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Messages - Krell Himmler

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Ok, well I haven't been here the longest amount of time.......But I was just going to jot down a few things about good places to go at certain levels. I noticed a plateau at about level 8 and the difficulties continue until about level 11 when things open up a bit, so I'll write a quick guide as to good places to go and RP/Adventure. It is by no means exhaustive and if you feel necessary delete it but I hope to just give them a few pointers. This list doesn't take into account the power of your character and is still intended for groups of roughly 4 people:

This isn't meant to mitigate exploring, but just give a few heads ups to new players. One may say explore...but I dare say all the veterans starting new characters know all of this already. But new people starting new characters don't and perhaps it will help them out a little and improve new player retention.

Levels 1-2: Hempstead Sewers (Stephen)
Levels 3-4: Skeletons in the crypts of Vehl.
Levels 5-6: Dirty Claw Kobold Camp near Hempstead.
Levels 6-8: Goblin Wastelands near Hlint
Levels 9-10: Krashin go from Hempstead docks to Leringard to Krashin, you will need 4 tickets. Follow the road out of the city then go north, then east again (think?). You will reach a wolverine camp just past that is a great place to adventure. NB don't go alone :P.
Around Levels 10 till 17 you can survive in Dregar in a balanced group. Audira is a good staring area and in a few levels you can go to the forest giants, near lake Corax.

Failing that, if you're still having problems getting orientated or getting a foot in the door, I'm online a lot, just send me a tell in game (Lucius Kaiser) and I will Rp with you and show you around or just let you know, your choice. But I'm always happy to help if I have the time (please don't message me asking for or expecting xp runs/power levelling, I won't answer or help!).

I hope this finds its way to some new people and helps them get settled.
The following users thanked this post: Stephen_Zuckerman

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General Discussion / Look out for new players!
« on: March 19, 2008, 03:01:07 am »
I'm just writing this to raise awareness...it's great when a new person joins and stays. So I'm just appealing to anyone who doesn't already, to look out for new people and send them a tell when they come on. If you don't recognise the login name on the server status page then try and make them welcome and show them around a little, maybe lend a few pointers. I think this would be really great for the server and its longevity.
The following users thanked this post: mixafix, miltonyorkcastle, Stephen_Zuckerman, Lynn1020, bobby1361

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General Discussion / Group Tactics//Curtesy
« on: March 08, 2008, 07:02:18 am »
Now I wanted to do this for awhile because I noticed some people really really don't seem to understand or know it....

I understand for some the RP is to charge in and attack but in the instance your character is intelligent and such forth a few pointers I find which helps the group.

1. Unless there is a spellcaster in the enemy group whom you can/should neutralise or some special issue needing your rushing forwards, wait for the enemy to come to you. This is for a few reasons, first and foremost by waiting for them, you stop the party mage/cleric from getting attacked and yourself from getting surrounded. Also by keeping a distinct line/arrangement the friendly party mage is able to fire spells into their back ranks and is also able to protect you better.

2. When the party mage/cleric/caster asks you to stop and wait for rest in a safe location, do so, at least try to get some semblence of intelligence and wait, too many parties die because the fighters want to push on, your abilities as a rogue/barbarian/fighter may not be tied to rest, but the other party members abilities often are. In this case I'll call it maintaining your supply train ;).

3. Keep a solid group formation and try and stick to it, mainly do this to keep the cleric/mage/cast alive. Use ranged weapons as the enemy closes if you have them, but as above, wait for them, don't charge in, that's a quick way to get surrounded and die.

4. If you assign someone to extra duties then please wait for them to finish, don't ask them to loot and then run off screaming the warcry "xp". The cleric/mage you're leaving behind may very well save your life, in fact they almost assuredly will!

There was a few more, but I'll add them as I remember.

It may seem like a rant but use a little common sense, there is no point in a party member dying because someone was impatient or didn't want to work together. There may be more so if others think of them, add it to the list as I think this will help all groups better work together.
The following users thanked this post: lonnarin, Erik K

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General Discussion / Valentines Day:
« on: February 14, 2008, 01:43:27 pm »
Just wishing everyone a happy day, hope you all had fun with whichever person you spent the day with ^^.
The following users thanked this post: lonnarin, Stephen_Zuckerman, Mooneyes, Heinz Rondorf

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Trade and Market Hall / Seeking Languages
« on: January 23, 2008, 01:05:44 pm »
Elven
Dwarven
Infernal
Abyssal
Dark Elven
Draconic

If you can speak any of these write here and we may negotiate a price for tuition.

//thx darkstorm
The following users thanked this post: CrazyGnome2

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General Discussion / Apology
« on: January 02, 2008, 08:35:35 am »
I joined the central server as a level 7 because my ox bugged and didn't spawn in, someone/the server kicked me automatically and my ox was there again in west. (I was there in a quest before and thought it might've stayed there).

Thanks
Krell
The following users thanked this post: miltonyorkcastle

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