It would be interesting to see a few alternative endings to quests rather than just the heroic/goody goody endings. Then if someone is playing an evil aligned character they can choose to do the "wrong" ending . So not just herioc endings.
Paladins and spellcasters having the only access to +5 weapons is a big no no in my opinion.
It would be nice to see the NPC's adding a bit more spice to the game play. Like pick pocketing npc's hanging around where all the rich adventurers hangout.
BeyondRedemption wrote:I'd rather not see any naked gnomes.
Liar.
It would be nice to see less areas.. I often felt that when all the new areas got added to Das1 after Dasar was reclaimed from Nergal it ended up with 20 people being on the server sometimes but you'd be lucky to find any of them.. it was great when it was a bit smaller and the attention tended to focus on the areas in and around Daris... led to a lot more RP.
I would like to see areas that reflect a reward in relation to the difficulty of the area. The troll caves were a great area, but the challenge was greater than the reward. It took at least 3 - 20's to enter this area, and it was still a hard fight. Then you take an area like the Koa' caves. They yielded a lot of XP combined with better treasure and not as much of a challenge.
I don't want to see giant chickens coming and killing me whenever a certain DM logs on . . . ah what the heck am I saying, of course I do.
In all seriousness, I hope the quests this time around aren't so . . . light. I'd like quests for serious roleplayers that force them to make quest-changing choices.
And even though it is not my job to do so, I'd like to point out that in the subject it says DON'T, not DO. Just to be technical.
I don't want to see locks on non-quest related doors that are impossible to pick. There's no reason Niles shouldn't be able to break into Kane's tower to use the toilet.
Okay, now that I've actually thought about it some...here's my list. I'm going to try to stick to mechanical/area/world-building things to avoid stepping on anyone's RP toes.
- Areas where the challenge is way more than the reward is worth (either in experience or loot).
- Inconsistent creature abilities. Golems that aren't immune to death magic, zombies that drink cure moderate wounds potions, etc. I don't care if they're necessarily consistent with PnP, as long as they're consistent within Dasaria (with some explanation for why it's different).
- Zerg-a-taurs. I can recall several areas where the challenge was caused by the number of creatures, rather than the strength of those creatures. This meant you either needed a group to go through them or you needed to be a mage. Some swarmy areas are cool...using swarms almost to the exclusion of everything else, not so much.
- Persistent spawns. It really sucks to go into the beetle area at level 1 and encounter a wall of unionized, gun-toting cockroaches because a level 20 just ran through on his way to Dasar. I don't know if there was a despawn or spawn reset timer in Das1...if there was, ignore this one.
- This is my only RP-related one. Trusting everyone who says they're on your side, as long as they're not a "normal" race. Why would a rebel who faces EoS status if caught distrust an unknown human, but trust an unknown half-demon who claims they are seeking redemption?
-myself triggering enemy spawn within their aggro range and immediately charging towards me.
-Player killers, especially ones that prey on newbies.
-a server wide character wipe
-myself not being able to join Dasaria due to server being full
-server ping getting above 800 ms
-kill stealers
-loot stealers
-pick pockets
-high level enemies mixed in aggro range of low level enemies
-patrolling / invisible high level boss
-party transitions
-server crashes
-long area load times