• Categories
  • Recent
  • Tags
  • Popular
  • Users
  • Groups
  • Search
  • Register
  • Login
City of Arabel
  • Categories
  • Recent
  • Tags
  • Popular
  • Users
  • Groups
  • Search
  • Register
  • Login

Suggestion: Hillmarch Mine Tweaks

Scheduled Pinned Locked Moved Implemented/Closed Suggestions
5 Posts 3 Posters 212 Views
Loading More Posts
  • Oldest to Newest
  • Newest to Oldest
  • Most Votes
Reply
  • Reply as topic
Log in to reply
This topic has been deleted. Only users with topic management privileges can see it.
  • D
    Dire Rabbit
    last edited by 14 Nov 2021, 19:42

    This has been kind of a huge consternation for the last few days for anyone mining in the area; the spawns are really disproportionate for what you get out of it. It’s sort of the defacto mining area for anyone wanting to take on the smithing crafts and it’s ridiculously punishing for the unprepared or uninitiated.

    Even with access to shield and stoneskin (!) I’ve nearly died a few times and I know some folks without access to these spells have died there. The bandits and gel cubes and stirges are a bit much for this area I feel. I’d really like to suggest moving over to rats of different flavors and numbers.

    The metalworking crafts are already extremely grindy; the amount of time and effort required even to get out of the 1-6 range is already lengthy with having to haul heavy materials around (not a ‘bad’ thing in and of itself), doing that on top of dealing with a mixed group of bandits fit for a small party or quest, after which you have to walk the long way around the area to get to the forge feels punishingly shitty.

    E 1 Reply Last reply 14 Nov 2021, 19:50 Reply Quote
    • E
      Echo @Dire Rabbit
      last edited by 14 Nov 2021, 19:50

      @arcanigans

      CARES pulls from a pool of possible spawns that are based on the level of the PCs in the area and a 25% chance for increased difficulty. So I cant just make it "spawn rats" or something - it spawns stuff that is in the "caves" list (which includes, well, ... stuff you'd find in caves!).

      I will look at the levels of the spawns and possibly make adjustments.

      "You can complain if you weren't asked; you can't complain if you were asked but didn't contribute." ~ Professor.

      D 1 Reply Last reply 14 Nov 2021, 19:57 Reply Quote
      • D
        Dire Rabbit @Echo
        last edited by 14 Nov 2021, 19:57

        Makes sense. It's appreciated, regardless!

        V 1 Reply Last reply 14 Nov 2021, 20:31 Reply Quote
        • V
          Valkyrie @Dire Rabbit
          last edited by 14 Nov 2021, 20:31

          Thank you for looking into this.

          E 1 Reply Last reply 14 Nov 2021, 21:06 Reply Quote
          • E
            Echo @Valkyrie
            last edited by 14 Nov 2021, 21:06

            e5c7cc01-78a4-4c42-b1de-61ab5ac49d2f-image.png

            ES_aaaa_xx_yy_zzz
            
            aaaa = type (ie, 'cave')
            xx = level of encounter (level of PC)
            yy = target waypoint (where it spawns)
            zzz = change of firing (1-100)
            

            All of the spawns in the Hillmarch caves are level 5 & 6, with a 25% chance of being one level higher (6 & 7, respectively); all of them have an 85% chance of spawning.

            I reduced the number of waypoints (yy) v7374. It's all luck of the dice!

            "You can complain if you weren't asked; you can't complain if you were asked but didn't contribute." ~ Professor.

            1 Reply Last reply Reply Quote
            • E Echo moved this topic from Suggestions on 22 Nov 2021, 19:19
            • 1 / 1
            1 / 1
            • First post
              4/5
              Last post