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Message ID: 22960
Date: Wed Jan 10 21:17:21 GMT 2001
Author: Scott Malin
Subject: Re: [eqbards] Bind Poll


From: "Christopher Sanders" <christopher.sanders@...>
Subject: RE: [eqbards] Bind Poll


> Lavastorm = No - I think they'll crank up the xp modifier for Najena, and
> make it worth being bound in FP for the light races to take the risk.
Other
> than that, it's too close to Neriak.

Making the Temple of Sol Ro a bindable zone would help a ton. SolA is mostly
farming, with a close bind you'd actually see some activity there since it
really can be a good group zone.

> South Karana = Unk - No if they reason that Arena is only 2 zone lines
away.
> Yes if they decide it's too hard to get a bind in Arena, since there is
> normally nobody in there.

I've heard a few mentions of the Stone bridge in NK to support the Karana
area, only problem with that is a lot of races aren't on good terms with the
Qeynos guards.

> Dagnor's Cauldron = No - Gfay and Kaladim are both close. Kedge would
> probably get a small xp modifier boost, and Unrest an even larger one, to
> entice the lower levels to try, who have a harder time travelling Dagnors.

You are right, the other zones are close enough. If given a choice I go with
Kaladim, it's a little further but sometimes GFay is lagfest. Kedge, I love
that place and a higher xp mod would be great (it's 3rd now not counting
Velious) but they really need to reitimize it, add a few rare random drops
and the zone will be popular again. Distance from a bind point has never
slowed down Kedge activity, it's a zone that has a huge xp mod but no loot
to speak of usually.

> OOT = Unk - Could go either way. Due to only being able to zone by boat,
> the arguments are strong in either case.

On Seafury Island there's a druid ring, make it an active port. The zone is
just a pain in the neck to get into. Binds in the zone would make things
easier but I'm not sure it will increase the use of the zone. They have
proved they can limit binds to a section of a zone with FV and OT, put a
gypsy camp (on betaneutral faction) in these zones and you can only bind
there within that camp.

> Lfay = No - Only 1 zone away from Gfay, and the spires. Although the
> pathing is broke, they could probably even get away without increasing the
> xp modifier for Mistmoore. It's always been relatively popular despite
it's
> faults.

Reitemize I'm betting and fixing some pathing, even with some of the more
interesting new additions (DEs, corrupt brownies) it's still passable for
people wanting to hunt in Mistmore. As a zone itself, very underused but
those new camps is the reason, I had a character who was working the orc
camps at one point and I gave up after a DE pathed back through us after
chasing down and killing someone else.

> Innothule = Yes - Despite being only 1 zone from Upper Guk, it is a good
> midpoint between arena and Freeport. Will perhaps be a "camp" of some
type,
> with light aligned guards? The points for, taking into consideration the
> zones around it, to me seem to outweight the points against, regarding the
> proximity to Lguk.

Same as OOT, place a small circle of NPCs on betaneutral faction. Lower Guk
isn't the problem, it's upper guk which is probably underhunted. Lower is
still active because there's still some good stuff there.

> Everfrost = Yes - A dark aligned camp would be most likely, since light
> aligned folks can bind in Halas. Fixing Permafrost will also help,
though.
> :) Might as well be named Permatrain, as it is now.

Random item drops in Perma would make it Very interesting. Bad pathing and
warping going away would be great but if there's some decent loot people
will put up with those problems. Also if the zone scaled up a little better
it would help, I think in the upper 20s it starts to green out and at that
level you can't break the king room.

> Kunark and Velious - I just don't have enough knowledge of these zones.
My
> Kunark is limited to FV and LOIO, with some FM thrown in, and my Velious
is
> limited to Frankel the Pirate in N Ro. :)

Change the EJ port from an evac to a regular port as well as an evac. That
alone will open up most of the rest of the zones. Right now if you want to
go to CoM from East Commons, you get a port to DL, then run to Karnor's and
evac to EJ. 30-45 minutes under the best conditions.

Underbrush
Level 1 pathfinder, knight of Tunare

Reedwind
19th level bard