| I'd also suggest either removing or totally re-working the dwarven area. | There are some really bad descriptions, and the whole idea of a quest | based on "birth control pills" is annoying. I know that I started on this a while back - I know that I trimmed the 'quest' part out, and reworked the stats and some descriptions, as well as giving the d-guards the guard proc and the wraith the spell casting proc, doing away with the 'grabbed' million coins that the shopkeepers there had (they weren't that hard to kill..heck, even after I moded them they didn't warrent 1 mil coins!), lowered the exp on the snakes... all the good stuff ;) Anybody have any problems with the shire becoming a "real" newbie area (as opposed to a seriously un-balanced area that ANYBODY can be happy killing away in) ? I've got a fundamental disagreement with the idea of loading nearly every room with 4-5 or more each of mobs with too much gold and exp for their degree of difficulty...so I see 3 main alternatives - axe the Shire, make it a less 'rich' and more for newbies, or boost things to make it a 9th+ area. Any preferrences/ comments on the Shire? One thing that _will_ happen - the day-care will be gone... G O N E. Killing young halflings just isn't sporting or much of a "room" idea IMO... More in a little bit... gonna post the basic area list I'm going to draw from, along with possible changes, ideas, etc, so I can get a response from those who will likely be using these tiny*s :) Danny Baker +---------------------------------------> | Danhiel Baker // Derkhil CatSpawn /) /) Fade away | dbaker@harpo.dev.uga.edu ( o o ) into the | dbaker@jb.ucns.uga.edu = x = ethereal grey... | Danny.Baker@bbs.oit.unc.edu m m +--------------------------------> ***(=======-
This archive was generated by hypermail 2b30 : 12/07/00 PST