have a set of abilities that guarantees character death, it belongs under DM control. And for God's sake, they should never be anywhere near the starting areas.

Now, I am not saying that PCs have the right to defeat every monster or overcome every obstacle. But when people are quitting awesome characters because they don't believe their concept has a place on this server, we have a serious problem.

In the old server, difficulty was a matter of geography. A level 5 character could reasonably expect to survive a trip around the surrounds of Sanctuary by themselves. You knew that you were taking a big risk by going out much farther than that, and you knew that death was waiting for you as you approached the monster cities.

In the new server, a level 8 PC can get WTFpwned in areas that have level 3 quests in them. It has happened to me more than once, and I've seen it happen to others more often than I care to remember. My suggestion: keep the overpowered mobs out of the places PCs must use for travel, and make a shift from lone, impossibly hard monsters to groups of high difficulty monsters. Three orc guerrilla hunters are actually harder to beat than a single Shargass disciple, but unlike the assassin, they have almost no chance of causing a player to ragequit if they end up killing their character.

The Beggar

Lulz, your point about the difficulty of travelling is spot on IMO. Nicely stated.

Listen in Silence

I like how the Beggar is involved in this discussion.

I also like how Lulz(ebub) portrayed the risks. However, I do not perceive that Mist Ogre Elders are either a) a certain death nor b) anywhere near the areas that should be 'safe and easy' to travel. Elsewise, spot on, even though I've walked around most of the server both visibly and invisibly, and don't tend to have difficulties with the aforementioned spawns.*


*a powergamers disclaimer, may be disregarded at your own leisure

The Crimson Magician

Here's my perspective, and I haven't read all the posts, yet, just the OP.

People don't really want to make a character that will be set up for failure (In general, at least). In such a difficult setting, some ideas, which may be significantly beautiful (Either character concepts, plots, etc.) may not be incredibly mechanical enough to enjoy most of what the server has scripted. (For example, dying on quests, spawns, you get the picture.)

If we have characters which are repeatedly dying to such spawns, then it's likely that maybe they won't be able to enjoy the 'splendors,' so to say, of EfUA.

In essence, I guess that: A. People concept upon success. B. Server difficulty can be crushing some success, either mechanically, emotionally, etc. C. We all like to see success.

Mort

Anyway, I tweaked a lot of monsters. Quest rewards. Touched up on same famous baddies.

I'm not listing the changes here, but it should address some of the stuff said.

eliff

Mist ogres only spawn in the mountains which is meant to be a scary area isn't it?  Also they are fairly easy to sneak past.  However shargaas disciples are admittedly spawning in the foothills.  And as for those damn vines I 100% agree, it's made travelling to the bogs suicide which seems like it's a waste of an area as no one really sees it.

Ranek


Mort

Too late. Welcome to carebear land, muahahaha!

Elytherin Dragonius

damn... I had hopes it would be more akin to my little pony or perhaps sesame street but care bears isnt so bad ^^) thanks mort

AfroMullet

When I play it seems as if alot of people wait for a quest sending to be made before they go out instead of initiating it themselves, which probably has to do with them being a lower level and finding the server more difficult.

Try gathering people to do quests. You will gain xp, supplies, and can then survive in the wilderness or other places.

Lulzebub

I never said Mist Orgres were in areas where they should not be, I just said they were hard. Specifically, my gripe with the Elder Mist Ogres is that if more than one of them notices you, it's over. End. Fin. No refund, you're effing dead. They already have abilities that can wipe a party in the blink of an eye, and when those abilities are multiplied, look out.

I'm interested to see how things have changed. It may be a moot point by now.

Letsplayforfun

Quote from: Lulzebub;158857I never said Mist Orgres were in areas where they should not be, I just said they were hard. Specifically, my gripe with the Elder Mist Ogres is that if more than one of them notices you, it's over. End. Fin. No refund, you're effing dead. They already have abilities that can wipe a party in the blink of an eye, and when those abilities are multiplied, look out.

I'm interested to see how things have changed. It may be a moot point by now.

Summoning trinket + run works fine.

putrid_plum

Thank you for making EFU:A easyer, it was way to hard.  Might I suggest we make sewer rat meat give 50xp per meat up to L15?  I think at that level I can kill mist ogres and leave the Kingsman Inn front door.  Awesome!!!

Semli

PAIN IS WEAKNESS LEAVING THE BODY

WELCOME BACK

Disco

Someone lock this before it get too stupid. The server is not too hard.

P.S no offence intended