Making tradeway areas more logical/RP friendly.
Moderators: Moderator, Quality Control, Developer, DM
- Valefort
- Retired Admin
- Posts: 9779
- Joined: Thu Apr 28, 2011 5:07 pm
- Location: France, GMT +2
Re: Making tradeway areas more logical/RP friendly.
Good ideas there, bookmarking that topic for idle hours.
And no the roads won't become safe, but surely less endless monster spammy.
And no the roads won't become safe, but surely less endless monster spammy.
Mealir Ostirel - Incorrigible swashbuckler
- Valefort
- Retired Admin
- Posts: 9779
- Joined: Thu Apr 28, 2011 5:07 pm
- Location: France, GMT +2
Re: Making tradeway areas more logical/RP friendly.
Re-reading the suggestions I'm noticing something, for example in Thundar's Ride the spawns are different wether it's night or day. Bugbears are there during the day while goblins, lions and vampire bats come out a night. It's not easy to see though because the "ambushes", such as the ford, are still done by bugbears wether it's night or day.
Same idea for Trade Way south of Baldur's Gate, Kobolds come out at night from the hilltop ruins to find some poor travelers.
The suggestions on the Lion's Way were pretty much applied as Snarfy suggested, we'll see how that goes ! Same for north of beregost now !
Same idea for Trade Way south of Baldur's Gate, Kobolds come out at night from the hilltop ruins to find some poor travelers.
The suggestions on the Lion's Way were pretty much applied as Snarfy suggested, we'll see how that goes ! Same for north of beregost now !
Mealir Ostirel - Incorrigible swashbuckler
- Snarfy
- Posts: 1430
- Joined: Sun Jun 12, 2011 12:14 pm
Re: Making tradeway areas more logical/RP friendly.
... I went to the Lions way before I noticed this. SOOOO MUCH BETTER.
Although, I nearly got caught with my pants down after hopping off the boat onto the beach
- Valefort
- Retired Admin
- Posts: 9779
- Joined: Thu Apr 28, 2011 5:07 pm
- Location: France, GMT +2
Re: Making tradeway areas more logical/RP friendly.
Mealir Ostirel - Incorrigible swashbuckler
- Snarfy
- Posts: 1430
- Joined: Sun Jun 12, 2011 12:14 pm
Re: Making tradeway areas more logical/RP friendly.
Sure did, and the character I was on does not have a reliable way of dealing with trolls... so, he ran
Meanwhile, I took a nice slow walk from Beregost to FAI, enjoyed the scenery, and otherwise only got attacked by 3 or 4 monsters the entire way. Much preferable to the 15 - 20 mobs that one might encounter before the change. As for N. of Beregost, all the spawn placements look perfect. The only potential issue that might arise is the proximity of the west transition(to Lions) to the mephits, hopefully no-one gets swarmed upon zoning in... (it didn't happen to me, I think the aggro range on the mephits must be lower?). All in all, I like how it turned out, it will be nice to take a break from getting aggravated by those zones now. Bravo gents!
- Steve
- Recognized Donor
- Posts: 8131
- Joined: Wed Jul 08, 2015 5:42 am
- Location: Paradise in GMT +1
Re: Making tradeway areas more logical/RP friendly.
Yes, very awesome you got rid of all the mobs...making the Tradeway now the perfect place for PC on PC ambushes!
Bravo gents!
Bravo gents!
Talsorian the Conjuransmuter - The (someTIMEs) Traveler
The half-MAN, the MYrchanT(H), the LEGENDermaine ~ Jon Smythe [Bio]
Brinn Essebrenanath — Volamtar, seeking wisdom within the earth dream [Bio]
- Valefort
- Retired Admin
- Posts: 9779
- Joined: Thu Apr 28, 2011 5:07 pm
- Location: France, GMT +2
Re: Making tradeway areas more logical/RP friendly.
I'm not entirely sure you actually went through the areas steve. Anyway keep the feedback coming and i'll be able to adjust the quantity of monsters adequately.
Mealir Ostirel - Incorrigible swashbuckler
- MissClick
- Forum Moderator
- Posts: 324
- Joined: Sat Feb 16, 2019 11:45 am
Re: Making tradeway areas more logical/RP friendly.
I'm not sure if this is related, but perhaps worth mentioning just in case:
I was waylaid by bandits today (or, at least, received the notification) in two different areas but nothing spawned either time.
