Improve a Quest
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Just curious, how would you improve your favorite (or least favorite, or would-be-favorite-if-only-it…) quest!
For example, I've LONG thought Nada's quest needed an optional 'challenge ending' where you find a trap door and encounter beneath it the true and horrifying explanation for why her house is infested with huge bugs.
But maybe you think a quest would be more amazing if a new kind of monster made its home there, or a particular puzzle was added, or a unique piece of loot could be found, maybe an optional ending or more persuade rolls, whatever your idea--let's share some of them.
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Schollars (that one with the thief in the ruins)
This quest is loooooooooong, I love that you can have characters from levels 1 to 8 together in one quest but the quest usually barely gives any xp to anyone above level 5.
This quest has a small chance of dropping a nice item but 90% of what you can get in it is pretty worthless, a ring that makes you vulnerable to negative damage or a ring that actually lowers your ac? To top it off you barely find any gold and you barely get payed anything either.
I'd recommend upping the gold drops a bit and revisiting the monster/difficulty scaling of the quest to up it a bit more for higher level characters. Hominids been doing a great job at putting in flavorful loot so players should probably suggest some neat netherese stuff for this one (that people might actually use, unlike the ring of hopelessness)
Also maybe make it so the end boss could be something different every once in a while?
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Ooh! The scholar quest is awesome!
And I wholly agree with Cheshire - This quest used to have really, really awesome loot, but I suppose some of it was a bit OP and now it seems to give next to nothing.
Damp Caves is also one of my favorites - Haven't done it in a long time though, but if it hasn't been changed, it could also use bit more gold, and slight variation in enemies. Maybe the place where you need to go to "complete" the quest could change places every now and then to make it a bit more varied? It could also have an optional/Alternative ending, and some of the loot could be even more themed with the quest's theme - bloodstones, bleached bones, and other necroey stuff?
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Orcs, spirits and (not sure the complete name, usually goes goes by 'Mertoi').
You fight a bunch of orcs until you come to a glade in front of a mine and fight spirits. There are barricades in front of this mine that would suit perfectly for an optional area. I'm pressed for time right now but i might an idea for an optional afterwards.
When you say ideas for quests, can i suggest bringing old Hullack trilogy back? >.>
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The Alchemist Herb Gathering.
First off take out the Wyverns, way to deadly for those that I usually manage to get help from. Would like to see less lizard folk and more animals in there. And have the herbs random and random number just so we are not picking the same ones at the same bushes. Also a little gold added on pay for just trying it. Horrible when you get chased out and you get nothing.
Frin's Basement…..Healer quest.
Only thing I want to see here is an actual basement. Not the sewers. Sewers is not a basement and I am sure not owned.
Garden Cleaning
I want to see same random acid/poison traps thrown in amongst the web traps. i am tired of my rouge saying "traps" and people just plows through them. So breaks RP
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Alchemist : Bring back the original.
Tychean shrine : Running through zombie infested secret tunnel in the end, chasing the main villain, with possibility to evil ending (like finding an animate dead object and summoning your own undead to defend you against the hostile ones)
Ogre hunt :
Ogre slave/food pits with giant animals to slaughterLumberjacks :
Treants to slaughter -
Tychean shrine : Running through zombie infested secret tunnel in the end, chasing the main villain, with possibility to evil ending (like finding an animate dead object and summoning your own undead to defend you against the hostile ones)
I second this. I am tired of him always escaping without us able to pursue him.
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@Zargen:
The Alchemist Herb Gathering.
First off take out the Wyverns, way to deadly for those that I usually manage to get help from. Would like to see less lizard folk and more animals in there. And have the herbs random and random number just so we are not picking the same ones at the same bushes. Also a little gold added on pay for just trying it. Horrible when you get chased out and you get nothing.
The herbs ARE randomish. Certain classes, certain skills all give you better herbs when you do the quest compared to other classes and skills.
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@Zargen:
Tychean shrine : Running through zombie infested secret tunnel in the end, chasing the main villain, with possibility to evil ending (like finding an animate dead object and summoning your own undead to defend you against the hostile ones)
I second this. I am tired of him always escaping without us able to pursue him.
You already can….
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Schollars (that one with the thief in the ruins)
This quest is loooooooooong, I love that you can have characters from levels 1 to 8 together in one quest but the quest usually barely gives any xp to anyone above level 5.
This quest has a small chance of dropping a nice item but 90% of what you can get in it is pretty worthless, a ring that makes you vulnerable to negative damage or a ring that actually lowers your ac? To top it off you barely find any gold and you barely get payed anything either.
