*teker* wrote:I'm not sure which mobs you were looking at for this book but I saw a lvl 20 kill the adept in VK quite easily today and the book should pop there.
as a 40/40/36 I unsuccessfully tried cycling a young necromancer - Tower of Nexialism [SS], a revenant lesser noble - Temple of Luna [BH] and an undead guard - Ravenloft in Barovia [SS].
*teker* wrote:I'd be interested to know what changes people think need to be made to make the game more newbie friendly. Or single-player friendly for that matter.
I think successful MMOs and RPGs do this best by basically making prime level progression a bit more "on the rails" teaching the use of the classes core abilities. It seems like a bit of an afterthought in it's current rendition but I attribute that to basically scaling of classes for end game balence/roles/abilities and just sort of backwards retrofitting them down to lower levels as opposed to really looking at how they might progress from lvl 1 to 9x40.
A good example besides the supplication example you already used,might be the apply poison ability for thieves and shapeshifting in general for druids. I could expound on this further, but I think you get the idea.I think maybe the answer is a prime class quest line that basically walks the player through the prime abilities through lvl 20 or higher. This would also do a better job of introducing new players to the questing system. I for one, believe, that the quest system is underutilized and feels a bit like an afterthought. Triple stab quest at lvl 40 was such a shock to me ... but it would be much more expected had I been questing to learn abilities sooner.
I brought a buddy of mine over to sloth recently who hadn't mudded in 20 years. He played a druid for 10 levels as a warrior basically because when he tried shapeshifting he was scared off by the 1/10 health pool of the sparrow. I talked him into trying sparrow then bat forms and he found that it was MUCH easier to solo... but there is no real way for him to learn that... again, I think a prime ability quest line would have solved that.
Thinking out loud there... but possibly you get your core abilities by completed the quests rather than hunting spellbooks?
I still just don't understand what the initial thought was in the placement of the lvl 10 necro skill spellbooks (that truly is core to the classes progression) on such unobtainable mobs with poor poor pop rates to boot.
PS - I would be interested in working to implement a change like this if it were to be met with approval.