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corypx
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Posted: Fri, Aug 13 2010, 23:19 PM |
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Joined: 14 Oct 2006
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TormakSaber wrote: People asked for quests, and forrstakkr is an area chock full of quests. They then proceeded to not do the quests. What do you want from us? HARM POTION QUEST. I did the Forrstakkr quest way back when Amia had one server and I leveled there back when I had bag space, but do you think it being on B-mia and abit harder has anything to do with it?
_________________ ================-<Cory ShadowFlame>-================ Risenlord-Shifter(OMG a Non-Dragon Shifter that can hold his own in PvE) 
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Yurell
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Posted: Fri, Aug 13 2010, 23:22 PM |
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Player
Joined: 06 Jan 2008 Location: ANU, behind the coffee mug (+10 GMT)
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Those skins are good to save up for a rebuild. You can get an entire level off them at once, which is nice.
_________________ 2009's Second Most Overall Contributing Player
يمكنني استخدام مترجم جوجل
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Murex
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Posted: Sat, Aug 14 2010, 5:54 AM |
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Joined: 01 Dec 2009
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NinjaClarinet wrote: Perhaps a NPC somewhere that knows who is looking for adventuring help, and can direct my lame-ass to the quest givers. I want this too. On topic: I think that the epic loot system is a bit lame as it is because epics mostly get epic loot they don't want or need. I think that epic bosses dropping some tokens or ultra-good mythal is better so that they can craft their own epic items or exchange them for epic items instead of grinding for months and months just to get a the three pieces of epic loot they actually need and selling 20 other epic items that are basically useless to them. I personally would rather role-play than boss farm, but I want the epic loot I want....so I have to grind the bosses until I get what I need. The ability to get the epic loot you need in less time is actually better. More role-play would ensue with the time they are on, and millions of gold would not be gained in the process of bossfarming. Oh, and those areas where epic bosses reside wouldn't be so danm crowded all the time.
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Wolf In The Throne Room
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Posted: Sat, Aug 14 2010, 10:33 AM |
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Joined: 18 Jun 2009
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This is absolutely hilarious. Doing all the quests in Forstakrr takes 20-30 minutes running hasted/invisible while skipping all the spawns, fetching you 8000 xp for the quests alone.
Forstakrr has an amazing atmosphere and the dialogues are absolutely brilliant. There is a lot of lore in there, and there is a TON of sophisticated and subtle humour, with references to certain mythologies. The scripting is amazing with the 'reputation' level.
I don't think I have a character which didn't complete all possible quests there.
It is sad to see that people dismiss that cause it is 'boring' to do something which takes exactly the same ammount of time as one brog run and fetches almost the same ammount of XP, whereas they prefer to grind the same monsters in Brog for the last X years.
Wait, it's not sad. It's actually disgusting. IMO.
AFAIK there is about 30.000 xp in the quests all over Amia alltogether. With fun rewards. And great humour. But hey. Grinding is more fun, ain't it?
EDIT:
The problem with the current 'quest system' on Amia is .. the lack of indication that the certain NPC is in fact a questgiver. How about adding an OOC note to the bio of the NPC that he in fact is one?
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Gunz
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Posted: Sat, Aug 14 2010, 11:53 AM |
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Joined: 01 Jul 2006 Location: The City of Fallen Angels, Ca
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Well it's pretty obvious you're referring to me in that comment. So let me make a few things clear, since you saw fit to suggest me a grinder and find my opinion "disgusting":
I find most static quests boring, yes. I also find grinding boring. You're talking to someone who's been here since 05, only skipped about a year in 07 and has only had one character reach level 30 and only three characters ever at epic levels. I'm no grinder. At all. So I like to go out and hunt with people who interact with me almost exclusively, sue me.
_________________ My Characters: Yuilith Kethil Menaiivan Garadeth
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Wolf In The Throne Room
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Posted: Sat, Aug 14 2010, 14:12 PM |
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Joined: 18 Jun 2009
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I wasn't refering to anyone in particular, since the lack of names as you might have noticed in my post, and the information regarding your length of presence on Amia is irrelevant to the topic anyway.
Nevertheless, another suggestion popped into my mind after a while of consideration. In fact, an idea from a plentitude of other PW's.
Scripted quests.
It would take some serious changes to the server and involve a lot of work and remodelling, but I believe the benefits are worth considering.
