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Post by adgryphonknight on Dec 5, 2005 17:05:21 GMT -6
. Well, I don't think its smart to allow a person beating Kaug to go past the Ranook Graveyard and into Southern Skreland. The Graveyard basically loses its purpose because Southern Skure gives better EXP. I think this also expands gameplay time, and I think thats a good thing. Vote, vote, vote!
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Post by Ambush Magnet on Dec 5, 2005 17:14:17 GMT -6
You got my vote. But what about those in ToTE and the Mona? Would they have to fight it?
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Post by adgryphonknight on Dec 5, 2005 17:16:57 GMT -6
Well, I'd say yes, they'd have to fight it. They'd get locked out of SS until they did, no matter there level, though it'd probably be really easy for them to fight it if they are in SS anyway.
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Post by Ambush Magnet on Dec 5, 2005 17:25:19 GMT -6
Then you have to consider the fact that the EXP in GY is crap. It's only slightly more than DM. Even in SS forests, it takes a long time to level enough to take on Gry.
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Post by Jumin on Dec 5, 2005 17:28:04 GMT -6
why are there like 5 options for no?
seeing as how monsters have a chance of exp drain, i'd rather spend as least time in GY..
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Post by Ambush Magnet on Dec 5, 2005 17:29:18 GMT -6
Another excellent point, Jumin... The EXP garnered from monsters in GY is nowhere near enough to cover the losses from EXP drain.
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Post by adgryphonknight on Dec 5, 2005 17:31:15 GMT -6
The options are to see how strong your opinion is.
"Id rather not" is closer to Yes then "No way!"
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Post by Ambush Magnet on Dec 5, 2005 17:33:27 GMT -6
I think 'Yes' or 'No' would be better.
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Post by lordskyterror on Dec 5, 2005 17:50:12 GMT -6
Sure, GY should have a boss. And I agree that maybe you shouldnt be allowed into SS until you beat it. But, I also understand the monsters give crap EXP. Maybe beef the monsters so it would be easier to level. Maybe making it a bit easier for training against Gry once getting into SS? Just my opinion, diss away folks.
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Post by Sandlight on Dec 5, 2005 18:09:35 GMT -6
GY should have a boss, but it should very hard, so hard that people have to go to ToTE first and then come back to kill that boss
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Post by Mahn on Dec 5, 2005 20:42:56 GMT -6
The Graveyard is a side-dungeon. There are only 5 representatives of the 5 hunting grounds. The Tombstone in the Graveyard is only for storyline purposes. We won't change the layout and design for one area..
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Post by U. Dye on Dec 5, 2005 23:56:38 GMT -6
Hell. Freakin'. Yes.
We need a massive skeletal dragon or something guarding the tombstone.
Now, I understand that GY isn't considered a *real* Hunting Ground, also indicated by several elements missing(a boss, a dumbassed King you gotta talk to then trek all the way back through that HG to get to the next area, and a notice that says "Entering the Hunting Grounds -- Ranook Graveyard"), but that doesn't mean it should go boss-less.
At the very least, maybe that's where an Ultima Weapon-esque boss could reside, waiting for us to show up and kick its ass after sixth months of heavy training following Mag's demise. (Yes, I know there are no plans to have a Weapon in this game; Kija told me. But I WILL NOT give up!)
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Post by Sarm on Dec 6, 2005 4:01:39 GMT -6
Wouldn't that make it hard for the few people who bother with the storyline to actually learn something? Anyway, the thought of making Ranook required doesn't sit well in my head. The game's linear enough as it is, and I thought that often there was a shortage of SS people. You'd be dividing that in half if Ranook was a forced place to visit. Here's something I just thought about, though. Ranook sits OUTSIDE the Hunting Grounds, so...what's with the monsters? Or does that only cover the planet's surface?
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Post by talon on Dec 6, 2005 10:03:07 GMT -6
The huntings grounds are formed by certain reasons, that you find out in tote. However, the GY does not appear on the HG map-like image, at all. Instead, I believe that it is the aura of something that is vibrante throughout the area of Ranook Graveyard., and lured monsters to gather. Be it as it may that it is not a scar on the planet, nor legioned by a commander of the beasts of the area, it is a cursed place to visit.
