Page 1 of 1

Sewers and fingals

Posted: Tue Apr 19, 2016 3:12 am
by kingokkillers
I can't remember and Im to lazy to figure it out was there ever a story line for either of them or are they just there to be there. I wanna know why the smugs are forced to be in the sewers. And how zombies are real :o And who was the idiot that spilt the hulk serum onto a rat.

Re: Sewers and fingals

Posted: Tue Apr 19, 2016 4:56 am
by Everything
I think Sewers is there as a means to reach Fingals without going through Shalemont? Really no clue, it's kind of a dumb area to be honest, even low levels don't level there because there's no point-

-It's an annoying maze of walkways and sewer water where you have to walk 2 minutes just to find a staircase going up/down
-The mobs suck and are spread out way too far to make it worthwhile being there.
-By far the ugliest area of the entire game. Boring textures, boring enemies, boring soundtrack, BORING.

I don't recall any actual story element leading you down there, you either wandered in through Castle or Crookback and that was that. Some Yule bounties are there this event but that's it, no worthwhile bosses there.

There are those smugglers you can talk to for the Pox Potions and Smuggler Crates, but that's it. Not really fleshed out much.

Re: Sewers and fingals

Posted: Tue Apr 19, 2016 7:28 am
by MerCiLesS
Not 100% sure but I vaguely remember there being a brief story behind them. I think sewers had to do with an 'ancient city' or something and the firebolgs? But fingals I can't remember. Just a heads up though, this could just be my imagination and total bs as it's been a long time since I read about it.

Re: Sewers and fingals

Posted: Tue Apr 19, 2016 9:29 am
by Muldar
Smugglers travel in the sewers out of sight ;)

But yeah Sewers and Fingals need a bit of a revamp, Sewers I would say more so.

More storyline quests coming soon so hopefully Sewers gets some love!

Re: Sewers and fingals

Posted: Tue Apr 19, 2016 1:20 pm
by TheLordOfDiablos
I think the zombies are slaves of necro or something? Maybe hrung too, would explain why there's an 'undead troll King' in the sewers :lol:

Re: Sewers and fingals

Posted: Tue Apr 19, 2016 2:45 pm
by Somber
Dunno if OTM saw this in the Suggestions forum so I'll repost it here juuuuuust in case.






Fingals could/should have mobs going from lvl 90-110, and add in level 60-75 mobs.

Currently, you can level on rats/bats there from 40 to about 59ish, although the clustering/spawn rates should get increased to make it more efficient.

Then you go to Stonevale until 70ish or so, then back to kill pirates which are level 75-89. Then you move to OW or Carrow depending if you want to do Eyes or Spiders/Scorps.

The two long pathways along the river would be a great place to put level 60-75 mobs.

The area outside of the camp leystone would be great for the level 90-110 mobs. The only thing there are a few little level 45 Connacht spies and some other lvl 40 something bandits. Put a bunch of mobs in the area for these level of mobs. Allow a player another leveling option. A player wouldn't have to jump from zone to zone, but could actually spend levels 40-110 in one area with plenty of mobs. If there were multiple people leveling, you'd still have options such as Shalemont/Stonevale/OW/Carrow/Sewers to level as well.

Fingal's already has the level 100/110 special bounty mobs anyways.

Sewers could also be used as an alternative leveling area for people level 60-110 and level 160-180. Turn the first zone, Dunsk. Sewers into a level 60-110 area, clump together more mobs instead of one level 10 mob every 20 seconds of running. Turn the Murky vaults into a level 160-180 zone. You're already going there for Hrung, a boss which most servers have a level 175 requirement to fight it, and Necro, usually a lvl 180 req to kill it.

Why not make this zone one to where people are actually "working up" to the level requirements of those bosses? It doesn't make sense that you go from having level 85 4 star gators, then going through a waterfall to level 180+ trolls on the other side. Or crossing the bridge from level 105 4 star zombies to level 180+ zombies.

The Otherworld, increase the amount of mobs in the lavafields and put them on par with the mobs in Carrow with regards to ease of kill. Most people start Carrow in their late 120's due to it being better XP. Golems/Blackstone mages near Aggy hit a lot harder than most carrow mobs of the same level so people opt to go there instead. Make the lavafield/Aggy cave area a level 135-150 leveling area with better mobs, more mobs and possibly more XP per kill due to the fact that you "need" Frozen armour to help with the lava field damage, couldgive an incentive for people to level their instead who have Frozen or a healer. This would give two legitimate leveling areas for level 135-150 in OW/Carrow.

Allow more brown tree mobs to spawn, or spawn quicker. Levels 110-118 seem to be the most excruciating due to a lack of good leveling areas. The kelpies/green trees are to spread out/interspersed that XP really goes down in those levels. The green/purple ghosts are a pain in the neck due to their life steal/energy drain skills. Once you get to 118, you can move to blue ghosts which aren't as bad, or blackstones. But that 110-118 leveling area needs to be addressed. Especially since there really is only one area for those levels.

Why not make that whole area from the Tower ley to the swamp and all around it more of a level 110-120 area of mobs with more mobs there? The only reason people kill any of the golems in that area is for bounties anyways. If there is one person leveling on trees, which you can kill pretty easy solo, the other person wanting to lix either has to wait, or go try their hand at ghosts.

IMO, up until about level 150+ it's pretty common to see people soloing in areas due to ease of kills and XP is often times better, and those areas definitely need 2-3 areas that people can level in. Once you start getting over 150, you start to see people grouping a lot more, so to me it makes sense that you don't have nearly as many areas.