I'd recommend upping the gold drops a bit and revisiting the monster/difficulty scaling of the quest to up it a bit more for higher level characters. Hominids been doing a great job at putting in flavorful loot so players should probably suggest some neat netherese stuff for this one (that people might actually use, unlike the ring of hopelessness)
Also maybe make it so the end boss could be something different every once in a while?
It has lots of Netherese stuff. The XP has been unnerfed. Somehow it got turned down to 80%. Not sure why that ever happened. I also fixed the Ring of Hopelessness so its useful(ish). More treasure should spawn, it was using some old scripts the quest shouldn't have been using.
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Nice, gonna try this one soon.
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@Zargen:
Tychean shrine : Running through zombie infested secret tunnel in the end, chasing the main villain, with possibility to evil ending (like finding an animate dead object and summoning your own undead to defend you against the hostile ones)
I second this. I am tired of him always escaping without us able to pursue him.
You already can….
Yes, you can, and you do find him, and you do kill him… but you do -not- wanna actually catch this guy at lvl 5. Trust me. Be happy he runs.
Also, on topic, Midnight Snack. Remove the Ochre Jelly from the spawning pool. A lvl 1-2 quest that spawns a monster with DR, a touch attack that deals both physical and elemental damage. Whenever I roll the Jelly, even on melee classes, I die. Every single time.
Trolls. Haven't seen the latest version, but sectioning it off alittle with more trees and LoS breakers, so you're not so easilly squished from all sides.
Tyche's Challange. Add in some fresher villains. Raghat, for example.
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Tyche's challenge was just updated! Raghat is there to pound your soul already.
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I think Don't Lose Your Head (orc camp) quest could use some freshening up. Awesome quest, a perennial favorite, never gets old…except...
It's the same spawns in the same locations. Only thing random is the young hill giant.
Maybe mix it up. Spawn ogres in the cave, orcs on the right side, grizzly bears near the ruined tower or randomly drop dire spiders from the trees or something. The map is big enough to randomize different kinds of spawns.
Its been the same layout since v3.
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in regard to the garden cleaning zargon mentioned, the web traps are not truly traps they are to make the webs act as webs sticky mess that slows you should you walk in them.
Home alone: the Gladstone estate. one of my favorites, but their are more underdark creatures then guaths eyes hook horrors and an umberhulks that could be used. An alternate floorplan would shake thing up as well to not know where everything is everytime
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@Khamal:
I think Don't Lose Your Head (orc camp) quest could use some freshening up. Awesome quest, a perennial favorite, never gets old…except...
It's the same spawns in the same locations. Only thing random is the young hill giant.
Maybe mix it up. Spawn ogres in the cave, orcs on the right side, grizzly bears near the ruined tower or randomly drop dire spiders from the trees or something. The map is big enough to randomize different kinds of spawns.
Its been the same layout since v3.
Could that quest be given themes, so it was not always orcs that spawned? Perhaps a random set of spawns? So one day, you are hunting orcs, the NeXT day, awesome, it becomes lycanthropes, the NeXT day, gnolls?
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in regard to the garden cleaning zargon mentioned, the web traps are not truly traps they are to make the webs act as webs sticky mess that slows you should you walk in them.
Home alone: the Gladstone estate. one of my favorites, but their are more underdark creatures then guaths eyes hook horrors and an umberhulks that could be used. An alternate floorplan would shake thing up as well to not know where everything is everytime
Gladstone estate has nothing to do with the Underdark. The creatures there are specifically linked to the Far Realms.
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in regard to the garden cleaning zargon mentioned, the web traps are not truly traps they are to make the webs act as webs sticky mess that slows you should you walk in them.
In this regard make it so they can't be disabled then and undetectable maybe?
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Mad Cow
The area is tiny and could use a good cosmetic update. Not sure if the quest was meant to be this small and short but maybe it could get a little expansion?Wagon Axle
Limit it to the merchants in the citadel and make sure none are missing. Perhaps add an alternative options using social skills to get an axle from someone else like the crafter NPCs?Oemor and Julie.
Since we do not have inns at the four corners of the map, this might need some rework? Maybe his girlfriend's gone adventuring somewhere like a good faithful Tychean and she got lost and we need to find her and convince her to get back to her poor Romeo, I mean Oemor.Rat hunt back maybe?
For many old quest that been around since v3-v4, those could just use an update of area. We've done them so many times, there are rarely any surprises in them. Is it possible to make traps spawn randomly?
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Rat hunt is still in the sewers, isn't it? The NPC is still there.