Category talk:Eragora

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Survival Guide

I don't think the survival guide needs to be removed, nor this page for that matter, though I daresay the content will get shuffled around as more is added.

The survival guide captures some of the spirit of the moment. Delving into the unknown. There's no harm in keeping it around.

Pytheas 07:42, 24 May 2011 (CDT)

I didn't want to get all presumptuous and start shoveling fan-made material into semi-official content. So we can keep the Guide as a fussnote somewhere, yes, but not as the main feature.
As for the page itself, unfortunately it's not a Category:Eragora page. We need a category and then dump all the pages that follow inside (area pages), as they are thematically linked. I'll deal with this issue later today and try to group existing and nonexisting Eragora content into a single Eragora Category.
WinterRose 08:00, 24 May 2011 (CDT)
Isn't most of Eragora "fan-made material" anyway? *duck* --Neyne 08:31, 24 May 2011 (CDT)
You're quite right, of course. We should promote fan-made materials and activity. Ok, placing the guide at the appropriate location. :) WinterRose 09:05, 24 May 2011 (CDT)

Difficulty

Removed the tiny font from the difficulty asterisk. It is exasperatingly misleading to have something so easy to overlook. I visited several 'murderous' areas and steamrolled them all, only to revisit this page and see that... our difficulty scale was measured by a lone wizard. lol? - Cleanse

There is nothing particularly funny nor noteworthy about basing the difficulty on the ability of a solo caster to do quests or get stuff. Most of the visitors to Eragora were explorers and farmers after all (mag/wzd/fus/bci soloers) and xp groups were formed much more rarely. -- WinterRose 22:32, 29 December 2011 (EST)

Quite a few of the difficulty ratings are probably based on perceptions of areas in an earlier form, before various deadly bugs were fixed and areas were toned down in places. I'm sure they could do with some updating. --Mekrith 18:24, 29 December 2011 (EST)

Yes, I see the common misconception is that difficulty is same as danger. In fact people on chat made fun of it, which is sad since noone reads what is actually written. With the auto-CR feature there is little actual danger to most areas, but the difficulty for a solo caster to do stuff still remains high in places. Take for example the summoning of the great manta ray in Outpost, or killing the mega-shark - while trivial with any proper group (especially one featuring casters and healers), it's nigh impossible to do with a solo character due to technical limitations of how much a single alt can do! Nothing to do with danger at all. But yes, I agree this separation should be made much more obvious and I'll attempt to make it more clear on the update tomorrow. -- WinterRose 22:32, 29 December 2011 (EST)