It would involve changing 'hunting areas' into a scripted quest area.
Example:
A party of X people arrives at the Spires, which quest range is let's say 15-25. They inititate the quest with the dialogue option, preventing anyone else from 'taking it' before they are finished, therefore making group 2 unable to enter the area (the other group would get the 'quest is already taken' message'). Group 1 would fight their way through the Spires the very same way they did before, fought the king, and upon killing him, "completing" the quest. At the end of the king chamber, by the rope, there would be another dialogue bubble, which would give them XP for the completion of the quest. or, instead of just the dialogue bubble, it could be an actual NPC questgiver, which aside of XP, offers some sort of reward (a chance for an epic loot, perhaps, upon completing the quest)
Each "quest", each PC would be capable of taking once per reset. Therefore, making "grinding" impossible anymore, slowing down the XP income (therefore rendering the job system more effective, since people would actually use it to get the XP), and therefore greatly hampering the gold income.
Each quest would also require a minimum of two, or perhaps three (depending on the area) minimum people to start it (no more 'soloing'), therefore rendering 'boss-grinding' impossible as it is now.
Thoughts? It's just a sketch, I'm sure people who have been exploring other PW's have seen such system in work and know of what I am referring to.
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Selmak
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Posted: Sat, Aug 14 2010, 14:38 PM |
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Joined: 17 Dec 2004
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I tend to agree that there should be a disincentive to staying in a dungeon. By letting people farm the same place over and over, you're not encouraging them to find a way to do the other dungeons. These places often get tagged as harder because hardly anyone does them, what's more likely is they already know one dungeon that they can coast through and can't be bothered learning another.
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Weylyn_SotW
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Posted: Sat, Aug 14 2010, 15:04 PM |
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Player
Joined: 30 Mar 2010 Location: The Netherlands
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Minimum player limits for quest, hell no.
That's all well and good if you have people around, but this is not the case for everyone. Even as a Drow, I often find the Underdark to be quite a desolate place, and I consider myself lucky when I have anyone to hunt with at all.
Also, the level ranges mean that large numbers of players will lose access to a large part of the module, and that's not cool.
_________________ Shynt'iira, Ilharess d'lil Qu'ellar My'ana
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Selmak
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Posted: Sat, Aug 14 2010, 15:17 PM |
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Joined: 17 Dec 2004
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Weylyn_SotW wrote: That's all well and good if you have people around, but this is not the case for everyone. Even as a Drow, I often find the Underdark to be quite a desolate place, and I consider myself lucky when I have anyone to hunt with at all. It's because they're on their surfacer characters slaying lots of things over and over again. When you give players no incentive to use all the areas (in other words, including those they can reach with all their characters) they won't.
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Yurell
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Posted: Sun, Aug 15 2010, 0:21 AM |
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Player
Joined: 06 Jan 2008 Location: ANU, behind the coffee mug (+10 GMT)
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Minimum player requirements for quests suck. I'm sorry, but some people do (not necessarily myself) get excluded on the basis of timezone, which is completely unfair. It's ad enough trying to RP politics when there is no one in a faction around, no DMs to posses stuff, and once you've done all the quests anyway all there is to do is mindlessly grind, or go out of your way to hunt down the other two-score people spread across both servers to see if they're willing to RP. Most of them will be mindlessly hunting too, but the question is, if you take away their ability to hunt, will they bother to sign in at all?
_________________ 2009's Second Most Overall Contributing Player
يمكنني استخدام مترجم جوجل
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Selmak
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Posted: Sun, Aug 15 2010, 3:58 AM |
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Joined: 17 Dec 2004
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If you consider that the quest part of a dungeon is repeatable once per reset, and the rest of the dungeon has respawning monsters, all you're really losing is a bit of square footage.
Doing quests solo is no picnic as far as I'm concerned, apart from the really easy ones. Having content in the module that is specifically for groups makes sense, so long as there is still some content that you can still do solo.
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davis114
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Posted: Mon, Aug 16 2010, 21:27 PM |
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Joined: 16 Dec 2007
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Look back at the OP, and re-tune. Quests aren't a viable fix for the economy, and that's what's being discussed. Sidetracked, folks. Back to the OP.
I wouldn't mind being wiped of most of my gold and epic loot. Yes, it was hard to get. Yes, I like having it.
