User talk:Linsey Murdock/Projects/Temp
Problem NPC placements
- Good insight there, Linsey. While we'd love to have henchmen terrariums, the work you mentioned is probably better spent elsewhere. However, if you did a pass everywhere just to check that the Xunlai Chests and Merchants aren't opposite ends of the town (Here's looking at you, Beacon's Perch and Keining Center), I'd be very grateful. --Emkyooess 22:24, 20 April 2009 (UTC)
- The Granite Citadel needs to be on that list, too. (although that would make things even easier for the bots, I guess...perhaps swap the positions of the xunlai chest and the merchant? :D) Vili >8< 22:39, 20 April 2009 (UTC)
- Yes Yes and more yes. in eotn you gave the henchmen life as it is in a lot of the other campaigns they are rather dead. a guild hall that comes to mind right off the bat is the Isle of Solitude i love the guild hall hate the npc locations. the lower area were the (ie not raised the blue area where the chest is) seems to be some perfect spots for npcs. i would say the best guild hall would be the Imperial Isle npc wise. an other bad one i would say is the Frozen Isle other then that from what i can tell the only other problems are the ab npcs seem to be super far way in some of the halls like wizards. another though what if you had it so when you buy a guild hall there are like flags or markers in the preview to show you were npcs would be. also to the town list you can add The Gate of Torment to the list the main problem is you cant see the hole town via min map. another idea i just had that you are free to use all of them in this tread btw is to add icons on the mini map like how traders and rez shines have them in explorable areas, the granite citadel could use some more npcs mainly a skill trader and rare and common mats trader. 75.165.119.187 22:46, 20 April 2009 (UTC)
- You asked if the placement of NPCs in EotN/NF is generally well done, and I say yes! I find the placement very suitable. I really like the setup in Eye of the North outpost; everything is simply well-organized. My only complaint is the Xunlai Chest in Gunnar's Hold--it's so far away. Otherwise, nice job! And thanks again for your work!
- I like the idea of icons on the mini map to show where NPCs are, but only in the large cities like Gate of Torment or Kaineng Center. It would be quite pointless in small outposts like Ventari's Refuge. ~Mervil 22:54, 20 April 2009 (UTC)
- Yes Yes and more yes. in eotn you gave the henchmen life as it is in a lot of the other campaigns they are rather dead. a guild hall that comes to mind right off the bat is the Isle of Solitude i love the guild hall hate the npc locations. the lower area were the (ie not raised the blue area where the chest is) seems to be some perfect spots for npcs. i would say the best guild hall would be the Imperial Isle npc wise. an other bad one i would say is the Frozen Isle other then that from what i can tell the only other problems are the ab npcs seem to be super far way in some of the halls like wizards. another though what if you had it so when you buy a guild hall there are like flags or markers in the preview to show you were npcs would be. also to the town list you can add The Gate of Torment to the list the main problem is you cant see the hole town via min map. another idea i just had that you are free to use all of them in this tread btw is to add icons on the mini map like how traders and rez shines have them in explorable areas, the granite citadel could use some more npcs mainly a skill trader and rare and common mats trader. 75.165.119.187 22:46, 20 April 2009 (UTC)
Perhaps u could use the Outpost/City/GH NPC relocation/emotes as a minor side project for whenever ur ADD kicks in, then u relocate NPCs for an outpost or 2 (or however many u want to do since its a side project). Then when u finish a campaign u can release the updated outposts/cities/GHs for that campaign or release them whenever u want. And for the most part i liked/enjoyed what u did with the GWEN NPCs.
- OMG Henge of Denravi is insane! Even holding the Alt key, you can't see most NPCs if you're standing next to either storage area, and I don't think either storage is visible from where you spawn in town. I loved the EOTN henchmen scenes, very cute. I also think if you could "polish up" some of the main trade centers and region capitals, like KC, LA, Kamadan, House zu Heltzer, Cavalon, Gunnar's, Henge of Denravi, etc, that would be great. Don't worry about small cities, except maybe "funky" ones like Beacon's or Granite Citadel - all those ledges and bridges make it a pain to get to the NPCs who are on opposite sides of the town. And yes, some GHs need work too. The "Kryta" one (Warrior's Isle?) has the merchant on one end, and rune trader on the opposite end, which are the most commonly used NPCs... I love the merchants row in LA, all nicely together, but kind of far from all spawning points, so you're always running to them no matter where you spawn in town. So there, have some random ADD comments to read. ^_^ Rose Of Kali 18:17, 21 April 2009 (UTC)
- Look out, wall of text about to occur... big enough, in fact, that I thought it was better to put it in a different section.
Since you've brought it up (in the Storage section), I decided to go through the various outposts and remind myself of all of the cases of annoying NPC placement that I could find (with a brief explanation as to why). None of the EOTN outposts go beyond 'minor annoyance' (edit: Except Gunnar's Hold), so you can pat yourself on the back there. ;-) Here are the more-than-minor annoyances that I came across:
- Prophecies
- Serenity Temple (Moderate) Xunlai hidden at the back of outpost. (Would be minor due to clear path if close enough to be findable by holding down ALT)
- Henge of Denravi (Moderate) Xunlai hidden away from other NPCs.
