Exploration; are more XP rewards justifiable?
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Another idea is to have more claimable bases that can be found by exploring. Maybe you need to find a key in area A, hint for the location of the base in area B and finally claim the base in area C.
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Yus! Claimable bases OUTSIDE Oldtown / the Ruins. Abandoned Hunters Lodge, anything. Make its location be close to the city, but the "key" to opening it be found through exploring the server. Love it.
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@O'louth:
Two suggestions: Make the exp found when exploring become exp you cannot lose. Since you can only get it once and all that.
Secondly, I am much like Seter, in seeing exploration be the reward of exploring. Add most custom areas, more secrets, more secret paths, nesting grounds for special animal companions, the odd merchant, all of such stuff. Oh, and Lore. Less Druid only, more general knowledge.People say this as if there has ever been a time someone lost all their experience with a death.
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It goes pretty easy, believe me.
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@O'louth:
Yus! Claimable bases OUTSIDE Oldtown / the Ruins. Abandoned Hunters Lodge, anything. Make its location be close to the city, but the "key" to opening it be found through exploring the server. Love it.
Claimable bases have some pretty specific requirements to work properly and require a considerable amount of time to concept out.
Also, we don't want -loads- of them, otherwise, everyone can have one, and they won't be worth anything.
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There is nothing to fear from the wilderness areas.
Well, there's Cormyran Mountain Bears, displacer beasts, and so on…
... and they spawn in the area immediately to the east of Arabel, so maybe trying to scale the spawns a little bit might help to push people out of the spire. Let's face it; we're cowards when it comes to dying mechanically, if you take the median member of Arabel and cut to his cowardly, ACoG core.
Don't get me wrong, I like the spawns the way they are. I liked them the way they were as a level 9 ranger lycanthrope, and there's shit out there you STILL have to be super-wary about confronting. That's very well and good and drives home the fact that the wilds of Arabel are a dangerous and frightening place.
Having said all that, isn't it a necessary evil that people won't want to explore them for fear of losing more money/xp than they could possibly gain, because it is a dangerous and frightening place where exploration is pointless for anyone but rangers, druids, and people pushing plots?
I don't see the problem in placing more one-time clickables, or interesting tid-bits, in certain areas that never see traffic.
I also agree with replacing this druid-only lore with a general, if difficult, lore check.
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We're looking into the spawns in the areas immediately outside the city environs actually.