And yes, if it helped the server's economy reboot, I'll go broke.
I would personally suggest that each character be given the choice of one or two items to keep, especially items important to the character's rp. Crunch's axe, for example, belonged to his father. I'd hate to see him lose that, but then again, I could have a helluva fun time rping his searching for it, and eventually reclaiming it.
Point being, whatever fixes the downslide of Amia's economy, I'll probably go along with. Provided there is ample discussion for the most fair way to go about it, and things don't just get yanked.
_________________  MoshingChris wrote: Dude makes like a drunk even when he's sober.
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Selvec Darkon
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Posted: Mon, Aug 16 2010, 21:31 PM |
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Player
Joined: 12 Oct 2005 Location: On a Disk, carried by four elephants, which stand on a gigantic turtle.
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I got lost in forstakkr, it was very very confusing what you where actually meant to do to even get the quests to start.
That doesn't exactly make for its use being large. Ease of use is required, or at least at the beginning. I talked to every NPC in Forstakkr (every NPC I encountered anyway) and never got a quest add on any idea what was needed, other then skins, but not whom to talk to when I had them, how much, or why. Things essential to the starting of a quest.
You generally don't go hunt a dragon because you've heard that its the thing to do. You generally get a few specfics, such as where it is, or atleast how to find out where, thus starting the quest.
_________________ I keels u with my axe!
"Do ye know where the Holy-Flamin' Frost-brand Gronk-slayin' Vorpal Hammer o' woundin' an' returnin' an' Shootin'-Lightnin'-out-yer-bum is?"
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Jyro X
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Posted: Mon, Aug 16 2010, 22:07 PM |
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Player
Joined: 04 Dec 2009 Location: North Carolina (EST/GMT -5)
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Selvec Darkon wrote: I got lost in forstakkr, it was very very confusing what you where actually meant to do to even get the quests to start.
That doesn't exactly make for its use being large. Ease of use is required, or at least at the beginning. I talked to every NPC in Forstakkr (every NPC I encountered anyway) and never got a quest add on any idea what was needed, other then skins, but not whom to talk to when I had them, how much, or why. Things essential to the starting of a quest.
You generally don't go hunt a dragon because you've heard that its the thing to do. You generally get a few specfics, such as where it is, or atleast how to find out where, thus starting the quest. I can only echo these thoughts. I got extremely lost in Forstakkr. And I wanted to try the quests and stuff there.
_________________  
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TormakSaber
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Posted: Tue, Aug 17 2010, 5:54 AM |
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Player
Joined: 16 Dec 2004 Location: Somewhere
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But... there's signs everywhere and a handy map. How do you get lost there when compared to anywhere el- Nevermind, scratch hat, you don't get lost anywhere else because either 1: it's a straight line rally road or 2: you've been there so long as to have it memorized. You don't go to Forrstakkr because you don't have it memorized and you don't have it memorized because you don't go to Forrstakkr.
_________________ Davion Telemos - Monk of the Four Winds Korthan Isharnos - Dragon Shaman of Thunder Spirit Zamasham
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billytheid
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Posted: Tue, Aug 17 2010, 11:21 AM |
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Player
Joined: 12 Aug 2010 Location: Terra Australis
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I got lost there back when it first appeared... it was awesome; found all kinds of stuff. More getting lost I say.
_________________ Jess Incognito: F.L.A.G. Inc. Gharl Killith: Hobgoblin Headhunter Olaf Grudgebringer: Bad tempered Dwarvern Weaponsmith "But thats mainly because I'm an Aussie and what you guys call flaming and rudeness I call a normal conversation."
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RuffTuff
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Posted: Wed, Aug 18 2010, 19:04 PM |
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Player
Joined: 20 Jul 2008 Location: Clock Town
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It may be a load of work that nobody's willing to do, I don't know (because I don't know anything past the prime basics of NWN scripting) but here's an idea:
Instead of "epic loot drops", what if monsters over a certain challenge rating dropped, in addition to normal loot, "components" for epic loot. Essentially, items which can be combined together once collected into different types of epic loot. Kind of a "build your own gear" thing with a maximum of say, five components with properties that can't breach a certain level of uber, like the mythal system.