- Amnoon Oasis (Moderate) NPCs spread across a large outpost.
- Destiny's Gorge (Moderate) Merchant hidden away from other NPCs.
- Droknar's Forge (SEVERE) Xunlai distant from crafters, merchants and traders. Exacerbated by being an important crafting town and by a design that is hard for newcomers to navigate. It's questionable whether going to the Xunlai in town is faster than transitioning to another outpost and back even if you do know where to go.
- Granite Citadel (Serious) Convoluted path from Xunlai (on battlements... WHYYY?!?) to merchant and armour crafter.
- Factions
- Shing Jea (Moderate) Distance and nondirect route between Xunlai and NPCs. (Becomes especially annoying if zone lags during events)
- Seitung (Moderate) Distance between Xunlai and crafters on one hand and merchants/traders on the other.
- Kaineng Centre (Moderate) NPCs spread over large, confusing town.
- Zin Ku Corridor (Moderate) Distance of merchant from Xunlai, and of both from statues.
- Jade Flats (Kurzick) (Moderate) Distance of Xunlai from merchant.
- Vasburg Armory (Serious) Xunlai is so isolated from the rest of the outpost that I occasionally forgot that it even HAD one.
- Unwaking Waters (Serious) Distance and convoluted path between Xunlai and merchant
- Boreas Seabed (Serious) Distance between Xunlai and merchant.
- Gyala Hatchery (Moderate) Similar reasoning as Serenity
- Leviathan Pits (Moderate) Distance between Xunlai and other NPCs.
- Nightfall
- Kamadan (Moderate) Distance from Xunlai to material traders
- Sunspear Sanctuary (Moderate) Distance between Xunlai and merchants.
- Kodash Bazaar (Moderate) Isolation of skills, hero skills, and trade official NPCs.
- Gate of Torment (Serious) Really, I just hate this outpost in general. Two and a bit years and I STILL can't easily find things here. The 'the Realm of Torment cannot be mapped' thing was cute when we heard about it, but when we found that it was perfectly static after all and it was just that the automap didn't work, it got old fast, most notably in a complicated, important outpost like this one. But, putting that aside... Distance between Xunlai and skills NPCs. Especially given that this is the Emberlight Camp of Nightfall.
- Eye of the North
- Gunnar's Hold (Moderate) Distance between Xunlai and crafters
Hope this helps! Draxynnic 17:11, 21 April 2009 (UTC)
- Nice list. I agree with it all, although I'd rate Gate of Torment to be serious, rather than moderate. The xunlai agents and merchants are VERY far away, and I've only been able to find them once, lol. It's easier to map travel to a different outpost then to use the NPCs in this outpost. All NPCs except skill trainer are very inaccessible. ~Mervil 18:40, 21 April 2009 (UTC)
- I think this is a good thread; a good topic to discuss. Mervil mentioned Gunnar's Hold higher up, and I would strongly suggest that gets added to the above list. The storage location in Gunnar's Hold is annoyingly far away from the crafters (particularly, the consumables trader). Perhaps a second storage location could be added, like they did in Lion's Arch.
- And while I'm at it... Does anybody else have the same problems as me with the pathing in Rata Sum? Where you hold alt to view a crafter/trader, click on him, and then get stuck multiple times as you're running to him? Is that something that can be fine-tuned? --MushaTalk 00:51, 22 April 2009 (UTC)
- The reason that happens in Rata Sum is because the NPCs stand on a pedestal. It's the same thing as Sir Tydus in Presearing, and some NPCs in Post who also stand on a raised platform or pedestal (the quest reward guy in D'Alessio Seaboard comes to mind, and some others). You have to have a clear path to them, or you will be stopped by other objects, like rocks or the pyramids in Rata, and have to navigate around them. Rose Of Kali 01:08, 22 April 2009 (UTC)
- The same problem exists in Gunnar's, where most traders are behind a counter, and you have to navigate by yourself, since the game cannot find a path to a place where you cannot be (you cannot step behind the counter where the NPC is). Another one is the armor crafter in House zu Heltzer, he's on a platform. There are many more like these. Rose Of Kali 01:13, 22 April 2009 (UTC)
- Good points. I'll admit that I didn't think of the crafters at Gunnar's, but now that you mention it, they ARE pretty distant (and the skill guy too, but who uses him?). With the GoT I'd thought the first time through that... once you'd found it... the direct route wasn't actually that far, but on second look, combined with the importance of the outpost, it is enough to justify a Serious tag. Changes made above. Draxynnic 01:34, 22 April 2009 (UTC)
- Some NPC placements in some of the AB outposts are awkward. People tend to hang up on them when auto-running to other players. I cant remember the outpost names. Pkohler01 03:27, 30 April 2009 (UTC)
- Good points. I'll admit that I didn't think of the crafters at Gunnar's, but now that you mention it, they ARE pretty distant (and the skill guy too, but who uses him?). With the GoT I'd thought the first time through that... once you'd found it... the direct route wasn't actually that far, but on second look, combined with the importance of the outpost, it is enough to justify a Serious tag. Changes made above. Draxynnic 01:34, 22 April 2009 (UTC)
