Intentions for Umbris Areas

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+Veritas
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Intentions for Umbris Areas

Post by +Veritas »

Been giving this some thought...

I think I am going to revamp the Umbris Camp to have the same quest book system as Sgail. I also think I may tone the difficulty down a bit so it is more reasonable for the players that are on the line between "barely can" and "barely can't". The intent is to keep the area difficult, but more reasonable.

As for Sgail, I MAY change the need for 4 people to summon the fallen angel, Rindial. Perhaps 2 people, or maybe a sequence of stepping on those tiles, I am not sure. Given the difficulty of the area, I can see the frustration some may have for the need to have 4 people to summon him. BUT, it was also my intent to have this place give the auto-healers and solo players a run for their money, and promote team work...which pretty much locks the younger players out, I know. It currently looks like a relayer-player only location...which is not my intent, but none the less is still the reality.

As new areas open in the future (and they will), I will consider toning down previous areas so more players can access them. For now, Sgail is the gold standard of my madness. =)

However, I would like to hear your grievances regarding these areas. I know many have already voiced opinions on other threads, but I would like to hear them on a single thread and with a few things addressed in addition to your concerns. If it’s a request to remove or modify something, I would like you to consider the following:

These areas are designed to be hard. They are designed to give the top tier, multi-relayer players a challenge while still being accessible to other players who are less resourceful but have opportunity to amass a hunting party and cooperatively complete the area.

Let’s hear it…

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Re: Intentions for Umbris Areas

Post by Gwendolyn »

/Gwendolyn likes this
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anarchy
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Re: Intentions for Umbris Areas

Post by anarchy »

not a big fan of forcing a player to be in a party in order to access certain maps/boss's. that's why i never go to sgail, and if i do it's just to harvest gold.

toning down umbris: sure would mean i could kill faster and thus get more oints/gold. i like that idea!! it also allows the medium level players somewhere to go. i think they would enjoy that too.

weekly quest: AWESOME!! personally that dragon quest in yew was a lot of fun. it wasn't too hard and the reward was great. not too rare but not too common either.

all in all your doing what Excelsior is known for best...Great staff who actually know what they are doing :O
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Re: Intentions for Umbris Areas

Post by Cornbread »

5 imps and a bow and you can farm quite nicely at Umbris now. Just pull a couple and then say the magic words "all kill". As Anarchy put it if you want to make farming there easier you won't hear me complain, but a person or two with just GoC gear and no relayers can make a good living there just pulling the entrance stuff and if they take a little time and work together can even work their way inside.
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Felli
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Re: Intentions for Umbris Areas

Post by Felli »

I say keep everything the way it is. Yes, at first it's hard but it's a very good opportunity for everyone to make friends and work together as a team. Trust me, I was extremely annoyed for a week or so. Keep in mind this is pretty much the only place for co-op on the shard so far. I actually feel like there should be more co-op places like Sgail for everyone to complete quests together, some on the same level of difficulty or easier for younger/newer players.


I wouldn't change a good place that's already been completed.
Maybe a possible chance to make more new areas as time permits.


..my rare 2cents added. :lookingout:
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Franz Ferdinand
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Re: Intentions for Umbris Areas

Post by Franz Ferdinand »

Keep it the way it is and continue to make many more like it. I love the place, coz it kills me and uo is all about dying.
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Devlin
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Re: Intentions for Umbris Areas

Post by Devlin »

Changing Rindal in Sgail would be awesome; the area is definitely best done with a group, but as you said, finding 4 willing and able people to come can be daunting, to say the least. A tile sequence that resets in 2-3 minutes would be nice, or even a 3 person puzzle, but with tiles that aren't so dangerous to get to/stand near.
Would be cool if some stuff in Sgail did physical damage as well, not 100%, I don't need to be killing juggys with RPD, but something would be appreciated.

As for Umbris... Like corn said, you won't hear anyone complaining, whether it be adding quests or reducing the difficulty... unless you make them un[claimable too. Then we all hop on the QQ train. If there is any tweaking in Umbris, I'd say focus on the lurkers, shadow nodes, and maybe the elites.
- Lurkers hit hard, hit faster and move quicker than nobles. On top of this they're ethereal and kinda hard to target (unless you use Razor).
- Shadow Nodes respawn far too quickly. *shrug*
- Elites... balance out Umbris for most vets; if it wasn't for the Elites, I'd afk farm Umbris day and night, along with the rest of the server. So they're fine, I guess.

Not sure if Wrong is in on this list of areas as well, but that could use a few tweaks if you ask me. I don't want to bash on the place, but basically nobody goes there.
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Re: Intentions for Umbris Areas

Post by Danilo Thann »

--As far as Umbris fort goes... how about one of the quests starts there, and is continued in Sgail. I'd also like to see the area surrounding the for be filled with creatures of a lesser degree... I mean okay sure tough as junk inside the place... got yah... how about a section of outside creatures that use the fort to their advantage.

