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Message ID: 11819
Date: Tue Dec 14 18:02:33 GMT 1999
Author: kim@xxxxxxxxxx.xxxx
Subject: RE: Re:Re: Guise of the Deceiver (Longish)


On Tue, 14 Dec 1999, JasonF wrote:
>
> I've tried Kith about four different times now, and while I've been in good
> groups, not died, etc., the mob/hour and exp./hour ratio is pretty bad. You
> wait for a pull while playing clarity. Some Ranger or Druid is out there
> running around. "Inc!" So you stand up, fight one blue/yellow/red mob and
> then wait for another pull... Then 7am rolls around and you *sit* for 20
> minutes real time. So all-in-all you might kill 5 or 6 mobs during the
> night if you're lucky. I don't think I've ever really seen my exp. move
> fighting in the new Kith.

Hmm. I didn't see finding mobs as a big problem with
Kithicor. I'm usually able to keep a steady stream of mobs
for my groups to fight. Just run out to fetch a new one
before the one you're fighting is dead. When it becomes day,
let the paladins find undead using their sense undead spell -
it points them at the nearest undead (which doesn't work when
a necro or SK pet is nearby).

The problem keeping up your mobs/hour ratio in Kithicor is
that the mobs are just way too tough for their level. The
harm touches insure you're going to have at least a minute or
two of downtime after the fight. Most of the mobs are casters
on top of that, and all can debuff or disease you, thus
requiring even more downtime. If a party member gets feared,
half the time he's gonna die.

Another problem is that it's an outdoor zone. There are no
structured halls for people to find shelter in, so everyone
pulls to the zones. One group screws up, and everyone on that
side has to get out. The undead are not very particular about
who they attack either, so pulling is a problem, as is having
other people's pulls jumping on you in a tough fight.

--
John H. Kim
kim@...