The first instance was on the Tradeway South of Baldur's Gate, and then a few hours later on the road between Candlekeep and the FAI.
I was waylaid by bandits today (or, at least, received the notification) in two different areas but nothing spawned either time.
The first instance was on the Tradeway South of Baldur's Gate, and then a few hours later on the road between Candlekeep and the FAI.
"Four days will quickly steep themselves in nights;
Four nights will quickly dream away the time."
― William Shakespeare, A Midsummer Night's Dream
Four nights will quickly dream away the time."
― William Shakespeare, A Midsummer Night's Dream
O O N A ♡ S I O F R A
- Valefort
- Retired Admin
- Posts: 9779
- Joined: Thu Apr 28, 2011 5:07 pm
- Location: France, GMT +2
Re: Making tradeway areas more logical/RP friendly.
Any special circumstances maybe ? Invisibility ? Hiding ? Level does also matter.
Mealir Ostirel - Incorrigible swashbuckler
- MissClick
- Forum Moderator
- Posts: 324
- Joined: Sat Feb 16, 2019 11:45 am
Re: Making tradeway areas more logical/RP friendly.
No special circumstances, no! Just walking, weapon out.
"Four days will quickly steep themselves in nights;
Four nights will quickly dream away the time."
― William Shakespeare, A Midsummer Night's Dream
Four nights will quickly dream away the time."
― William Shakespeare, A Midsummer Night's Dream
O O N A ♡ S I O F R A
- Steve
- Recognized Donor
- Posts: 8131
- Joined: Wed Jul 08, 2015 5:42 am
- Location: Paradise in GMT +1
Re: Making tradeway areas more logical/RP friendly.
I haven't gone through, but if the Tradeway itself is easier to walk down uninterrupted by mobs, then...some PCs now can step in and do what bandits do best on a mercantile highway!
Let's just say that, in general, trying to RP in this slow type-based-chat medium, takes time...and having THAT interrupted by mobs is terribly disturbing.
And, as evil does best, it fills a vacuum!
Talsorian the Conjuransmuter - The (someTIMEs) Traveler
The half-MAN, the MYrchanT(H), the LEGENDermaine ~ Jon Smythe [Bio]
Brinn Essebrenanath — Volamtar, seeking wisdom within the earth dream [Bio]
- Valefort
- Retired Admin
- Posts: 9779
- Joined: Thu Apr 28, 2011 5:07 pm
- Location: France, GMT +2
Re: Making tradeway areas more logical/RP friendly.
Can you tell your character's level ?
Mealir Ostirel - Incorrigible swashbuckler
- MissClick
- Forum Moderator
- Posts: 324
- Joined: Sat Feb 16, 2019 11:45 am
Re: Making tradeway areas more logical/RP friendly.
Oops, sorry! Character is level 30.
"Four days will quickly steep themselves in nights;
Four nights will quickly dream away the time."
― William Shakespeare, A Midsummer Night's Dream
Four nights will quickly dream away the time."
― William Shakespeare, A Midsummer Night's Dream
O O N A ♡ S I O F R A
- Rhifox
- Custom Content
- Posts: 3964
- Joined: Wed Jan 13, 2016 2:34 am
Re: Making tradeway areas more logical/RP friendly.
New Lion's Way is

Thank you for the changes!

Thank you for the changes!
Tarina — The Witch of Darkhold, a dealer in spirits and black magic
- Snarfy
- Posts: 1430
- Joined: Sun Jun 12, 2011 12:14 pm
Re: Making tradeway areas more logical/RP friendly.
I've been trying to replicate this, but cant seem to even trigger the notification on any of my level 30's. I've probably wandered through Lions Way encounter spot 6 times(not hiding, and often with a few wards up), and a few times on tradeway South... nada, zip, zilch. I'm just going to assume there's a timer on the encounters, and someone triggered it before me...?MissClick wrote: ↑Mon Jun 01, 2020 5:47 pm I'm not sure if this is related, but perhaps worth mentioning just in case:
I was waylaid by bandits today (or, at least, received the notification) in two different areas but nothing spawned either time.
The first instance was on the Tradeway South of Baldur's Gate, and then a few hours later on the road between Candlekeep and the FAI.
Also, I might have noticed that someone ran into this...