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OK Micah I know 500 choices isn't that bad.
What am I saying? 500 CHOICES that's going to take years to find our way. With my luck I'll get Teleported to another one of "Z's" little room's with no way out but to Die and start over. Hay 20 to the 2nd power is only 2000 and with 500 choices to try to hit 10 correct teleporters in a row. That makes our chances to get to where we need to be 100,000 to 1. [img]graemlins/jawdrop.gif[/img] I think I'll just go buy a lottery ticket. :D |
Hi Z, (I apologize in advance for another long-winded note) after all the playing we've been doing, and while you're remodelling the place, there have been some thoughts on, "hey, what do you think about if:
- The Well to level 1 was moved down to the basement, with fewer, but more deadly guards (it would probably eliminate the need for that other door down there full of duergar, spiders and drow... oddly enough sometimes the duergar appear behind the boulders so you can't reach them with your weapons, but can target them... you can only kill them with area effect stuff. Somehow, I don't think many people are venturing down to the basement anymore anyways... and I like the fact that there's a "sinister meeting place" for the rogues down there... nothing says, "hey, [adventurer], buzz off, these tables over here for us Xanther Guild folks... if ya ain't a part of our guild, get your skinny (or fat) ass upstairs." However, there should probably not be any drow/ duergar there if you move the well down here. That may also help reduce lag in the Inn/Tavern main floor. - The portals/ secret doors/ passages were down in the basement as "locked rooms" with guards instead of the bedrooms upstairs. Perhaps then, you could also have people "use" the bedrooms for what they were intended for (I'm not suggesting anything here... other than resting... really.) - Passing thought about the portals & passages: the secret door from one of the bedrooms (2nd floor above ground) leads to the really loooong hallway to Mirt/ Kelben's... I'm assuming this hallway is underground. If the portals/ passages were moved downstairs to the basement...? - remove any NPC's that aren't part of the "ambience." Alternatively, you could add more "quests" from the patrons here too. Only way back up after completing a quest is of course is through the well... (doesn't Durnan usually charge 1GP to bring you back up in the original RP mod, while charging a fee to go down it?) - already suggested adding the fireplace & minstrel (hopefully won't add lag?) - Have a blacksmith or magic shop outside the Inn for people to do their shopping (you thinking about what to do with that scenery out there)... plus it gets people going back and forth between Inn/tavern and outside, and relocate the massive inventory Durnan has to reduce the lag encountered during "shopping." - Seems that there may be too many folks in Skullport for it's size? Although the ambience down there is great (maybe needs to be a bit darker... more sinister?), the lag there is pretty bad when trying to navigate between the merchants and the hallway that leads to the entrance to level 4. - Level 4: upon entering this level, not sure, but the traps + monsters right from the beginning produce really bad lag. Lag generally disappears once you've killed all the monsters or moved away from that entrance area." - Adding a merchant or temple (to a merchant god/goddess) on level (5 or 6?) in the sewers... for supplies and healing. Especially since there are rogues who "habit" down there and they'll need a "fence" or a "healer"? If there is anything I missed/ misinterpreted or some of these already exist, etc., etc., please excuse me... these were just some thoughts buzzing while you were "redecorating" the place with the CEP. As for some people wanting to know why this is called "Escape from Undermountain" when it seems that they are "delving deeper and deeper into it?" I've never really played the original module from TSR (I guess it was from TSR?), but I heard that it's called EfU because you're commissioned to go down there, rescue someone and then escape back to the surface via the Well. Perhaps this can still be the main quest/ storyline for those who need a plot along with exploring for riches? You can have the person(s) being rescued on each level (or have one person and keep moving them deeper and deeper as the ultimate goal) for EXP awards? ~ so tired now... long day at work... brain is ceasing to function ~ BIG THANKS for your time & effort... you have really made this one of the most enjoyable entertaining mods out there. We appreciate it. TTYL. |
Been poking my nose in the secret passage and Blackstaff's Tower... is it even possable to get a skill level of 100 in pick lock??? Now my curiousity is peaked.
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Well Crap... thats what I deserve I suppose for getting my curiousity all perked up. *sigh* Well you never know until you stick your greedy hand in there, right?
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