Time
3750 minutes are ~8 work days, not 468 :s Vortex ™ 13:39, 2 May 2009 (UTC)
Ideal Placements
Hi Linsey. For what my 2 cents are worth, I think guild hall npc locations could generally be tweaked. Looking at the Warriors Isle, for example, you have NPC's generally placed well but, I think that the Allegiance (Luxon/Kurzick) NPC's should be placed up on the main platform below the ghuild lord and that grassy area where the mats traders go should be used as more of a bazaar for merchants, traders ,npc's, etc - to create a separation between market and what are effectively diplomats. I personally would also prefer seeing the NPC's pulled down from the higher dais in the Isle of Meditation and placed around where storage is now with the exception of the guild emblemer, the allegiance npc's and canthan ambassadors, who would seem to be more appropriately placed in an area closer to the guild lord, again creating a separation between merchant and diplomat. Anywho, I'm sure whatever you decide to do with these (if you decide to do anything with them) will be wonderful. Thanks for hearing me out. Pkohler01 01:43, 5 May 2009 (UTC)
- if she just made most of the npcs placements like Imperial Isle i would be rather happy.-- Zesbeer 10:15, 7 May 2009 (UTC)
Your request for info on Monster bars
Hey Linsey, seeing how your pages are still locked, Wizardboy asked if I would post this for him. User:Wizardboy777/Monsters with obsolete skillbars. -- Wyn 10:10, 20 February 2009 (UTC)
- Thanks! - Linsey talk 22:15, 27 February 2009 (UTC)
- To address the issue of the Monster Bars - and to find which ones have problems - I made a thread in Guru and GWO. I linked the Guru thread *which is more complete* to Wizardboy777's talk page of the list, and I think you would have already seen it if you were up to date with the forums at that time. But I figured I'd post the link here just in case. :) Hope those bars can be fixed soon. -- Azazel The Assassin\talk 23:24, 2 March 2009 (UTC)
Regarding Awakened Cavalier and their "buffed" skill: non-suggestion redux
- → moved from User talk:Linsey Murdock
This information is too important to be simply left in the dust due to the nature of wiki politics and pikiness about wording: So as Azazel stated: "These guys, including the bosses Arneh the Vigorous and Chakeh the Lonely now have 2 resurrection skills, "We Shall Return!" and Signet of Return." This may be overpowered for these monsters to have on skill bars, particularly OP in Hard mode, with the new "we shall return!" a particularly powerful new skill. I am unsure if this was on purpose or if it may be a problem but I would like to bring it to your attention, Linsey. (I only wish that this remains out in the open, ie, a constant reminder...) --Underated Skill 04:25, 21 June 2009 (UTC)
- /seconded, I propose this may be an unintended Bug and therefore is not a Suggestion --ilr 04:42, 21 June 2009 (UTC)
- A userpage was made for issues like this one a while ago, it keeps track of issues just like this one. I have already added the above to the list, but it probably wouldn't hurt to link it again for reference. Obsolete monster bars can be checked here. :) -- Elv 09:18, 21 June 2009 (UTC)
- I would also like to note that I made page for this on my user page (due to the whole "don't edit others' userpages without permission kind of thing) which has more than just mostly bosses (which is the case on Wizardboy777's page) and it is a little more organized (i.e., not just a random listing - but separated by location/profession). Not to mention this topic was brought up on Linsey's Journal talk page, which is why I didn't argue it any further for keeping the topic here. -- Azazel the Assassin/talk 09:49, 21 June 2009 (UTC)
- A userpage was made for issues like this one a while ago, it keeps track of issues just like this one. I have already added the above to the list, but it probably wouldn't hurt to link it again for reference. Obsolete monster bars can be checked here. :) -- Elv 09:18, 21 June 2009 (UTC)
Why revert?
baed math is baed - Wuhy 23:17, 30 June 2009 (UTC)
- "that is 3750 minutes, 468 work days (assuming 8 hours)" so... 3750 minutes=468*8(3750) hours=225000 minutes? gg noobs i revert ur shit, lern 2 math - Wuhy 00:58, 1 July 2009 (UTC)
- I reverted mainly because it's Linsey's comment, and we usually don't go around editing other people's comments. You should probably let her know instead of editing it yourself (though I notice someone already mentioned it a few sections above); I'm sure she'd want to know... even if it was a few months ago. -- Brains12 \ talk 01:22, 1 July 2009 (UTC)
- that was 2 months ago, i hate seeing bullshit, ty - Wuhy 04:16, 1 July 2009 (UTC)
- I reverted mainly because it's Linsey's comment, and we usually don't go around editing other people's comments. You should probably let her know instead of editing it yourself (though I notice someone already mentioned it a few sections above); I'm sure she'd want to know... even if it was a few months ago. -- Brains12 \ talk 01:22, 1 July 2009 (UTC)
LINSEY!!
do not forget the bars of the factions training guys of the insignia quest thingy! - Wuhy 09:11, 4 July 2009 (UTC)