General Area Quantity Issues
There's a serious issue with the number of areas versus the exp/leveling curves
for the newbie islands. Sloe seems to have enough stuff for up to around level
12 primary, but by the time you get to Archais, there's
not nearly enough areas.
Regarding the area count, between level 10 and level 15 primary, the number of
exp caps to level increases from 25 to about 45, with about three total levels
per primary. The average cap cost would be around 35.
Between level 15 and 20 primary, the number of exp caps ranges from about
40 to about 60, with about four total levels per primary.
Between level 20 and 25 primary, the number of exp caps ranges from about
60 to about 90, with five total levels per primary.
Between level 25 and 29 primary, the number of exp caps ranges from about
90 to about 150, with five total levels per primary.
The net area factors for these ranges are approximately:
- Level 10-15: 3* 35 = 105
- Level 15-20: 4* 50 = 200
- Level 20-25: 5* 75 = 375
- Level 25-29: 5*120 = 600
This gives us a rough guide of the content required to fill various level ranges.
I've been reasonably successful in the level 10-15 range by hitting up combinations
of four to six aggro wander areas. Simply for convenience, let's assume five
areas, run repeatedly, are sufficient for this level range.
Multiplying by the appropriate area factors above, we get:
- Level 10-15: 5 areas
- Level 15-20: 10 areas
- Level 20-25: 20 areas
- Level 25-29: 30 areas
The 10-20 level ranges might be barely acceptable at this point in time, but
the 20-29 level ranges on archais are definitely not. The island of archais
needs to be expanded by a factor of on the order of ten in order to have
sufficient material in it. A factor of 2 in each direction would probably
be sufficient to create enough empty space.
One possibility might be to move tyranids, spiders, and trogs to archais.
They could conveniently fit underneath the mountain, but there are the
concerns of the trog king and 'hard' mobs in trogs, in addition to the
high level tyranids and level 32 trainer.
Sloe Quest Line Part 1 - Levels 1-9
The initial parts of Sloe appear to be sane and consistent, but the quest line
and area themes rapidly lose coherence later on.
- Whelan gives you the first quest, to defeat the Carver Shaman, which is the
first obstacle to freeing the people in the encampment.
- Whelan gives the second quest, which is to defeat Ahpuch and return the sunlight
staff, which will help with the defense of the camp.
- Sonja gives the third quest, which is to defeat the vampiress in the graveyard.
- Whelan gives the final encampment quest, which is to break the blockade at
Uffspigot's camp and warn the guards in the town of Pellam.
Problems to be fixed:
-
COULD HAVE MOBS IN CAMP GIVE OUT EQ AS QUESTS, LIKE LOJBAN
-
Sloe Quest Line Part 2 - Levels 9-???
The first Pellam quest is to journey to Vemarken and inform the mayor of the
encampment, siege, and the suspicious priests.
The second Pellam quest is to translate the note, investigate the false temple,
and kill Remondadin.
After this, I believe you report to the mayor again.
TODO - add a vampire quest in reorx village
This is currently the end of the quest line on Sloe. after this, we have to
push people to indira and somehow bridge the gap for the orc chieftain and qoorik
Kordan Quest Line
TODO
instance the orc chieftain area,
Morticia/ancala
Qoorik - NOTE THAT THIS AREA IS REALLY MORE LIKE LEVEL 17 OR SO, THERE'S A HUGE LEVEL GAP
IMP MINES - need to raise up level of eq and give the place a storyline, but other than
that it makes a good addition
Archais
Add northshore, rack 43300, to archais
The dying grasslands part of nurglings, room 53685, needs some serious rework or to
actually become a proper area with a quest to destroy the blight or something.
Could do the magical glyph thing poisoning the landscape, enchant them to destroy
copy and move DFE/trogs/trolls/spiders/tyranids to archais
relevel the mobs in djinni, make them all non-aggro or at least nonlethal
instance asgaard
- redferne iacts(br>
- give redferne quests to fix/power portals
- give redferne 'visit all portals' quests
- instance various portaled redferne areas
- earth plane might not be possible to instance
- rack 19100
- need at least one more area for main room
fix up various planes to make them more mid level oriented
- fire plane
- ice plane
- marines
- rack 19100
finish rack 19100, link it via redferne
Move handheld shield generator in chaos?
fire/ice plane - remove massive -hpregen on rooms
add a couple more mobs to azeroth keep
expand harpies? at least put a quest on them, if not already
move harpy door quest somewhere else
Misc stuff
Move trogs/tyrannids to archais?
check the area usage stats for the island areas