We got gnolls at level 11/12 not really sure, so i don't know why you want to keep boars at level 11 instead of 9, also there's no space for a new kind of low level npc near there... and i don't see wtf is the problem with reducing boars levels...
after all no one stays at boars after level 11 so there's really no actual explanation at why are boars level 11 since no one will use the +5 levels exp.
Right, so we'll try this again with less crazy anger involved on my part, was completed un-needed I just don't get why people don't think outside the box or check shit before they post. I appreciate you forming a reasonable opinion this time though.
There are no level 11 gnolls. They are 12/13/14
For sake of confirmation, I'm going to list what we currently have, and my proposed suggestion. Please keep in mind that, surprisingly, the map can actually be edited, and more terrain can be added, like this shoreline I've gone on about, roughly 3 times. It would be awesome to link the two beach areas, we all know it would.
The current level range is:
level 5 thieves
level 6 thieves
GAP AS WIDE AS SOULS MOTHERS VAGINA
level 10 wolves
level 11 boars
level 12 wolves
level 12 spiders
level 12 gnolls
level 13 gnolls
level 13 spiders
level 14 gnolls
Smaller gap
level 17 thieves
level 18 crows
no level 19 mobs
level 20 gnolls
level 21 gnolls
no level 22 mobs
no level 23 mobs
no level 24 mobs
25 ogres and so on
Please remember I'm specifically excluding dungeons, the idea is that people struggle to find groups until D3, something that consistently seems to happen. I'm aware of D3 mob levels, pretend people are doing this for level 25, which is what tends to happen as pre changed classes suck ass in d3.
Now take in to account things like quests, of which a couple more around that area would be nice but not grossly important, however, they're a good break from constant grinding and a good opportunity for people that can't complete the bosses.
Then, the potential 'realism' of the rpg. I personally like those level 10/12 wolves nobody kills, but that's just the thing, NOBODY kills them, they are NEVER needed.
So, I think it's worth discussing, to we want a slightly linear curve, in geographical order as you stroll along the trade route, or are different spawns in different areas a good thing.
Secondly, do you want roughly every level range covered, or do you want weak spots i.e. level 4, level 6 - 11, level 15 etc, covered with quests as opposed to new mob spawns.
Or do you fuckers want everything left as is. I love you all I do I'm just prepared to defend a point to the death. ANYWAY:
Currently, the levelling system, as it stands, is great at some points, then it slows down drastically, then it picks up again. Without the ability to do dungeons (which some people don't have the luxury of doing, others do, remember its a wc3 rpg players can be unreliable as fuck) there is no 'Curve' as such, its more like a graph that goes up normally, then slowly, then normally, then slowly. I'd draw one but I cbf.
The idea is; what can be done to improve this curve. Reducing boars to level 9 would not fix the issue imo, it would be a temporary solution to a bigger problem - quest xp is limited, so are mob spawns. There are dead points in the game where the curve is terribly low.
(Level 4 does not fucking count, the xp required there is trivial, you can hit 5 on those crabs if you wanted to, or move on to the spiders/thieves)
I will express these as follows, keep in mind my solutions are personal ideas:
First Gap : Level 6 - 11
This area is a massive dead zone. With more terrain, and perhaps one more kind of mob, even a larger level 7/8 crab, we'd get somewhere. Ideally, you'd want to be fighting things close to your level at this range, because of the grossly limited drops. Although this rpg is not built for single player, organising groups can sometimes be difficult, having an alternative in both gear and combat in this area would promote more players to continue playing. Eventually they'd come up against arms in D3 but by them I should fucking hope they've made some friends.
Problem: Large area of no mobs 7 - 10
Solution: Flesh out the beach area, add potential crab mobs covering 7/8. Remove the later wolves and replace them with some 9/10 wolves, continue past the bridge to the southern part of the trade route with 9/10 wolves - replace the gnoll spawn there to the right of the boars, move their camp elsewhere, also replace the spawn before the unfinished bridge. Ideally move all gnolls past the boar area, or place their camp JUST above it. The idea is you come across the gnolls AFTER Eist.
REMOVE ALL STANDING LEVEL 10 AND 12 WOLVES. Replace their general spawns with gnolls and spiders. Litter that area with a reasonable number of each, spiders are fine, add a few gnolls.
Second gap : 15 - 16
This is a harder one, but I suggest bringing back alternating types of thieves, covering 15/16/17. Increase the spawns near the houses, near sanev, closer to the player so they don't discover them too late and are forced to farm alternate areas. A couple of groups of three with a couple of ranged thieves would be a nice change. Perhaps even throw in a spellcaster with cripple and heal for the spawns.
Problem: Minor gap from 14 - 17, practically 14 - 18 due to low thief spawns.
Solution: Add more thieves + a couple of new spawns, perhaps replacing the gnolls in the vineyard area allowing players to fight thieves ranging from 16 to 17, slowly drawing them on to the crows. A quest to complement these thieves would be nice as well.
Third Gap : level 19 mobs
Personally, I don't see this as much of an issue at this point, I'm only handling the larger gaps is because at some point in the game, the gear you have to support you allows you to fight higher levelled mobs. Moving from level 18 crows on to level 20 gnolls isn't too bad.
Problem: Lack of level 19 mobs to cover gap
Solution: Get some goddamn armor and fight gnolls
Fourth Gap : level 22/23/24 mobs to cover to ogres.
Basically, this one is less of an issue, but more of an idea. Perhaps bring those level 14 gnolls that do jack shit up to level 22/23, then add in a few of the previous gnoll berserkers at level 23/24. It could bring some more flavour to the gnoll spawns. There doesn't need to be one per group but say, one or two of each now and then would provide a little more xp when farming towards ogres, which I would suggesting moving on to at 24, so any xp that assists in getting there faster is always a good thing.
Problem: Gap between 21 gnolls and 25 ogres could be filled out more
Solution: Add a few more mobs to branch out the gap but consider the players gear at this point should have significantly improved to tackle bigger mobs, however XP outside of +2/-2 tends to be shit and not worth the time.
So the idea of everything above is pretty much my rough idea of a solution if we had a sort of linear progress through the rpg.
PLEASE KEEP IN MIND I'M NOT ASKING FOR THIS SET IN STONE, these points can easily be edited, we can have gnolls south, more boars, all that fancy shit.
Something I've failed to consider up there is the level 16 golems, considering there are only four of them and two are guarded by a boss, they don't count for shit. If Zwieb wants to throw more golems into the mix thats a possibility as well I guess.
Most of this is directed at you Zwieb but I'd love to hear the community's input on it. As its a long post I'll add any edits I have at the bottom.
Also, darkly, I'm not trying to make this easier for power levelling, dungeons do that shit for me. I'm trying to give players who have limited options the ability to farm without trying their hardest to continue with massive gear limits, because currently, there are fuck all options in items outside of dungeons. Fuck all.