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Old 02-13-2015, 09:46 PM
sox7d sox7d is offline
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Default Could The Hole become a popular grouping spot?

KC is crowded, you think it could ever be possible for the hole to become a populated late 40s-mid 50s leveling spot if it got enough traction?
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Old 02-13-2015, 09:58 PM
zanderklocke zanderklocke is offline
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I wish but the zone actually takes skill and plays out like a video game since you have to crawl through the zone. The player base here is too lazy to actually go places that have some challenge and would rather have the path of least resistance.
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  #3  
Old 02-15-2015, 12:42 PM
Tuljin Tuljin is offline
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Quote:
Originally Posted by zanderklocke [You must be logged in to view images. Log in or Register.]
I wish but the zone actually takes skill and plays out like a video game since you have to crawl through the zone. The player base here is too lazy to actually go places that have some challenge and would rather have the path of least resistance.
/end thread

The Hole is actually the easiest/fastest dungeon to get to (pretty much tied with HS if you have an OT hammer.) If you have a crew together you can be moving the XP bar within 15 minutes instead of the classic "yeah man, lets get a Seb group together" and you don't start to kill anything for (at least) an hour.

The zonein and dropoff is great for high 40s/low 50s xp with nice Loam drops and potential but rare goodies off the first Rock Golem. It is often open. Its an excellent grind spot.

The city is dangerous and the XP seems a bit slow mid 50s cause pulling lots of mobs isn't really the best idea there. If you get to the Dock you can set up a nice spot for some pulls and move the bar. Getting past the cleric that CHs through walls in the city is a challenge that will catch nubs off guard. Also a challenge is safely single pulling mobs on the way thru the city to the docks (Flux Staff FTW) The issue here is that compared to HS the XP is slow.

The undead tower is excellent XP and loots for high 50s and easy to get to if you drop in the hole. I jump in on Wizard and I never die, I duck before I land (everyone seems to have their own trick lol) Again, you are at the tower in 15 minutes after you get your port to Tox.

The two easiest and fastest zones to reach are also the least populous. Like many elements of P99, it doesn't make much sense. People can share all the secrets they want about the Hole but it will never blow up because you have to port there and it is dangerous (I.e. it is not LCY). HS is a bit more busy these days, but still has low population and it won't blow up because nub.

TL/DR - Hole is awesome and it greatly rewards the few who are brave and skilled enough to successfully navigate it. It will never be overcrowded because it keeps the riff-raff out by design.
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  #4  
Old 02-13-2015, 10:08 PM
mr_jon3s mr_jon3s is offline
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Don't bring attention to the hole. Only a handful of peoplle go and its a great spot.
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Old 02-13-2015, 10:08 PM
Doil_Boil Doil_Boil is offline
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If we had a live-level population, sure!
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  #6  
Old 02-13-2015, 11:39 PM
Cecily Cecily is offline
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We're kinda close to that pop. It's got evil and good towns in close proximity to the dungeon and it's better exp than KC. Better potential loot, to an extent. It's slightly harder than KC while still being safer than Seb or HS. I think pushing for a move to the Hole would be a really good move for our legitimately leveling population. The real players, not the Chardok ezmode fiends.

Bring a rogue. Bring a porter. Have fun crawling.
Last edited by Cecily; 02-13-2015 at 11:47 PM..
  #7  
Old 02-14-2015, 12:00 AM
Lune Lune is offline
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but if the Hole is the new place I can't group with 3 paladins and 2 bards and grind out 3 blues of xp a day at lcy
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Old 02-14-2015, 12:25 AM
Cyborgazm Cyborgazm is offline
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The Hole is great, but the fact that you may need a key if you're not a spell caster makes it a turn-off, I think.
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Old 02-14-2015, 12:39 AM
Cecily Cecily is offline
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Quote:
Originally Posted by Cyborgazm [You must be logged in to view images. Log in or Register.]
The Hole is great, but the fact that you may need a key if you're not a spell caster makes it a turn-off, I think.
You have three options to enter the zone. Have a keyed character or a rogue to open the door. The last being having a DAed cleric jump down and have the rest of the group follow. Rez the dead and start much deeper. Having a porter to escape is a really good idea for emergencies and just in general making leaving less of a hassle. I'm sure many wizards and druids would appreciate having a chance to group for a change.

Actually four. I think small races and shrink pots will allow you to duck underneath the entry door.
Last edited by Cecily; 02-14-2015 at 12:43 AM..
  #10  
Old 02-14-2015, 12:44 AM
BlkCamel BlkCamel is offline
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Quote:
Originally Posted by Cecily [You must be logged in to view images. Log in or Register.]
You have three options to enter the zone. Have a keyed character or a rogue to open the door. The last being having a DAed cleric jump down and have the rest of the group follow. Rez the dead and start much deeper. Having a porter to escape is a really good idea for emergencies and just in general making leaving less of a hassle. I'm sure many wizards and druids would appreciate having a chance to group for a change.

Actually four. I think small races and shrink pots will allow you to duck underneath the entry door.
Does shrinking down and repeat sit/crouching into the spaces not work here? Worked on Live when I shrunk my Barb down.
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