Post by mesatrin on Jan 29, 2012 21:55:32 GMT -5
So, these are things that I remember from the first time this module was hosted. I know there has been a lot of work done to it since the first release, and I have not spent too much time running around testing things yet, but these are things that I recall from Axfell's side.
No one ever was in the fort. Everyone waited around the farm in the small village. This was one of those situations where KISS was not followed. They broke up the fort into two areas and made the fort more of an outpost/campsite look hidden by another village. The design of the fort made it so there was a lot of wasted space and difficult to really find where you were going through the cove of trees. Overall I personally thought Axfell was poorly designed (but fit then then hidden tribe story line).
The cave between Axfell and the battle grounds was empty and seemed unfinished. From a player standpoint while realistically heavy traveled areas would be bare of enemies it was a very boring trip from that point to Ranz, and when walking it took a long time to get from point a to point b.
The ogre cave had a ton of visibility issues. I know there was a point near the front of the cave that you could stand and nothing was able to target you but you were able to target out from that area. Once I can level a bit and explore more I will test this and see if I can't get an exact image for you if it is still there.
Invisible Blade's bleed feat was nearly worthless on the server. Most of the monsters had physical damage reduction or where undead. The bleed damage was physical and even if you stacked up a bunch of cuts they did damage one at a time and most or all of the damage would be reduced to 0. So, you had to be right around level 8 before the bleeding damage would even be able to cut through most of the physical damage reduction. I know this is something that would effect very few players but there has to be a better way to make a monster more difficult than just giving them physical damage reduction.
I hope these descriptions makes sense to some one other than me. This is mostly going off of memory of a server that is what like 5 years ago?
No one ever was in the fort. Everyone waited around the farm in the small village. This was one of those situations where KISS was not followed. They broke up the fort into two areas and made the fort more of an outpost/campsite look hidden by another village. The design of the fort made it so there was a lot of wasted space and difficult to really find where you were going through the cove of trees. Overall I personally thought Axfell was poorly designed (but fit then then hidden tribe story line).
The cave between Axfell and the battle grounds was empty and seemed unfinished. From a player standpoint while realistically heavy traveled areas would be bare of enemies it was a very boring trip from that point to Ranz, and when walking it took a long time to get from point a to point b.
The ogre cave had a ton of visibility issues. I know there was a point near the front of the cave that you could stand and nothing was able to target you but you were able to target out from that area. Once I can level a bit and explore more I will test this and see if I can't get an exact image for you if it is still there.
Invisible Blade's bleed feat was nearly worthless on the server. Most of the monsters had physical damage reduction or where undead. The bleed damage was physical and even if you stacked up a bunch of cuts they did damage one at a time and most or all of the damage would be reduced to 0. So, you had to be right around level 8 before the bleeding damage would even be able to cut through most of the physical damage reduction. I know this is something that would effect very few players but there has to be a better way to make a monster more difficult than just giving them physical damage reduction.
I hope these descriptions makes sense to some one other than me. This is mostly going off of memory of a server that is what like 5 years ago?