Love this thread, thanks for starting it, Sax!!
Trosis wrote:
I think it would be cool to see the training schools re-opened. I’m not sure which ones were used.
I’d like to see something done to Sith’a’neil and Krychire/moot since they got shut down as starting cities. I think law should be removed (has it already) because killing the war parties could be a fun raid-like activity. There are good consumables in each of these areas, but last I heard Moot’s law system was bugged and nobody could get pardoned.
During the Battle for Graham the Darkies were supposed to kill the war party and then enter a portal to kill the king. Is this portal still alive? Or was it just for the event? Because that could be fun too.
I think somewhere like The dwarf city near Nerina? Loot could be updated to make going down there more valuable. Isn’t there some quest line with the houses down there? I’m not too sure of it but perhaps some reward that’s up there with the Matrons?
I'd love to see Kytar repurposed and re-opened. That was the first area I remember walking into when I started playing way back in 1997. Don't know what would be the best direction to take it though. Ditto the Teron Coliseum.
Nerina's newbie school was redesigned and reopened as well as Taslamar's, and both were well-received and well-done.
Ayamao's newbie school was slightly tweaked and reopened along with a small elven settlement in the far west forests of Ayamao, providing some low-level multi-aura leveling opportunity. Unfortunately, the player contributing to the design was unable to finish everything, and I was unable to do much more to the existing school zone except to bump up the level of the training NPCs. There's room for improvement (and contribution) to this one.
I don't remember the Northern Waste's newbie zone, or if it has been repurposed/reopened.
Thematically it made sense to remove the law from the Wastes, but I don't know how that ended up to be currently.
In Sith'a'niel, I intentionally wanted to leave the law intact. Despite Grahme leaving the Alliance, Sith'a'niel is ruled by a xenophobic paladin, so law, order, and justice remains important in the Ayamao. Personally, I had also wanted to leave the system open enough so that other tribunals could still declare war and raid the city with guards in-tow. Unfortunately, the code implementation of closing the Guardians didn't work out exactly how I hoped. The city can be raided, but with law intact, it's a very dangerous prospect, and less viable as a potential high-level dark-aura training zone than my original plans had intended. I also wanted to leave the law intact for the potential to run another organized RPK event. There's room for changes, but I doubt we'll see much change in Sith/Ayamao law unless I return actively to the staff to tackle it.
The King's Sith war party from the Battle of Grahme has been split up, so all of those big player NPCs are still in the expanded palace, but they've been re-arranged to their respective locations/residences. This has resulted in multiple high-level light aura NPC groups assorted throughout the palace, but none of whom are as powerful as that early war party was. The portal to reach the King still exists but was tweaked along with the other additions to the palace, and reaching him would be challenging for a group of dark aura characters without access to lore. The quests I had in mind for the Sith palace were cut short by burnout, discouragement, and real-life priorities. This is unfinished business that still sticks in my craw, and I would be interested to fix & finish it if there is interest from the playerbase to be able to work through a high-level gray/dark aura elf-hunting quest akin to the Ch'zzrym matron quest. Despite the shoddy nature of the access points and questline, and the currently poor implementation of the hints & keys, etc, all of the palace areas can be accessed, and there's a lot of mid/high level equipment available, much of it light-aura themed as a counter-weight to the much dark-aura themed equipment in Ch'zzrym.
The dwarf city (Vaerlain) has seen various tweaks and updates over the years, and the houses & caves down there provide some leveling opportunities and some low/mid-level equipment and consumables that aren't available elsewhere, but the quest lines here are nowhere on the level of the Matron quest. It's a good solid historic area with room for additional improvement, but I don't know how much the payoff would really be for the time investment.