Lost Lands?
Moderators: Benn, Calix, senji
Lost Lands?
I know Merc is against having them in, like Legacy.
I take the opposite view - most of the best fights I can remember from AOS were in LL. Oasis, Tortoise and Sanctum especially. Also think it makes it easier for smaller/newer/weaker groups to manage to get spawns done without attracting too many 'wolves' that will beat the shit out of them and drive them off.
The other option, which could be the way to go would be just leaving in the northern part. So Ice, Ice West, Fire, Oasis, Sanctum. Can achieve that by blocking off the rest of the landmass(can do it with invisible columns), or just removing the champ spawns. Obviously Oaks would have to be moved somewhere else.
I take the opposite view - most of the best fights I can remember from AOS were in LL. Oasis, Tortoise and Sanctum especially. Also think it makes it easier for smaller/newer/weaker groups to manage to get spawns done without attracting too many 'wolves' that will beat the shit out of them and drive them off.
The other option, which could be the way to go would be just leaving in the northern part. So Ice, Ice West, Fire, Oasis, Sanctum. Can achieve that by blocking off the rest of the landmass(can do it with invisible columns), or just removing the champ spawns. Obviously Oaks would have to be moved somewhere else.
Re: Lost Lands?
I'd rather leave them all in, there's useful stuff all over, for tamers, general pvm, good terrain for fighting, etc.
Down with Scotland
Re: Lost Lands?
Yeah, it's a huge landmass but can be used for events / additional spawns etc. The teleport abuse etc makes it so good, nice alternative to dungeon fighting as well.
No to U
Re: Lost Lands?
I know we talked about spells to remove ghostcams from dungeon spawns but do we need to do something about LL spawns too then?
Re: Lost Lands?
Don't think you even just need a spell. Just add the system that kicks ghosts to nearest dungeon/ll entrance when they've been logged out for 10+ minutes for example
Down with Scotland
Re: Lost Lands?
the reason i am against LL is exactly why you want to cull towns etc cutts, LL is typically a deserted landmass, with the odd pk hero who is fucking bored running forever in the desperation he might find a spawn to crash/star room pvp/and oaks. Those things to me do not justify having a landmass of that size with no recall etc.
Re: Lost Lands?
On a working shard it wouldn't be a deserted wasteland though. Up to mid 2005ish? I'd almost be guaranteed to find a spawn being worked at most times of the day, even on a 'dead' shard like Drach. I know that was at least partially due to the unique nature of Drach(Europeans AND Americans playing) but hopefully we'd have the same.
Re: Lost Lands?
I would say some sort of reduction to the size might be needed initally just to concenrate thing a bit while the player base is small, it is simple enough to open those areas up as we expand.
Re: Lost Lands?
Change it's name to the Land that Time Forgot and fill it with dinosaurs.
Or fill it with UO lovers.
Or fill it with UO lovers.
Signatures broken since 2009...
Re: Lost Lands?
Why not have recall at least partially would make it more accessible or areas where recall works although i can see the camping already.
[img]http://i103.photobucket.com/albums/m126/AlieBarnes/Korea1.jpg[/img]
Re: Lost Lands?
Lost Lands = Champ Spawns for me and is a vital part of the period and character of the post P16 era.
Keep them original !
Keep them original !
Re: Lost Lands?
Sums up my thoughts as well.Night wrote:Lost Lands = Champ Spawns for me and is a vital part of the period and character of the post P16 era.
If we're really concerned about it being empty and difficult to get around - more teleporters/entrances, possibly?
Re: Lost Lands?
While I wouldn't suggest a teleporter to every spawn having teleports to maybe half the spawns or nearby if placed well could create some invader / defender choke points. One of the reasons EEV chose Deceit to 'own' was that we could create a choke point on the tele down from BK room, hardly anyone came in the back from Fire as it was a pain in the ass.
I think some more choke points to defend could create some good fights....it was the stand offs (fields, bagballs, EV's) that created excitement prior to attackers breaking through.
I think some more choke points to defend could create some good fights....it was the stand offs (fields, bagballs, EV's) that created excitement prior to attackers breaking through.
Re: Lost Lands?
If you can make khaldun relevant, that would be awesome. Always been my fave dungeon.
In fact, how about making khaldun the harrower dungeon? no ressing inside, deaths spawn revenants, etc.
Maybe too hardcore for some, but I think it would be awesome. And since it was the original home of the tentacles of the harrower, it makes sense to do it there.
In fact, how about making khaldun the harrower dungeon? no ressing inside, deaths spawn revenants, etc.
Maybe too hardcore for some, but I think it would be awesome. And since it was the original home of the tentacles of the harrower, it makes sense to do it there.
[img]http://www.photobasement.com/wp-content/uploads/2008/04/deeaaaaaaad.jpg[/img]
Re: Lost Lands?
2002 outside Khaldun. Me, hop, Doom and Hawk. As I remember mark-o showed up shortly after and killed all of us lol.