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Purge the feeble-minded...
#12
(09-02-2024, 05:28 AM)Sawrock Wrote: To note before I get into this: all of this is purely going off of my vibes and emotions. Take everything I say here in the worst way possible.

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There's far too many NPCs near this tent.

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Same for the training grounds- I understand it can be used to build the mood that Geladyne is constantly training new recruits, but I would definitely prefer if it was instead supported by players stocking training dummies and people in Geladyne's ranks naturally congregated due to the utility of said training dummies.

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Some of these towers are enterable, some are not. Having these guys here makes me think players are using them, as I've fought players outside some before, but both the NPCs and the towers are icing on a cake and not cake itself.

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Right immediately south is two more dudes. A bit crowded.

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Two guys outside a hospital, one with a pirate shirt that's also a campfire.

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A kajillion guards guarding the southwest sea.

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This bridge would be absolutely fantastic to have encounters on with other players, but it's a bit seperated from being in-character due to the guards. What do you do with them? Do you act like they're there? Do you roleplay for them? Do you ignore them?

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Add more goats.

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Remove this rock. You know why.

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If you remove this baby or their friend to the east, I'll never forgive you.

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This guys have unique names. I hate them. I hate them so much.

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Almost none of the areas in the game have as much guards as the Don's place. It's just highly uncanny, like a Potemkin village; empty of any actual life, a husk.

All in all, I have to give high praises to Duyuei- almost no guards, the almost being that I didn't check the sand wastes border for NPC guards. But every time I've seen them, they've had PC guards for the sand wastes, and a sign at the entrance to the north for how you should expect guards to interact with you, giving you some guidelines to how to handle roleplay going through. And from my experience on Frog Knight, their guards are very responsive to requests for roleplay coming in. It's a very nice experience.

Second place goes to Telegrad, and although they have swarms of militia men near the haunted forest to the south, I can excuse that- I walk south from there, boom. Immediate monsters. Makes sense from a in-character perspective, even if I'd prefer solely player guards.
The geladyne soldiers in the training grounds in geladyne outskirts will be removed at the end of  Stu's eventline, those were placed there as foreshadowing for a number of conscrips that raided their camp in simulated combat.


The first two pictures
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Messages In This Thread
Purge the feeble-minded... - by Sawrock - 08-31-2024, 05:01 PM
RE: Purge the feeble-minded... - by WaifuApple - 09-01-2024, 02:39 PM
RE: Purge the feeble-minded... - by Snake - 09-02-2024, 01:39 AM
RE: Purge the feeble-minded... - by Sawrock - 09-02-2024, 03:00 AM
RE: Purge the feeble-minded... - by Sawrock - 09-02-2024, 05:28 AM
RE: Purge the feeble-minded... - by Caboozles - 09-02-2024, 01:40 PM
RE: Purge the feeble-minded... - by Rendar - 09-02-2024, 01:49 PM
RE: Purge the feeble-minded... - by Lolzytripd - 09-04-2024, 01:08 AM
RE: Purge the feeble-minded... - by Sawrock - 09-02-2024, 05:20 PM
RE: Purge the feeble-minded... - by Rendar - 09-02-2024, 05:25 PM
RE: Purge the feeble-minded... - by Sawrock - 09-02-2024, 05:30 PM
RE: Purge the feeble-minded... - by Poruku - 09-03-2024, 06:26 PM
RE: Purge the feeble-minded... - by zericosmic - 09-04-2024, 05:04 AM
RE: Purge the feeble-minded... - by Poruku - 09-04-2024, 04:30 PM
RE: Purge the feeble-minded... - by zericosmic - 09-05-2024, 12:44 AM
RE: Purge the feeble-minded... - by Sawrock - 09-04-2024, 01:17 AM
RE: Purge the feeble-minded... - by Blissey - 09-04-2024, 01:19 PM
RE: Purge the feeble-minded... - by Snake - 09-07-2024, 09:01 PM

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