Improve a Quest
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Mysterious Caverns quest.
NPC Medeah Winter in Hardcastle Estate.
1. The end boss xp is non-existent. None at all. And he is challenging.
2. Pitiful to no loot at all. A few copper rings and a glittering necklace. D:
3. Otherwise, the general xp given on the spawns is nice.
I've never done the quest before today, and it was not bad. Very cool theme and spawns.
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@Khamal:
Mysterious Caverns quest.
NPC Medeah Winter in Hardcastle Estate.
1. The end boss xp is non-existent. None at all. And he is challenging.
2. Pitiful to no loot at all. A few copper rings and a glittering necklace. D:
3. Otherwise, the general xp given on the spawns is nice.
I've never done the quest before today, and it was not bad. Very cool theme and spawns.
There was a very cool CoA custom scroll (Don't think it was an alteration) that was found. Not a very mechanically useful spell though.
But with the amount of dispel spam and the difficultly of the boss if you don't know what you're doing the reward barely makes up for costs.Then again, we could have just been unlucky.
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@Khamal:
Mysterious Caverns quest.
NPC Medeah Winter in Hardcastle Estate.
1. The end boss xp is non-existent. None at all. And he is challenging.
2. Pitiful to no loot at all. A few copper rings and a glittering necklace. D:
3. Otherwise, the general xp given on the spawns is nice.
I've never done the quest before today, and it was not bad. Very cool theme and spawns.
There was a very cool CoA custom scroll (Don't think it was an alteration) that was found. Not a very mechanically useful spell though.
But with the amount of dispel spam and the difficultly of the boss if you don't know what you're doing the reward barely makes up for costs.Then again, we could have just been unlucky.
I'll look at this because there use to be plenty of custom loot. However, it appears many quests have had their loot tables adjusted by someone who did not quite know how the system works. It may be that many quests need to be fixed back up, so let me know if there are any that just aren't rewarding.
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The loot chest seems pretty cool, some nice stuff in there, probably needs the chances of certain things lowering by adding in a bunch of useful consumables.
I was possessing some of the monsters and using their abilities more sensibly, and I also made sure the end fight went as it should, because the actual boss wanted to go out into the corridor and attack them alone,which is utterly stupid. We need to do something about that, but I'm not sure what….
This is actually a general AI problem though. It just affects this quest especially due to the end room set up.
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Yes, the Helmland's cavern had its loot system messed up. I'll be fixing this too.
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The reworked Haunted Painting is awesome! Especially the spoiler and the spoilers that spawn from that spoiler. Loot is pretty interesting and thematic too!
Myron is getting some love, yay!
Could Froidoc get some love too, maybe a rare lvl2 boss (dire bat) or a secret area? It's almost always the first quest that a new player does, being right on the gate of the Citadel and all. Or perhaps just tweak Froidoc's dialogue to point to some other newbie friendly quest? Maybe make a newbie 'questline' that is optional but shows them around the Citadel.
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It'd help a lot if a player could explain what areas a newbie needs to see in the module, then I could direct Fed Ex quests. For example, you should find the Citadel first, from there find the guy who wants the book and he should point you to the Merchant's Guild where you meet the halfling with his lost possessions who are actually held as collatoral by one of the crafter guys in Hardcastle where you meet the baker who has you deliver to the various inns/taverns where most the quest givers are found. But would there be areas I'm missing, things new players should see that they're not? Not sure we have so many new players as to worry about that. But yes, the FedEx quests use to be the "get to know the area" quests. Now they're just randomly scattered.
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I'll think about what sort of succession of events might be interesting, and maybe where some quest-type fun could be added, and PM you something, maybe. If I don't forget.
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friodoc is the first thing you see, then the huge spire draws you in. perhaps moving Celas to the doorway where Judith is as a newbie would stop to the first person. change the dialog to send near the bazaar to the south for the bookseller, as before merom was in a stall not in a building.
Now the newbie will see sanders, and the dwarf baker. a street sign might list the main shops of the bazaar area, temons, books, doreta, and merchants guild to the west.
a flyer note on the sign will lead them to the merchant guild with perems signature.
now the main newbie fedex and minimal combat bats have been seen by the newbie, as well as a place to buy gear, customize such, fence loot, and now is level two with a basic central citadel knowledge. -
If Gypsy Healer could get a look at, I'd appreciate it. It is a quest, the only of its kind, that permits a large range of levels from brand new PCs to veteran adventurers to come together to combat a threat. The 1-10 nature of the quest makes it fun to bring new players on your hardened adventurer, and rock it.
