Wyrms Crossing

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AlwaysSummer Day
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Wyrms Crossing

Unread post by AlwaysSummer Day »

I would like to suggest a change to Wyrms crossing but first I think I will explain why it is needed. I have been playing an orc recently and playing him on the surface has been a blast. I made this character as a masked orc so as to make conversing with and blending into the surface population easier and facilitated RP. It is not about that though. It is about where he goes to sell loot.

Currently orcs are not allowed in Baldurs Gate or the Friendly Arm Inn. In low levels this leaves a merchant in the Eastern Farmlands. as your go-to. Nearby is the hilltop ruins which is undoubtedly a staple for levels 3-7 and an important loot run (Healthkits anyone?) beyond that to level 10 or so. The problem is the guards on the chionthar. They stand at the very entrance to the map and will arrest characters for wearing a mask. My computer is a bit of a potato so loading in takes longer then the conversation that arrests my character. Not that it matters as running from a guard like that is a bit metagamey IMO.

Another guard sits at the boatman on either side and ensures nobody with a mask can take that route. This means that a character that wants to cross the chionthar without metagaming guards has two options. They can walk to Ulgoths Beard and take a boat to South of Candlekeep or they can walk through Thunders ride, past the plague village, over the river, through the woods, to grandmothers house we go. . . no wait. . . well you get my point. No low level masked character can pass. This bridge is like
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and the level 4 is like *mask off run past mask on hope nobody saw me*

Now I fully understand that realistically the bridge would be guarded. As it is part of the Duchel lands and essential to security in the region I cannot imagine masked people with weapons and who knows what walking across it covered in blood every half hour or so. Thus I suggest that the entrance from BG Farmlands East be moved off to the side or the guard nearest to that entrance be removed. This will allow masked characters to make the journey up along the river to the ford crossing. It is still dangerous for lowbies but at least it would be an option.

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Part 2: Alright so if you notice that I pointed out two places masked characters and orcs cannot interact with merchants. There is a reason. There are three auctioneers on the surface. One in FAI, one in BG, and one in Roaringshore. So what does a new player need to do to be an orc, wear and mask, and interact with an auctioneer? Well they need to go to Ulgoths Beard and pay 50 gold. This is a long journey compared to the others but even that is alright. I take issue with the gold cost. Why should a masked character or orc be forced to pay a even a tiny ransom to utilize such a basic function.

To solve this I would like to see the FAI merchant moved to the trade wagons and carts across the way from the Inn proper. During events he could easily be ushered inside and maybe a guard or two might help prevent pvp there (don't get your hopes up. . . ) The crafting table could join him out there so others can use those shells!

Anyways those are my thoughts. Feel free to comment and disagree ;)
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7threalm
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Re: Wyrms Crossing

Unread post by 7threalm »

fix the auctioneer at soubar, something on the on area is not letting it open, and if it such an issue move the auctioneer insdie the inn or a tent or something simple
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AlwaysSummer Day
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Re: Wyrms Crossing

Unread post by AlwaysSummer Day »

Soubar still has the problem of being inaccessible to low levels. We need somewhere that a level 4 fighter can reach on their own with like 15 AC and a sharpened stick. I'd say Thunders ride is like level 10? Not to mention new players will struggle to find it. Hilltop ruins is a beautiful dungeon in part because it spits you out on the other side with loot and a place to sell it.
Roland; svirfneblin fist of the forest and eco terrorist.
Heinrich Von Rittermark; Everwatch Knights of Helm
Frederick Von Rittermark; Paladin of Azuth/Mystra
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7threalm
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Re: Wyrms Crossing

Unread post by 7threalm »

yes thunder ridge spawns need to be lowered, I suggested it a long time ago. Perhaps goblins or something like that or even weaker bug bears, I've never seen any one "grind it" just get high enough level to run past it.

the overall problem *was* "some people" want to drive all traffic towards to the fai due to interests in that area,

when soubar was going to be restructed to lower level evil/neutal area, thunder ridge was suppose to be lowered so players 1-10 could get up there and north of boro bridge was suppose to the harder areas.

I would suggust putting them in line with the old lizard folk that in the woods of the sharp teeth way back when
Duragin Balderden(Battle Rager of Kraak Helzak)

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Calodan
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Re: Wyrms Crossing

Unread post by Calodan »

Thundars ride is actually CR8.........So not sure how high level it is to be honest so it is basically the same CR it takes to get to FAI and beyond as well so it would make sense that getting to Soubar can be the same but I see and agree with the issue of getting to and fro as a hated race and not wanting to put up the ol AFK tag.
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Tantive
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Re: Wyrms Crossing

Unread post by Tantive »

AlwaysSummer Day wrote:Soubar still has the problem of being inaccessible to low levels.
I have to note, Soubar is accessible from level 1 as a spawn option, and level 2 subsequently as well from the Nexus.
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AlwaysSummer Day
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Re: Wyrms Crossing

Unread post by AlwaysSummer Day »

Tantive wrote:
AlwaysSummer Day wrote:Soubar still has the problem of being inaccessible to low levels.
I have to note, Soubar is accessible from level 1 as a spawn option, and level 2 subsequently as well from the Nexus.
That's not accessable, that is spawnable. Subtle difference but important. They could place a spawn in front of the frost king but that doesn't make the content accessable to a level 1 fighter. Another issue I have noted is that the sheer distance that it stands at. Going from Hilltop ruins to the FAI is a 2 transition trip that covers like 1-2 maps worth of distance. Going from Hilltop ruins to Soubar is like 4 transitions over 3-4 maps worth of distance. When you consider that you have to then run back it starts to get silly.

How about my suggestion to move the guard at the farmlands east Wyrms crossing transition farther back so you don't get arrested while loading in?
Roland; svirfneblin fist of the forest and eco terrorist.
Heinrich Von Rittermark; Everwatch Knights of Helm
Frederick Von Rittermark; Paladin of Azuth/Mystra
Erik Von Rittermark; Unknown
Tsidkenu

Re: Wyrms Crossing

Unread post by Tsidkenu »

Surprised orcs aren't forced to start at Orchome where they belong.
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Re: Wyrms Crossing

Unread post by Mallore »

Rather see everything orc start in the UD.
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AlwaysSummer Day
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Re: Wyrms Crossing

Unread post by AlwaysSummer Day »

Mallore wrote:Rather see everything orc start in the UD.
Tsidkenu wrote:Surprised orcs aren't forced to start at Orchome where they belong.
:cry:
Roland; svirfneblin fist of the forest and eco terrorist.
Heinrich Von Rittermark; Everwatch Knights of Helm
Frederick Von Rittermark; Paladin of Azuth/Mystra
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Hrafnar
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Re: Wyrms Crossing

Unread post by Hrafnar »

I did notice when playing with an alt that although I could start in Soubar, if I died then I could only respawn in the Eastern farmlands. That was a bit awkward.

Edit: Should I say ORCward??
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