Say a party runs the spires a time or two, and a few of the members end up with some of these components. They barter them, trade, whatever, but -can't equip them- because they're weighted miscellaneous items instead of gear. Then they take their collections of gear components down to NPC X in wherever to have that character charge them an appropriate fee and forge a weapon or piece of gear with the collective stats and tier of the collected components.
Fighter Man gets "Dragon Scales", "Giant muscle tissue" and a "Treant Root". These components equal either a flaming weapon with an entangle chance and a strength bonus, or a suit of armor with fire resistance, strength bonus and regeneration. The tier depends on the tier of the components collected. Say, a saproling root is a +1 regen, where a treant root is more of a +3 thing. And of course certain types of gear can only handle certain amounts of components, much like the power limits in the mythal system. Maybe, -MAYBE- bosses could have a higher percent chance to drop higher tier components, but it's still just components and not the gear itself, and all components are dished out via challenge rating of the creature in question.
Again, it's a suggestion and I don't know how much work that'd actually be...
_________________ Characters I play: Kira Cottonfoot - Hin Bardess Kirby Cottonfoot - Arcane Trickster
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Yurell
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Posted: Wed, Aug 18 2010, 22:20 PM |
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Player
Joined: 06 Jan 2008 Location: ANU, behind the coffee mug (+10 GMT)
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Then the economy crashes into a barter system for components to epic loot, and gold becomes even more useless.
_________________ 2009's Second Most Overall Contributing Player
يمكنني استخدام مترجم جوجل
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Logicality
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Posted: Wed, Aug 18 2010, 22:30 PM |
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Player
Joined: 23 Apr 2008 Location: The Otherworld
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Step 1: Destroy the economy, rebuild.
Step 2: Find and chain every single Amian player ever to their computers, at gunpoint, and force them to play, delaying only to eat, sleep, bathe, and use the toilet.
Step 3: Enjoy the fixed Amian economy.
_________________ "A somebody was once a nobody who wanted to and did." - Anonymous
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Rosencrantz
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Posted: Thu, Aug 19 2010, 13:56 PM |
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Player
Joined: 28 Apr 2007
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Just have some God get angry at the island and blow all the players up. And then implement a new system and we can all start over again.
Anyone that seriously upsets needs a wake up call anyways.
Edit: All the Player characters. You'd you more of a reason to be upset if a fictional God somehow blew us all up.
_________________ Main: Riz'rae Faerfyn Others: Aelron Rilynrae, Aeronor Tel'vyr
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Yurell
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Posted: Thu, Aug 19 2010, 14:06 PM |
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Player
Joined: 06 Jan 2008 Location: ANU, behind the coffee mug (+10 GMT)
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Rosencrantz wrote: Anyone that seriously upsets needs a wake up call anyways. That wake-up call is called 'leave the server'
_________________ 2009's Second Most Overall Contributing Player
يمكنني استخدام مترجم جوجل
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Rosencrantz
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Posted: Thu, Aug 19 2010, 14:26 PM |
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Joined: 28 Apr 2007
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Yeah, I realize that. But people who quit for the server for that need a wake up call, and they're getting it. It's doing them a favor.
_________________ Main: Riz'rae Faerfyn Others: Aelron Rilynrae, Aeronor Tel'vyr
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Dwagin
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Posted: Thu, Aug 19 2010, 15:00 PM |
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Player
Joined: 08 Aug 2006 Location: The Land of Nod
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People need to stop suggesting vault wipes.
_________________ Dwagin [Duh-wa-GIN] N. - 1a. Small and cute thingum, particularly fond of four legged scaled creatures of the metalic and chromatic varieties.
-Extraordinarily ordinary in the mostest of ways.
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Selmak
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Posted: Thu, Aug 19 2010, 17:41 PM |
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Joined: 17 Dec 2004
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The problem is that the so-called adventurers wouldn't know a quest if it smacked them in the face. So they follow the nearest guy who seems to know where he's going, but who happens to have no idea what a quest looks like either.
So very early on, players get it into their heads that the best thing to do is go out and kill more monsters.
It's why not so long ago I suggested that NPCs should chain their quests (in other words, tell you to go to another NPC who has a quest) so that the player should always have an active quest. It is done like this for the main storyline in the campaigns, anyway.
At the very least, you could start by having Captain Yance point you at Holvin, instead of sending you out to the kill the Chosen One right away, and then when you do bring back the orc's head, have him mention the Cult of the Horned Rat if the player hasn't done that quest.