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Post by U. Dye on Dec 6, 2005 10:24:50 GMT -6
The huntings grounds are formed by certain reasons, that you find out in tote. However, the GY does not appear on the HG map-like image, at all. Instead, I believe that it is the aura of something that is vibrante throughout the area of Ranook Graveyard., and lured monsters to gather. Be it as it may that it is not a scar on the planet, nor legioned by a commander of the beasts of the area, it is a cursed place to visit. What he said. Either in ToTE or at the tombstone in the GY, it mentions something about a dark force in the place. (I think it's at the tombstone, which is kinda the center of the dark force.) That's probably what's got the dead walking again... and trying to kill you... for your brains... On a side note... Kinda makes me feel tainted by the enemy when I think that I got 20k EXP from an evil force. <_<
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Post by Hiroshima on Dec 6, 2005 14:23:59 GMT -6
there is a reason for the monsters you two pretty much got it, but anyway....1)extended gameplay time........sounds kinda redundant to me....no? 2)different levels of no? it's either yes, or no... 3)no boss should be administered....you get a FREE 20k...i mean come on people, stop complaining about a free 20k, especially when half the people are getting hauled there by a lvl 50+ ToTE character 4)it's your choice whether or not to adventure there, dont force others to if they don't want to, their loss.
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Post by Sarm on Dec 8, 2005 10:03:38 GMT -6
I don't think it'd be much of a loss to skip it. I think you can make 20K in just 3 or 4 SS battles with a decent party. The Graveyard EXP is just out of the way, and somewhat of a time waster to me. I never had a LV50+ walk me through. I'd much prefer some of that SS fighting instead. Much more lucrative.
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Tarn Voltaire
Investigator
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Posts: 18
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Post by Tarn Voltaire on Dec 8, 2005 11:28:12 GMT -6
Mini-Boss... woo!
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Post by Takahashi on Dec 8, 2005 13:26:29 GMT -6
I wouldn't say that the GY needs a boss. I'd say that it needs to be tied into the plot of the game though. In other words, Ranook should be Skure's version of Dainaria. It isn't considered a Hunting Ground, but there is something in each area that is related to the plot (and in Dainaria's case, is required in order to progress further into the game). If it wasn't for Dainaria having the Mark, would anyone waste their time going through it?
After all, XP in the forests surrounding it are comparable to the confines of Dainaria, and avoiding it means you don't have to put up with monsters that would dick you over (Wraiths, I'm looking at you and your paralyzing touch that goes first 99% of the time against anyone who is of an appropriate level for the area). Coincidentally, this is just like how XP in southern Skure is preferable to that of Ranook, and you don't have to be pissed about fighting monsters with paralysis and XP drain.
So, I'd say there are two courses of action to take:
1.) Make plumbing the depths of Ranook mandatory; until you do so, the king and queen of Lirea refuse to let you into southern Skure. Similarly, any ferry that goes to an area past Ranook (Anara, Hassen, Junuli, TotE, etc) is inaccessible until you clear Ranook. The second option covers the players who are already well past that point; if they don't want to go back and play in Ranook, they'll have to stay away from anything that'd take them to Kreland or northern Skure.
2.) Remove the plot requirement for the Mark of Dainaria, making Dainaria an optional side area just like Ranook. Storyline-wise, the king of Dainan is only interested in your continued existance after you encounter and defeat Vallatio (from what I remember), so why require the Mark? If the Mark IS going to stay as a plot point, at least have the king react to you getting it. Something along the lines of "...that is the royal crest of Dainaria! Oriu has related to me tales about how the mages of Dainaria used magical means to protect their buildings. I suspect that the crest on your hand can be used to gain entrance into such a building. It is said that the Nexus Cathedral of Southern Kreland used a magical locking system. Perhaps you should investigate further."
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Post by Sarm on Dec 8, 2005 16:05:15 GMT -6
If there has to be a choice between the two, I'd sooner suggest removing the mandatory mark in Dainaria. Making Ranook required until you get to Southern Skure would just slash the people available to party, almost requiring people to get led through it by higher-leveled people. I thought that kind of thing was to be avoided or something.
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Post by Hiroshima on Dec 8, 2005 20:28:47 GMT -6
eh, even if we encouraged no-powerleveling it ain't gonna happen...only way to avoid that is a p-wipe, and NOBODY ever wants one...besides, if you wanna ruin it fine.
as well, its there for those people who play to play a game&story-line, not 'gamers' who play to kill things aimlessly
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Post by Mahn on Dec 8, 2005 20:40:16 GMT -6
*sigh* This is getting old. It has been set in stone for Ranook. We have brought this up to Dagolar before. It will not change. That simple. Thread closed.
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