GuildWiki talk:Style and formatting/Locations

So, here's another area that is going to require a lot of typing. What sort of information do we need in the location pages? Of course, Explorable Areas and Cities will have totally different info.


 * Cities
 * Henchmen Available
 * Their Level
 * What skills they have?
 * Merchants
 * What they have for sale, how much
 * Exits
 * To where
 * Quest Givers
 * What quests they give
 * Other notable places (statues, hidden plot points, etc)


 * Explorable Areas
 * Type of terrain
 * Types of MOBs
 * Bosses, if any
 * Class. Maybe skills? These probably belong on a seperate page for each boss.
 * Notes on what level of random spawns (e.g. L17 Spiders in groups of 4, etc)

I'm sure I missed some things. Discuss. Gravewit 00:23, 14 Jun 2005 (EST)


 * Do we really need detailed information about the bosses on the explorable area's location page (like class, race, skills - see Talus Chute)? Listing them by name would be fine, of course, but everything else would generate a lot of redundancy. They are already on the elite skill locations pages and everything is, of course, on each bosse's page. --84.175.116.111 19:33, 2 Aug 2005 (EST)


 * Agreed (mostly); most of that redundancy is useless, but the profession of the boss SHOULD remain on the location pages, as it provides a useful index for a reader looking to know if he needs to bring a Signet of Capture or not. Otherwise, he'll have to check every boss page, instead of just the ones that might interest him.  &mdash;Tanaric 20:39, 2 Aug 2005 (EST)


 * In the explorable araes I think the following is needed as well:
 * NPC's
 * Collectors
 * Material traders
 * Merchants
 * Quest givers
 * Exits/Connects to
 * Additional notes (if any)
 * And an additional notes item for the Cities as well could be useful. kaarechr 20:45, 2 Aug 2005 (EST)

Could we name the section listing the exits to other zones "connected zones?" Right now, 84.175 has been using "neighbouring zones," but geographically (as if they were real places) some zones neighbor/are adjacent to other zones but aren't directly connected. My secret agenda, though, is to get rid of the British spelling. --Fyren 06:26, 9 Aug 2005 (EST)
 * Neighboring wasn't my idea! Just keeping up what someone else started... ;) I'm personally rather indifferent on what terminology to use, as long as it's clear what is meant (nobody would list neigboring zones that aren't connected *rolls eyes*). --Eightyfour-onesevenfive 06:57, 9 Aug 2005 (EST)
 * Lol, hey 84.157, have you met Ollj? ;) 09:58, 9 Aug 2005 (EST)

merchants: With very few exception merchants have the same things on sale at the same price. no need to list identification kit, salvage kit, die remover, etc. every time. I suggest for this info to expand the general merchant entry. for the location I would simply suggest: name (merchant) in the NPC section

naming of coop location entries: I suggest using ie. Fort Ranik as the location entries name, instead of Fort Ranik (location). there seems to have been the notion to use the plain name for the coop mission entries. imo that would be less accurate. even though some users may say ie. "Fort Ranik was hard" referring to the coop mission, not only in in-game logic (see the map info) but also in common use, terms like Fort Ranik refer to the location, not the coop. also if mentioned within various entries, it seems far more likely that Fort Ranik would refer to the place to the coop making linking easier.

exits: why not just use the term Exits for exits? it's simple, easy to understand and accurate.

please take a look at Iron Mines of Moladune to see an example of how I would suggest to do it.