My Thoughts on the Circle and Factional Dungeon theme

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AndrewCarr
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My Thoughts on the Circle and Factional Dungeon theme

Post by AndrewCarr »

It looks like most factions have a city, from this, or inside it, are the low lvl areas, like the sewer dungeon in Neversummer. But the people in LA can still travel overhead and around without running into hostile creatures all the time.
My thoughts on the circle pertain to this because we have a main town, and the areas around it are completely covered in mobs. To give a bit more freedom of movement in our own forests(vs jumping into the goblin infested woods) I think adding hamlets containing job npcs would give newbie players a chance to get their bearings, see the surroundings, and not have to jump into the fights all the time. So they'll have the same travel element that LA or other factions(like SL/RK) have, but they can go into the "dungeon" part of the world by straying a bit off the trail, and later maybe they'll get jumped by goblins(via a scripted trigger).
As it is I love the feel and environment of the Circle, but I think the contrast between the area of safety and the areas of danger is too great, so having these hamlets and semi-safe areas in between will stagger the danger better(nothing like running into a niragawa scout on your first night out).
Also, the North and West are blocked off, so having mountains(or something else, forget what the terrain is supposed to be like) there with a dynamic goblinoid invasion would be good, where the goblins could randomly respawn in different places, with low lvl guards attempting to defend gates, burnt out(or soon to be) tree dwellings, etc.

So those are my ideas on making the Circle a better place and faction to live in.
Lindon Erithar
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