Gothador is now larger!
#101
Posted 11 December 2010 - 03:11
#102 gothador_evilbastard
Posted 11 December 2010 - 05:57
#103
Posted 11 December 2010 - 11:45
#104
Posted 12 December 2010 - 01:49
#105 gothador_evilbastard
Posted 12 December 2010 - 18:34
#106
Posted 12 December 2010 - 23:07
"In the end, you will always kneel."
"Last time I trusted someone, I lost an eye."
#107
Posted 17 December 2010 - 08:11
suspenders keep things from falling down
*Looking down my shirt*
Everything...?
Geek for life...yo
#108
Posted 19 December 2010 - 00:41
suspenders keep things from falling down
*Looking down my shirt*
Everything...?
arent suspenders great. its amazing what they help keep up.
#109
Posted 27 December 2010 - 19:28
The update has the following problems, but 1st, bear in mind a 50% linear increase is 125% increase in area (i.e. addressable squares)
1/ Still TOTALLY unpopulated with warp gates, hospitals and other safe havens. I would think that as most players are now more than mere noobs - and as a noob can grow faster than the early days, about 30-50% the density would suffice. THUS, the original 10K squares had 13 Banks and 6 Warp gates. Id say 5 or 6 banks and 3 warp gates would suffice (though in the case of warp gates theres a valid argument for a full upgrade fro walkers).
2/ The critter spawn levels have not been changed, e.g. Plane walkers have a spawn of (I THINK) 6, this means 1667 squares per critter, that's is now nearly 4K squares per critter. Important(ish) critters (such as Vile Ghouls, Vamp, Vamp Lord, etc) should have the spawn level increased. OK, maybe not totally, say 50-75%. This should include ANY critter used either in a non-sub quest - or useful for drops and/or levelling.
3/ The SPECIAL ONE OFF's (many of which are important to Noobs, such as Harren) have also suddenly become WAY harder to find, and without warp gates - even if reported they may be totally out of range.
These should either be duplicated (2 of each, or even 3 of each as they will be hard to reach in the extended area) or limited to the original 100 * 100 by use of a virtual realm. The code for this is already in frequently use. Try killing the Kobold King and see where he respawns, always in the same little area. In fact, I've helped you - he was at 4,92, he should respawn within about 5 squares of that.
#110 gothador_evilbastard
Posted 08 January 2011 - 17:49
#111
Posted 09 January 2011 - 23:58
#112
Posted 10 January 2011 - 03:38
they put a gandalf at 99.99 that says 'YOU SHALL NOT PASS!'
Bravo, sea. I needed that laugh.
"In the end, you will always kneel."
"Last time I trusted someone, I lost an eye."
#113
Posted 24 January 2011 - 22:20
Furthermore - Because it was done without consideration for one-off's in Goth - its now 125% harder to find things such as teh Haran chests - they should have been limited to a logical realm of 100*100- or made 2 of each.
#114
Posted 24 January 2011 - 23:53
and call itself 'thisisbullshitadoria' lmao
#115 gothador_evilbastard
Posted 09 October 2011 - 16:42
#116
Posted 10 October 2011 - 02:45
This bigger one is so empty feeling
There's so much I could say to that, but it's all bad, so I'll say instead, "why is the rum gone?" :shock:
"In the end, you will always kneel."
"Last time I trusted someone, I lost an eye."
#117
Posted 10 October 2011 - 23:10
what FINAL touches - and no - they didnt ever admit so far as I know, certainly it was never announced.Did they ever even admit to expanding Goth? Why would they worry about fixing some expanded area when they are so busy putting the final touches on 5th tier skills?
#118
Posted 13 October 2011 - 03:30
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