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Glyph
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Posted: Thu, Aug 19 2010, 20:31 PM |
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Player
Joined: 10 Jun 2010
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that would make the quests linear ugh...
not to mention we're talking abouts epic loot? two grand and a rez scroll ain't epic loots.
(by linear I mean, that particular change would mean, new character comes along, "can I come orcs with you?" "no you need to do cult and kobolds first, we have done them five times already and we're not doing it again >_>")
ed: as for active quests, there are pleanty me and most of the people I play with haven't done or found, and I think this would also screw with alignment specific quests and some of the monster ones. like, your not going to see an half-angel killing angels, or hunting down the darkhold dragon for examples, without RP beforehand. makes no sense to me ICly why i'd go zombies, kobolds, cult, orcs, in that order, first thing we did with our pirate elves (>_>) is trogs.
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Selmak
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Posted: Thu, Aug 19 2010, 21:11 PM |
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Player
Joined: 17 Dec 2004
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No, it wouldn't necessarily make quests linear. Mentioning that some dude still needs help does not preclude offering a particular quest. It just increases the size of the dialogue tree a little.
What I suggested was that by not putting quests out there more, we're consigning players to the same old monster grind to thirty. Which they complain about, frequently. I don't know why, they seem quite happy about getting the gold and XP. Quests also reward gold and XP, so there's no reason not to make players more aware of them.
As for what this has to do with epic loot, pass. I haven't set eyes on one of these so-called epic loots ever, I'm starting to think the rest of you guys are just making them up to start a discussion every three months.
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ClockworkRed
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Posted: Fri, Aug 20 2010, 7:50 AM |
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Joined: 04 Oct 2005 Location: Nice city, good beer
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The problem in my eyes: You obtain epic loot by systematically going after the epic boss critters.
I would give the boss critters the standard +4 loot bin and include a very very tiny chance that the +4 loot bin actually rolls from the epic loot bin. That would spread the epic items on a luck basis rather than systematic farming of the boss critters.
The boss critters each could have a special boss item, as some now already have. It should be not sellable. So fighting them once would give you something special. Figthing them each server reset would not give you anything.
_________________ Playing atm Eowariel (Elven archer) / Gwendolyn (Monk)
Inactive: Hector (Triadic knight)

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TormakSaber
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Posted: Fri, Aug 20 2010, 8:29 AM |
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Player
Joined: 16 Dec 2004 Location: Somewhere
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A statistically insignificant chance is still a nonzero chance and thus people will farm it even more to keep up with the output demanded now.
_________________ Davion Telemos - Monk of the Four Winds Korthan Isharnos - Dragon Shaman of Thunder Spirit Zamasham
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ClockworkRed
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Posted: Fri, Aug 20 2010, 9:20 AM |
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Player
Joined: 04 Oct 2005 Location: Nice city, good beer
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I don't think so. If epic loot drops are spread over all +4 monster kills it should be much harder to systematically farm them. Now you are one of a few to kill epic bosses, such that you easily can achive a significant percentage of all epic boss kills. Therefore you easily obtain a relevant nr. of epic loot drops of server total.
But you are one of many who kills +4 monsters. If the probability is chosen such that, on average, the same amount of epic items enters the game, it should be much harder to achieve a significant percentage of all +4 kills. Therefore the individual nr. of epic loot drops should fall. The epic Loot drops per reset are spread on more people.
You can, of course, still take your chance and hunt +4 critters for epic loot but the chance to return home with an epic item are much slimer compared to running all epic bosses now.
_________________ Playing atm Eowariel (Elven archer) / Gwendolyn (Monk)
Inactive: Hector (Triadic knight)

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Yurell
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Posted: Fri, Aug 20 2010, 9:32 AM |
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Player
Joined: 06 Jan 2008 Location: ANU, behind the coffee mug (+10 GMT)
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ClockworkRed wrote: I don't think so. If epic loot drops are spread over all +4 monster kills it should be much harder to systematically farm them. Yeah, because the queue at Spires will stretch all the way down to Brog.
_________________ 2009's Second Most Overall Contributing Player
يمكنني استخدام مترجم جوجل
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Mobile_Svensk
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Posted: Fri, Aug 20 2010, 9:33 AM |
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Player
Joined: 21 Jul 2005 Location: Awarded most Confused Git of 2014!