In short, for those who are too lazy to read my novel...

New/improved leveling areas should be:
Fingals 40-110
Duskieg Sewers 60-110
OW 110-120 area near Tower Ley/Swamp
OW Lavafield 135-150 and make mobs more on par with Carrow
Murky Vaults 165-180

Re: Sewers and fingals

Posted: Tue Apr 19, 2016 4:56 pm
by Lordy141098
Not 100% sure but I vaguely remember there being a brief story behind them. I think sewers had to do with an 'ancient city' or something and the firebolgs? But fingals I can't remember. Just a heads up though, this could just be my imagination and total bs as it's been a long time since I read about it.
Yeah.

If I remember correctly:

Thousands of years ago the sewers was kind of a Firbolg kingdom, then humans built the castle, the Firbolgs got angry and attacked, there was a war, humans won, Firbolgs retreated to carrow.

Verification please ;)

Re: Sewers and fingals

Posted: Tue Apr 19, 2016 7:35 pm
by Everything
Not 100% sure but I vaguely remember there being a brief story behind them. I think sewers had to do with an 'ancient city' or something and the firebolgs? But fingals I can't remember. Just a heads up though, this could just be my imagination and total bs as it's been a long time since I read about it.
Yeah.

If I remember correctly:

Thousands of years ago the sewers was kind of a Firbolg kingdom, then humans built the castle, the Firbolgs got angry and attacked, there was a war, humans won, Firbolgs retreated to carrow.

Verification please ;)
Ah yes, forgot about this bit.

Now it makes sense that the sewers look like that, considering how Firbolgs are anatomically disadvantaged to us humans :lol:

Re: Sewers and fingals

Posted: Tue Apr 19, 2016 8:39 pm
by kingokkillers
Dunno if OTM saw this in the Suggestions forum so I'll repost it here juuuuuust in case.






Fingals could/should have mobs going from lvl 90-110, and add in level 60-75 mobs.

Currently, you can level on rats/bats there from 40 to about 59ish, although the clustering/spawn rates should get increased to make it more efficient.

Then you go to Stonevale until 70ish or so, then back to kill pirates which are level 75-89. Then you move to OW or Carrow depending if you want to do Eyes or Spiders/Scorps.

The two long pathways along the river would be a great place to put level 60-75 mobs.

The area outside of the camp leystone would be great for the level 90-110 mobs. The only thing there are a few little level 45 Connacht spies and some other lvl 40 something bandits. Put a bunch of mobs in the area for these level of mobs. Allow a player another leveling option. A player wouldn't have to jump from zone to zone, but could actually spend levels 40-110 in one area with plenty of mobs. If there were multiple people leveling, you'd still have options such as Shalemont/Stonevale/OW/Carrow/Sewers to level as well.

Fingal's already has the level 100/110 special bounty mobs anyways.

Sewers could also be used as an alternative leveling area for people level 60-110 and level 160-180. Turn the first zone, Dunsk. Sewers into a level 60-110 area, clump together more mobs instead of one level 10 mob every 20 seconds of running. Turn the Murky vaults into a level 160-180 zone. You're already going there for Hrung, a boss which most servers have a level 175 requirement to fight it, and Necro, usually a lvl 180 req to kill it.

Why not make this zone one to where people are actually "working up" to the level requirements of those bosses? It doesn't make sense that you go from having level 85 4 star gators, then going through a waterfall to level 180+ trolls on the other side. Or crossing the bridge from level 105 4 star zombies to level 180+ zombies.

The Otherworld, increase the amount of mobs in the lavafields and put them on par with the mobs in Carrow with regards to ease of kill. Most people start Carrow in their late 120's due to it being better XP. Golems/Blackstone mages near Aggy hit a lot harder than most carrow mobs of the same level so people opt to go there instead. Make the lavafield/Aggy cave area a level 135-150 leveling area with better mobs, more mobs and possibly more XP per kill due to the fact that you "need" Frozen armour to help with the lava field damage, couldgive an incentive for people to level their instead who have Frozen or a healer. This would give two legitimate leveling areas for level 135-150 in OW/Carrow.

Allow more brown tree mobs to spawn, or spawn quicker. Levels 110-118 seem to be the most excruciating due to a lack of good leveling areas. The kelpies/green trees are to spread out/interspersed that XP really goes down in those levels. The green/purple ghosts are a pain in the neck due to their life steal/energy drain skills. Once you get to 118, you can move to blue ghosts which aren't as bad, or blackstones. But that 110-118 leveling area needs to be addressed. Especially since there really is only one area for those levels.

Why not make that whole area from the Tower ley to the swamp and all around it more of a level 110-120 area of mobs with more mobs there? The only reason people kill any of the golems in that area is for bounties anyways. If there is one person leveling on trees, which you can kill pretty easy solo, the other person wanting to lix either has to wait, or go try their hand at ghosts.

IMO, up until about level 150+ it's pretty common to see people soloing in areas due to ease of kills and XP is often times better, and those areas definitely need 2-3 areas that people can level in. Once you start getting over 150, you start to see people grouping a lot more, so to me it makes sense that you don't have nearly as many areas.

In short, for those who are too lazy to read my novel...

New/improved leveling areas should be:
Fingals 40-110
Duskieg Sewers 60-110
OW 110-120 area near Tower Ley/Swamp
OW Lavafield 135-150 and make mobs more on par with Carrow
Murky Vaults 165-180
I agree 100% Make a new thread!