However, it suffers from a 'lack of any storyline.'
You enter the crypt to find a necromancer who stole some herbs, Okay…
You fight through a bunch of undead, a lot of undead- a lot of -weak- undead. While mass animation is a favorite of NPC necromancers for reasons, I feel like maybe adding a unique undead spawn here- like "Undead Guardian" and maybe a named Doom Knight model, as well as various 'notes' or 'various tombstone signs' around would go a ways to explaining the nature of the quest.
Then you fight in a dungeon filled with fire elementals- while cool, I am sort of perplexed as to how it came to this transition, and would like perhaps hints as to why and the nature of the change of setting. Maybe add burning undead (weaker versions ofc, or stronger to scale with party level) to keep the 'necromancer' theme going, as well as adding negative energy traps and floating skulls with the 'burning' vfx, as well as bats, in fond memory of Zelda, Ocarina of Time.
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On the lost priest quest you have three routes to the end, but each route has the same villains. Spice it up so each route has a different theme and different loot drops. Add in a story about the priest, he shows up later, but even then he is pretty bland and a Beshaban which makes no sense anymore since Beshaba is suppose to be dead.
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On the 1-5 quest he is Lyssan, not Beshaban. I'm not sure if it makes more sense though.
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I think that the Chess quest could do with a slight overhaul, should anyone have the time.
It's a great quest in terms of playability but it's been the way it is for YEARS, the loot is absolutely terrible however, one chest at the very end with at best laughable, at worst insulting rewards.
Perhaps it could introduce a new "knight" enemy on a flaming horse? Maybe just one or two as I imagine it might create errors if too many existed.
Some evil chess-themed loot might be nice as well, offering bonuses to ab vs humans, or constructs, or just flat stat bonuses. -
It might be nice if the hole in the basement of "Home Alon" actually transitioned to an optional area below, perhaps with anoption to blow up the hole behind us as we exit to keep more critters from excaping?
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Defense of Durmoth(NPC in fine hells) the level 5-8 quest in the bedine should use some improving loot-wise. It gave very little reward outside of the gold and it is pretty hard.
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Defense of Durmoth(NPC in fine hells) the level 5-8 quest in the bedine should use some improving loot-wise. It gave very little reward outside of the gold and it is pretty hard.
That quest has always been a serious money sink. I love defense-themed instances, and this one has a lot of potential.
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Kinda hard to make an optional part for better loot on a defense-style quest. I've done this one once, in the company of rather OP lyssans, it's gone well, but I didn't manage to join any other competent groups since. Definetly could use some extra motivation.
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Order Relay
Make the goblins Hagspawn goblins.
Add a bonus area in for a tough fight.
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Dread Pirate Roberts
The hole down use to be random location. Bring that back.
There use to be Boars on the island…..bring them back in the spawns.
Add Monstrous rats in the tunnel to add more variety.
Undead Pirates roaming around on the island.
He was the Dreaded Pirate.....His treasure is usually a joke. Add an optional area and boss. Map found on the ship. With map in hand can unlock a transition to a huge stash of Pirate's Booty......Guarded by a very strong creature. Suggestion Underwater and a Kraken.
Pirate themed loot.
Also some hint on what makes the animals sooo large added. I know the lemur nuts are there but they are rage not growth.
Undead Parrot at the ship to add more flavor.
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@Zargen:
Dread Pirate Roberts
The hole down use to be random location. Bring that back.
There use to be Boars on the island…..bring them back in the spawns.
Add Monstrous rats in the tunnel to add more variety.
Undead Pirates roaming around on the island.
He was the Dreaded Pirate.....His treasure is usually a joke. Add an optional area and boss. Map found on the ship. With map in hand can unlock a transition to a huge stash of Pirate's Booty......Guarded by a very strong creature. Suggestion Underwater and a Kraken.
Pirate themed loot.
Also some hint on what makes the animals sooo large added. I know the lemur nuts are there but they are rage not growth.
Undead Parrot at the ship to add more flavor.
Hole is random.
Boars never left the island.
Treasure was improved a few module updates and the last module update.
Treasure is already pirate themed.
There is a hint what makes the animals so large. Its is a very obvious one.
Sadly, we can't add a kraken as we do not have a model for one. However, if we got someone who was a modder for NWN, I'd happily add that in.