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Yurell wrote: ClockworkRed wrote: I don't think so. If epic loot drops are spread over all +4 monster kills it should be much harder to systematically farm them. Yeah, because the queue at Spires will stretch all the way down to Brog. What are you talking about? I'm gonna go and Curse-song the Kobold nest 24/7
_________________ Amia Minecraft Server Ip: vps1602.directvps.nl NWN Damage Calculator: http://www.afterlifeguild.org/Thott/dnd/ NWN Build Calculator: http://nwvault.ign.com/View.php?view=Other.Detail&id=856
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Yurell
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Posted: Fri, Aug 20 2010, 9:34 AM |
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Player
Joined: 06 Jan 2008 Location: ANU, behind the coffee mug (+10 GMT)
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Very_Svensk wrote: Yurell wrote: ClockworkRed wrote: I don't think so. If epic loot drops are spread over all +4 monster kills it should be much harder to systematically farm them. Yeah, because the queue at Spires will stretch all the way down to Brog. What are you talking about? I'm gonna go and Curse-song the Kobold nest 24/7 She said +4 monsters
_________________ 2009's Second Most Overall Contributing Player
يمكنني استخدام مترجم جوجل
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Silvarus
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Posted: Fri, Aug 20 2010, 9:35 AM |
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Player
Joined: 23 Sep 2005 Location: Jyväskylä, Finland, Europe
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Yurell wrote: ClockworkRed wrote: I don't think so. If epic loot drops are spread over all +4 monster kills it should be much harder to systematically farm them. Yeah, because the queue at Spires will stretch all the way down to Brog. Yurell has got a good point. i.e. Spires should go to the +3 bin ;P
_________________ Gagis Silvarna, the Robocop with wings who shoots lasers from his fingertips Lily Havthorn, the Waukeenar Silwe, the elf
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Athyonn Ursidae
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Posted: Fri, Aug 20 2010, 9:44 AM |
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Player
Joined: 19 Oct 2008 Location: UK
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Quote: i.e. Spires should go to the +3 bin ;P Best idea ever.
_________________ Siggy by Maryn
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Selvec Darkon
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Posted: Fri, Aug 20 2010, 10:04 AM |
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Player
Joined: 12 Oct 2005 Location: On a Disk, carried by four elephants, which stand on a gigantic turtle.
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TormakSaber wrote: But... there's signs everywhere and a handy map. How do you get lost there when compared to anywhere el- Nevermind, scratch hat, you don't get lost anywhere else because either 1: it's a straight line rally road or 2: you've been there so long as to have it memorized. You don't go to Forrstakkr because you don't have it memorized and you don't have it memorized because you don't go to Forrstakkr. Generalisation won't help you fix the problem. It'll just help you ignore it. Been to forstakkr before, more so then most players infact, espically given the NPC's have no appeal for me and my PC has no reason to go there. Via DM quests, exploring, and checking out the dungeons. I have a fair idea where most stuff is. The idea that I go places I memorize is stupid anyway, I don't have any area memorized on Amia, with the possible exceptions of Fire Giants and Cordor.
_________________ I keels u with my axe!
"Do ye know where the Holy-Flamin' Frost-brand Gronk-slayin' Vorpal Hammer o' woundin' an' returnin' an' Shootin'-Lightnin'-out-yer-bum is?"
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Silvarus
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Posted: Fri, Aug 20 2010, 10:08 AM |
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Player
Joined: 23 Sep 2005 Location: Jyväskylä, Finland, Europe
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Selvec Darkon wrote: TormakSaber wrote: But... there's signs everywhere and a handy map. How do you get lost there when compared to anywhere el- Nevermind, scratch hat, you don't get lost anywhere else because either 1: it's a straight line rally road or 2: you've been there so long as to have it memorized. You don't go to Forrstakkr because you don't have it memorized and you don't have it memorized because you don't go to Forrstakkr. Generalisation won't help you fix the problem. It'll just help you ignore it. Been to forstakkr before, more so then most players infact, espically given the NPC's have no appeal for me and my PC has no reason to go there. Via DM quests, exploring, and checking out the dungeons. I have a fair idea where most stuff is. The idea that I go places I memorize is stupid anyway, I don't have any area memorized on Amia, with the possible exceptions of Fire Giants and Cordor. You fail at adventuring. Its all bout the search.
