Quest too hard?
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games do tend to get easier the more you play them. That's just how games work. Some quests are harder than others. I'd love to see a positive post from you one day direfish! :)
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Positive feedback is nice but useless. :)
We all know how cool this server is and that's why we play here. Goes without saying. But when something seems not right (in my opinion), I feel an urge to comment. -
This is an OPTIONAL part of the quest. Why do it if you don't think you can handle it? It's alright to have optional parts that are hard, they are there for those who -WANT- the -EXTRA- challenge.
Why nerf this?
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It doesn't need to be nerfed. It needs a warning so that the people who do this for the first time don't go and try to fight the first enemy in there thinking it's in line with the rest of the quest. Because it clearly isn't.
It's the level range where dying starts to matter more, and its completely unexpected and not fun if you've never seen the enemies before or been through the quest. Nobody is saying nerf the optional part, it just needs to be made more clear either through IC signage or notices, or more effectively in my opinion an OOC notice like there is in the Fey Optional.
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I have not done this quest, but the first time I did the optional part on the fey quest, we had a hard time. Second time, not so much. Third time it was actually quite easy (OOC knowledge about what you encounter does have influence on people, combined with a better party and better/more resources).
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Most quests are easy already. There's got to be a few that veterans can play without falling asleep, if they feel like doing a quest for a change. Keep it as it is.
I'd be fine with a warning.
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Fun quest, no nerf!
I don't really think it really needs a warning because this is an area that can be scouted. Not like Fey Optional where a scout couldn't dive down, come back and say "Aww hell no!".
Is fine.
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Fun quest, no nerf!
I don't really think it really needs a warning because this is an area that can be scouted. Not like Fey Optional where a scout couldn't dive down, come back and say "Aww hell no!".
Is fine.
Edit: The monsters inside have tools to find scouts 100% of the time, so they will in fact have a super high chance of dieing.
Edit 2: Please stop reading a single post and think this suggestion is about nerfing! It is not!
I'm also against the fact that many of you say this optional part is "quite easy" if you're prepared for it. But unless you meta-game the crap out of this quest, especially since the quest giver tells you what you're going to be fighting in the first place, you will NOT be prepared for these encounters.
That's like saying "Oh, hey, Stormhorn frost giant quest! Oh, by the way, draco-lich spawns. ;)" You're prepared for the first part, but going to bet not prepared for the latter.
Bottem line suggestion: Add an OOC warning, or have the quest giver give at least some mention of the optional parts monster types.
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Fun quest, no nerf!
I don't really think it really needs a warning because this is an area that can be scouted. Not like Fey Optional where a scout couldn't dive down, come back and say "Aww hell no!".
Is fine.
The issue isn't that you can scout and run away when you see them. It's that players who have never fought these before are caught totally off guard because it's REALLY not in line with the rest of the quest in terms of difficulty. There's not really any clues as to how hard it is to kill them, and how hard they hit you. Once you go through it and someone inevitably dies and loses what could be days worth of work, from then on it just becomes a metagame thing anyway.
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Well the title of the thread is "Quest to Hard". :)
I like the idea of a pile of corpses outside optional. They're tough but there's really nothing special you need to beat them besides the standard buffs and healing.
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Well the title of the thread is "Quest to Hard". :)
I mean, sure there are spells to counter said debuffs such as freedom of movement, but I don't recall the last time I saw someone prepare such a spell when facing down orcs.
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Meant potions really.
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There's always gonna be some kind of OOC component, it's a game after all.
It's probably more that this kind of requires EfU tactics: buffs, support PCs that heal (rather than do nothing), and so on. A lot of EfU quests are designed in such a way that they're impossible to beat unless you have a wizard spam you with healing wands. It's pretty exciting. I don't see anything wrong with having a single fight like that here.
Like I said, it'd be fine to put in a warning. Also, I wanna note that the rewards should be worth risk.
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Worth the risk and enough to compensate what you spend to beat it, as well as leave you with something worthwhile after wards. For those of you who have actually done the entire optional part successfully, do you think the rewards are worth it? Not counting the actual quest rewards itself.
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Yes. For sure. As Jaesede said, if less people did more than shoot a random crossbow on quests, people would find it a lot easier. Also, potions are there to use them. A displacement potion in that part will make it feel like an entirely different encounter, for example.
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Some more constructive thoughts from me:
Premise: NWN is a very old game. It is safe to assume that all new players used to play on some other server with totally different balance, difficulty and even modified mechanics. For example, I myself used to play on a high level server without scripted quests. Loot was very strong and consumables mostly played a minor role in PvE. But here everyone is supposed to have barkskin and shield up most of the time and blur on the ready. Even scripted quests are balanced with consumables in mind. Needless to say that when i started playing on CoA I encountered a totally different paradigm and of course difficulty level was very high for me. "Don't save up for expensive items and spend money on consumables" approach is not obvious for everyone, especially if they had an opposite previous experience! And even when people realize that, they don't know what consumables they need, when they need them and where to get them!
There are many unwritten peculiarities about this servers which vets take as granted, but newbies don't know/understand, causing much frustration.Suggestion: It would solve lots of trouble for newbies if some quest guru wrote a guide to how you are supposed to survive and thrive in CoA. Extra points for an IG book which a newbie can purchase and learn in character. Some kind of memoirs of retired adventurer to help the clueless scrubs. Or a potion brewer advertising his products and explaining why an aspiring adventurer can not do without them in Arabel.
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Suggestion: It would solve lots of trouble for newbies if some quest guru wrote a guide to how you are supposed to survive and thrive in CoA. Extra points for an IG book which a newbie can purchase and learn in character. Some kind of memoirs of retired adventurer to help the clueless scrubs. Or a potion brewer advertising his products and explaining why an aspiring adventurer can not do without them in Arabel.
Bolded for awesome. Speaking as a fairly new player, I think this is an absolutely great idea. A sort of Volo's Guide to Arabel, if you will (or Rand's Travelogue if you're one of those kitten-murdering Zhent types.) I mean, you can't have one book with all the secrets to the universe in it, even IG. But maybe important tidbits scattered around? And certainly a great selling point that I would think mercantile alchemists would be savvy to mention.
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I'd like to add that I had my share of run-ins against creatures I have never seen before. Some I died to, others only nearly. Those experiences shape your character and you as a player. Yes you might die to this Bodak today, but next time you see one you will either have the right tools to handle, or the right strategy or clear the hell away from it.