The home stretch for Halls of Honor

Problem with pathing,spawns etc - post here
Vaion
Posts: 3712

The home stretch for Halls of Honor

Post#1 » Sun Jul 08, 2012 3:09 pm

It's been many many long months, but the zone is nearing completion.

My next step after finishing the last fight, is to go back through and "revamp" the buggy sections of the zone. What I want to know is everyone "Constructive" feedback on the status of the zone right now so that I know what to aim for when fixing.

Things to keep in mind:
o How is the risk vs reward?
o Trash mob difficulty?
o Event difficulty?
o Any serious bugs that need to be addressed?
Oh the fun you all are going to have in DSK3...
Simon says.. touch the green one! Nooooo BLIQUE NOT THE RED ONE! zomg you just got me "Vaion Touched"!

Vaion
Posts: 3712

Re: The home stretch for Halls of Honor

Post#2 » Sun Jul 08, 2012 3:11 pm

Going to reserve this slot in the thread to keep a list of things to be fixed.


Needs to be fixed:
o There is an issue where occasionally an item will disappear (invalid move item message) when it evolves with other items on the cursor.
Oh the fun you all are going to have in DSK3...
Simon says.. touch the green one! Nooooo BLIQUE NOT THE RED ONE! zomg you just got me "Vaion Touched"!

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Grey
Posts: 1101

Re: The home stretch for Halls of Honor

Post#3 » Sun Jul 08, 2012 9:37 pm

Zone became pretty easy. Outside of the events I don't see any changes that are justified. I wouldn't bet against the whiners demanding something be changed (made easier) but yea.
Events are the perview of the CSrep and you'll have to contact him for feedback :D

Nizzy
Posts: 705

Re: The home stretch for Halls of Honor

Post#4 » Sun Jul 08, 2012 10:34 pm

The changes to make it easier for monks and rogues to naviate the zone were great. For the most part the mobs that see SOS are totally random now with the exception of the elementals by the Djinn. Every one of them with out fail can see rogues and instant death.
Nizzy

vip00
Posts: 56

Re: The home stretch for Halls of Honor

Post#5 » Mon Jul 09, 2012 8:43 am

Trash mob difficulty is about good imo. Some are certainly weaker than others, so some balancing is probably called for if you're shooting for a consistent difficulty level. Djinns come to mind as easiest, serpents/spiders are probably hardest. This may vary by group setup, and may obviously be intentional, but just something to point out I thought.
Ssariz - Disthia - Suria - Froakling - Jeqaph - Varsuvius
<And His Amazing Friends>

Vaion
Posts: 3712

Re: The home stretch for Halls of Honor

Post#6 » Mon Jul 09, 2012 8:07 pm

Just letting y'all know, this will probably be the last zone I develop in this manner. HoH was an experiment that turned into something that I personally did not enjoy.

My zones from this point on will be linear progression similar to DSK/Nadox :)
Oh the fun you all are going to have in DSK3...
Simon says.. touch the green one! Nooooo BLIQUE NOT THE RED ONE! zomg you just got me "Vaion Touched"!

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Alulien
Posts: 283

Re: The home stretch for Halls of Honor

Post#7 » Mon Jul 09, 2012 8:41 pm

Vaion wrote:HoH was an experiment that turned into something that I personally did not enjoy.


I'm far far far from HoH access, but I wanted to say thanks for your effort, Vaion. Ever since starting on this server I've seen the dedication and quality of the staff - this is just another good example of how awesome you guys are and how appreciate we all should be!
Malistari (SHD) | Daggar (ROG) | Sarda (BST) | Gurneyman (BRD) | Glamd (SHM) | Wrunken (CLR)

<Muffins>

Letow (PAL) | Feydakin (MAG) | Corpselight (NEC) | Mallyal (ENC) | Thomel (BRD) | Araer (DRU)

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Grey
Posts: 1101

Re: The home stretch for Halls of Honor

Post#8 » Tue Jul 10, 2012 12:34 pm

Vaion wrote:Just letting y'all know, this will probably be the last zone I develop in this manner. HoH was an experiment that turned into something that I personally did not enjoy.

My zones from this point on will be linear progression similar to DSK/Nadox :)


I can only imagine how much work you put into this zone and know a lot of us gave you and/or other staff a real hard time over many aspects of it.
That being said thank you for the work you did do and for not killing us all.

Niixnec
Posts: 334

Re: The home stretch for Halls of Honor

Post#9 » Tue Jul 10, 2012 10:39 pm

First off, thank you and the rest of the dev team. Enjoy the server.

Trash Mobs sort of depend on the gear you have / group you are in. If you are in DS gear with no donors, etc. trash can be difficult depending on the area you fight in (spiders / serpents seem to be the hardest for most folks) . Once you start getting HoH / Nadox geared or donored out then trash is trivial - you can routinely see people pull whole areas when killing. As far as risk/reward, the only thing I wouldn't mind seen changed is the lore tag on aug items. Just a pain to always run / coh back to zin to do a aug turn in or let augs rot. This is especially true since CoH is not available everywhere in zone to get back to your camp.


Mini named seemed to be tuned pretty well between trash and the events. They can wipe a couple of lesser geared groups but can also be handled with a single group of equipped toons.

Is there still a need to have CoH limited to certain areas? Seems for the most part that the named are left alone at this point, believe that is why the change went in. As a multi-boxer it is a pain to move 4-10 toons at a time while crawling through the zone. Also makes this another zone a donor item is almost useless in.


For future zones can I please reqeust no random DT like in Nadox? I think I die more to random DT's than to named fights.

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Grey
Posts: 1101

Re: The home stretch for Halls of Honor

Post#10 » Tue Jul 10, 2012 11:28 pm

Niixnec wrote:For future zones can I please reqeust no random DT like in Nadox? I think I die more to random DT's than to named fights.


+10000000000000000^10000000000000

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