_________________ Gagis Silvarna, the Robocop with wings who shoots lasers from his fingertips Lily Havthorn, the Waukeenar Silwe, the elf
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Selvec Darkon
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Posted: Fri, Aug 20 2010, 10:12 AM |
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Player
Joined: 12 Oct 2005 Location: On a Disk, carried by four elephants, which stand on a gigantic turtle.
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Silvarus wrote: Selvec Darkon wrote: TormakSaber wrote: But... there's signs everywhere and a handy map. How do you get lost there when compared to anywhere el- Nevermind, scratch hat, you don't get lost anywhere else because either 1: it's a straight line rally road or 2: you've been there so long as to have it memorized. You don't go to Forrstakkr because you don't have it memorized and you don't have it memorized because you don't go to Forrstakkr. Generalisation won't help you fix the problem. It'll just help you ignore it. Been to forstakkr before, more so then most players infact, espically given the NPC's have no appeal for me and my PC has no reason to go there. Via DM quests, exploring, and checking out the dungeons. I have a fair idea where most stuff is. The idea that I go places I memorize is stupid anyway, I don't have any area memorized on Amia, with the possible exceptions of Fire Giants and Cordor. You fail at adventuring. Its all bout the search. Because I don't memorize area's? No, I fail at grinding. Which I admit fully. I adventure quite a bit.
_________________ I keels u with my axe!
"Do ye know where the Holy-Flamin' Frost-brand Gronk-slayin' Vorpal Hammer o' woundin' an' returnin' an' Shootin'-Lightnin'-out-yer-bum is?"
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Selmak
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Posted: Fri, Aug 20 2010, 16:49 PM |
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Player
Joined: 17 Dec 2004
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Suppose that instead of having just one route to epic bosses, you have two. For want of better words, the easy way and the hard way. The hard way gets you a shot at the epic loot, the easy way just gets you a standard boss item.
The hard way has a series of doors which seal shut behind and in front of you so you can't chicken out. When you clear the immediate vicinity of monsters, the door in front will drop a key in much the same way as the inn rooms. Passing through each door and completing the route sets a variable on your character which enables epic loot for that boss (but doesn't necessarily guarantee it). It may also set a particular buff on the boss when they're spawned in, which changes the way you have to fight it.
At the moment it's always going to be an easy route to epic bosses, which means it doesn't matter how small the chance for epic loot is, they're so easy to repeat. Apparently.
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Glyph
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Posted: Fri, Aug 20 2010, 17:43 PM |
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Player
Joined: 10 Jun 2010
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yes it would, if you change the text so you can't get the quests unless you do stuff beforehand you could be the one stood there with an orc head and no option to cash in. Quote: It's why not so long ago I suggested that NPCs should chain their quests linear, please don't tell me you don't mean that cause its your words.
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Selmak
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Posted: Fri, Aug 20 2010, 19:19 PM |
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Player
Joined: 17 Dec 2004
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It can be done without making quests linear.
All quests have to set some sort of variable for the PC to indicate progress. These variables can be read in a conditional script, and conditional scripts change the direction in which NPC dialogue goes. But dialogue trees can end up in the same place even if you choose option 2 instead of option 1, or the NPC says line 2 instead of line 1.
Short of a fully-worked quest chain that isn't linear, you're just going to have to trust that I'm not BSing you.
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HellScourge
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Posted: Sat, Aug 21 2010, 15:24 PM |
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Joined: 17 Jan 2007 Location: GMT+1
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What about making the quests more rewarding instead if done in a chain?
First you do the rat acolyte quest and then you do the Orc head.
Normally you get 1k from the orcs (I think). Since you finished the rat quest first you get the xp multiplied by 1.5 though, so you get 1.5 instead for that.
_________________ "Most assume that all the followers of Lathander are great morning people. They're very wrong." "I think we are the only group where AD&D stands for Attention Deficit Disorder." TeroSNS wrote: Hello Everyone [...] I like tentacles [...] 
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Selmak
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Posted: Sat, Aug 21 2010, 16:17 PM |
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Player
Joined: 17 Dec 2004
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See 'OMG LINEAR' 
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Wolf In The Throne Room
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Posted: Sat, Aug 21 2010, 16:26 PM |
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Joined: 18 Jun 2009
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