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#1 (permalink) |
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Junior Member
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Few things I have noticed about continents ...
On the live server that I started on most of my chars started on Kojan. While I understand that its basicall a newbie starter continent unlikely to become a full fledged continent, it seems to me to be the best of the 3.
The quest line for starting on Kojan is consistent and enjoyable through to getting the title of Lao'Jin knight. ALso you get both stat legs and chest piece early enough for it to be meaningfull often by lvl 6 or 7. On Thestra and Quallia it seems a lot of the quests are seperate from the rest with no clear flow to them other than level to complete. The rewards are also less than inspiring especially Thestra. I mean at the sub lvl 10 range who needs hp/mana regen food instead of armour? At such low levels we regen hp/mana so fast the food is almost a waste of time. Also it seems that the quests on the two main continents often require a group to complete at a meaningfull level whereas the Kojani quests are almost all solo. Noticeable exceptions being the Ra'Jin stronhold quests. Since most people below lvl 10 solo almost exclusively from what I have seen it makes no sense to have so many entry lvl quests requiring a group to do. Another thing the really irks me especially in Qualia is the vast nets of low level aggro mobs spread so thickly across any and all open areas that its virtually impossible to go anywhere off the roads with out getting jumped multiple times. Kojan has very few areas where the aggro mob population is so dense that its hard to move around in. In Qualia the constant attacks from wasps, snakes, and hyenas, is tedious to say the least. I think they should either be thinned out, made non aggro, reduce their aggro radius, or once they turn grey they stop aggroing. I found it so tiresome that I moved my characters on test from Qualia over to Kojan because of the aggro mobs. WHile Qualia has a fantastic amount of quests to do and therefore levelling should be so much more fun, I find that levelling seems so much slower and more frustrating. Another thing, Kojan needs missive boards like the other two continents. WHile Kojan is a newbie get out by 15-20 area that does not mean we cannot do missive s as well. WHy should everyone on Kojan be denied the missives that the others get. The blighted lands region of Kojan has areas of lvl 20 plus 3 dot mobs and even some that are 40plus 3 dot mobs. WHy the rush to push people out of the continent around 15? Another thought also is after spending 20 odd levels on Kojan it is actually quite a chore to pick up and relocate elsewhere. Suddenly you have no idea where to go what to fight what ares for lvls 20 plus etc. For the casual player it can seem so intimidating. Lets also not forget the recent revelation about Kojani crafting and any faction over 500 is utterly wasted, not to mention you need to train on one of the other 2 continents (Apparently) in order to learn Kojani boat styles housing and higher level recipies. While my crafter on live is only level 8 I would be supremely upset if spent countless hours levelling a Kojan crafter only to find it was for naught. Anyway I like the game, am a complete alt a holic but these are a few issues that I find tedious annoying irksome or all of the above. regards |
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#2 (permalink) |
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Staff
Wiki Administrator
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Re: Few things I have noticed about continents ...
I agree with much of your assessment of the game.
However, I have not had the trouble you have had with quests on Thestra. I have gotten a human, dwarf, high elf, and varanjar into their early teens completely solo with no problems. The group rated quests I have run into were either soloable or completely outside the main quest path (such as the quests that draw you into the rift dungeon near Tursh). The quests for Tursh (which is where sound like you were leveling) are a bit more disjointed than the other areas I have started in. But that is probably a product of having separate but overlapping quest series for the halflings and humans. While there is a huge problem with aggro mobs in and around Khal and down the central valley (a really dangerous area), I have found that the other Qalia starting areas don't share the problem. Mobs tend to be clumped a bit better and cross-country travel is easier.
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