Grave worms manor on 09/08/2012 02:11 PM CDT
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These are a fairly nice critter to hunt, near the crossings, natural, skinnable, swarmy, etc.

Problem is, you have to brave Germs (you know, 300 ranks more skill) to get to them, and use a 'fun' random digging mechanic that has kept me OUT of the area for, oh, 15 minutes now while I try to recover my weapon after death.

The days of 'the manor' being something anyone cared about, really, are done.

Could there be a demo team sent in to just blow the gate open, or something? Having to climb and make survival checks and engage a completely random (apparently) mechanic post death means it's not going to get used after the first time someone loses a weapon there purely due to not being able to get back in.

Which is the situation I'm in now.

If anyone cares to recommend a good alternative critter that's skinnable and swarmy at 80 ranks and near Crossings, please do.



Adding nothing to the conversation since 1834.
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Re: Grave worms manor on 09/08/2012 04:30 PM CDT
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I agree it should be easier to get in. Perhaps make it so that the gate is pickable? Or you can climb in just like you climb out? Or that you can charge all 3 orbs with any mana type in order to get the gate open? Or all of the above?
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Re: Grave worms manor on 09/08/2012 09:25 PM CDT
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Given my druthers, I'd rather see fewer survival skill checks, and more lore/magic/etc. ones. Everything and its dog checks something in survival, it's one of the most used sets. Give the mages and scholars something.

Or just blow open the gate and put in a ticket counter.



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Re: Grave worms manor on 09/08/2012 11:01 PM CDT
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>>Given my druthers, I'd rather see fewer survival skill checks, and more lore/magic/etc. ones.

If I remember right, there's already a magic check to get past the gate. The only issue is that you need four people with different mana types to do it.

Maybe it would be a good idea to instead convert that magic puzzle to instead becoming some kind of arcana/sorcery check in 3.0



"You always have to be a know-it-all. And you don't. Know. It. All." - GERSTEINJ2
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Re: Grave worms manor on 09/09/2012 07:40 AM CDT
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most likely the reason why its a hard place to get in is because its the place for serveral moonmage quests, cantrips, whathaveyou. And those kinda places are ALWAYS over-the-top. Based on the response I got when i checked about NOT having to go face the hardest critters in the game <armadillos> to get one of the other Moonmage cantrips, I'd wager the answer to making the manor easier to access as between "no" and "the heat -death= of -the universe.

/---
Oh and last one, DR at any given time has a population of weenies that will criticize at the drop of a hat, don't take things personally it happens to everyone.
Leucius
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Re: Grave worms manor on 09/09/2012 09:16 AM CDT
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I actually have some ideas for the manor, it's a cool place that could use some TLC, but they're not even in proposals and are somewhere far down my "to do" list unfortunately.

-Raesh

"Ever notice that B.A.'s flavor text swells in direct proportion to how much one of our characters is getting screwed?" - Brian Van Hoose
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Re: Grave worms manor on 09/09/2012 09:23 AM CDT
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I would love to see this to-do list it seems like its gotta be like 25 pages of awesomeness

[18:01] Chatter[Seyalle] ok folks have a safe weekend. Friends do not let friend DR and drink.
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Re: Grave worms manor on 09/09/2012 09:56 AM CDT
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>>Based on the response I got when i checked about NOT having to go face the hardest critters in the game <armadillos> to get one of the other Moonmage cantrips, I'd wager the answer to making the manor easier to access as between "no" and "the heat -death= of -the universe.

Asking for a zone to change to better accommodate access to a non-required cantrip is different than asking a zone to change to better accommodate access to the zone itself.



"You always have to be a know-it-all. And you don't. Know. It. All." - GERSTEINJ2
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