**Bandit attacks come to mind... new elite monster types like Forrest trolls or hill giants... (please create new trolls, orc's, and Giants, can't live in a fantasy world with no giants!)

The Ex shard is great, but up until recently it was stale with nothing new... adding a variance of newish creatures with higher standards of loot and a higher profile of danger involved with downing said new monster will keep that greatness alive.

--Sgail is awesome... but how about a daily or weekly quest that involves a killing spree (kill this so many times get this) that not only ties into a quest reward: item the first time; gold and tokens the times following...The Yew attack was so much fun I want to do it again and again, but because I was rewarded antiquity. A useful item the first time, followed up by: something to do that's a challenge, loot from monsters, and a monetary loot reward each time I succeed at doing to quest again. To be honest that quest should have been repeat able every 24 hours. 1 elite reward followed by 6 more monetary rewards. You might even make there be an elite version of that quests & quests like it, making people attempt to complete the quest in under 30 minutes? (this encourages parties and team work, if you're into that)

There is so much undone here, isn't it time we harvested what isn't being used and make it useful to the public, not to mention fun fun fun. (Virtues are so left out here, 'WHY' good Sirs and Ladies, why?)

When I go to places you have created or been a part in creating, +V, I always feel as though you created an event worth repeating. The only difference is I don't have to wait until the weekend to be able to run that event again.

Creating for the top tier is a good idea, but as always, I inspire you to craft places with a purpose for all kinds of players. From a week new youngling, to tough as dragon scales old timer. Fun comes in all shapes and sizes and various levels of difficulty.... not just at the top rung.

Anarchy would bring a party places if the members of it all had a job to do which helped him get what he wanted accomplished. From what I understand, and can attest to, bring others to tough areas like Sgail, only gets the tough vets killed or irritates them to no end, because we are constantly resurrecting people, or dying along side them after only one mistake. (that often times is the new tamer in the groups doing. *Shrugs*

In closing, I liked the Fel Wrong dungeon, but I fell the area was to confined in space for the most part, and dislike the fact that aside from the improved loot drops. All that's gained there are a lot of decorations. The place is still fun and farm able for most things, but I prefer doing my decoration shopping at the store. (Please ask yourself: would a 5 man group of players, in any other fantasy realm, risk their lives for a dragon egg, that was only for decoration. Purple horse shoes perhaps? Yes, I imagine there are probably some VERY BORED players out there who would.

A new system of weapons armors and various other (potions and scrolls) loot is need. This new loot shouldn't be all at once, but it should be hard to get, making it have a value, ; it should be worth getting, on the quality level with the GoC scale, ; and most importantly it needs to be on scale with the Ex shard way of life. This request shouldn't translate to the reader that I want more GoC armor and weapons. What I'm requesting here are things that have a Ex shard game value similar to the GoC Armor. Most of those items are worn by everyone, and for longer periods of time then a week. An item doesn't have to be god-like to be saught after. It just needs a purpose, or have a higher value then the item it replaced.

'Onyx ring of the Forge any one?' (grants +4 black smithing BONUS, +5% Physical resistance, +15 fire resistance, +6 HP, +20 stamina & +12 stamina regeneration)

(This item will always have a use, because of the first attribute on it... the rest are just BONUS)
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Re: Intentions for Umbris Areas

Post by Holypal »

I'd like to see the change.

For the Ravnos shield, one can hide beside the table of the Armory Key 4, and pick it by a macro afkly overnight. Then none of the others can get the key.
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Re: Intentions for Umbris Areas

Post by Devlin »

Holypal wrote:I'd like to see the change.

For the Ravnos shield, one can hide beside the table of the Armory Key 4, and pick it by a macro afkly overnight. Then none of the others can get the key.
Ooh.
Yes.
A new system for the shield would be awesome.
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Re: Intentions for Umbris Areas

Post by +Veritas »

FYI: Umbris Camp will be closed for tweaking until finished. I haz no idea when that is, but I will try to open it up asap.

+V
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anarchy
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Re: Intentions for Umbris Areas

Post by anarchy »

lol i saw you working :P
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Re: Intentions for Umbris Areas

Post by acolyte »

this may be relevant
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Devlin
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Re: Intentions for Umbris Areas

Post by Devlin »

Ooh! Ooh! Ooh!
Add stuff to disarm people. Or dismount. Fun new aspects that make you change your tactics entirely.
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Re: Intentions for Umbris Areas

Post by Shotta »

Devlin wrote:Ooh! Ooh! Ooh!
Add stuff to disarm people. Or dismount. Fun new aspects that make you change your tactics entirely.

Ooh yeah +1
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