Ladocicea
2006-01-08 15:52:05 UTC
#5760
I really like the idea of hiding @ areas around the place and letting people find them for when no DMs are on to run stuff.
The only thing that they lack (aside from a DM to RP stuff out with) is the end quest DM exp.
How about making a number of different placeables (perhaps the shaft of lights or something equally OOC but bright and noticeable) that when clicked on once grant the party the relevant exp the DM intends and then destroys itself.
I guess it is abusable, but from my experience everyone in the EFU community is honest and a good player, and I doubt anyone would do this. The main concern might be someone doing the quest (or not, just invis potting) and then inviting all their friends just for the end exp. Maybe you could grant only to those in the area? Something like that?
Another idea, if it's possible, is to make a corresponding placeable to the end exp placeable at the start of the quest which when clicked on destroys itself and flags all members of the party that clicked on it as "on this quest" and only they will be rewarded with the exp. That may also be a way to add a level range into the quest, if that is the DM's intention.
I hope something like this gets implemented. It makes searching around all the more interesting and rewarding, and allows PCs to make a quest their own, which is an idea I really love.
RobertDeHauteville
2006-01-08 17:01:48 UTC
#5765
I don't think adding XP is needed, check some of these area's and you do find some very nice items. Not to mention the already mention ways of exploiting this idea.
Inquisitor
2006-01-08 22:29:20 UTC
#5777
End XP really isn't needed. People are shooting up in levels easily enough without the need for easily exploitable Shafts of Neverending XP light goodness.
Ladocicea
2006-01-08 22:43:33 UTC
#5779
Inquisitor
End XP really isn't needed. People are shooting up in levels easily enough without the need for easily exploitable Shafts of Neverending XP light goodness.
Well, first of all, I stated about twice that these features would be one use.
Secondly, I big to differ.
Being that few people are above level 5 it becomes incredibly hard to get exp once you're there. You can no longer do the lower quests and the higher quests are either far too hard, or you simply don't have enough level 5s with you.
It's not essential to a no DM DM quest, but then again, what is? Why bother spawning loot then? Why bother with any exp at all?
It would make a very nice reward, and perhaps an alternative to loot should the magic level be getting too high.
People seem to have inhibitions when it comes to exp. It's like it's a sin to get levels and blasphemy to talk about experience points.
Arkov
2006-01-09 00:06:41 UTC
#5784
Our little "DM-free mini-quests" already have a built-in source of XP: the creatures. Creatures on those mini-quests automatically give substantially more experience than regular environment spawns.
ExileStrife
2006-01-09 08:01:01 UTC
#5822
I'm hesitant to vouch for more XP becuase the character's that don't have a reason to be exploring around a lot would never see them. There isn't a way to get "DM-free" bonuses in the Sanctuary and nearby surrounding area, so those that go out there are already ahead of the game. And items too.
I want fancy items. T_T
RobertDeHauteville
2006-01-09 13:53:38 UTC
#5830
ExileStrife, the people that do actually leave the town and look around the environment are risking their lives for a sometimes small gain, these @ areas give them a bit of reason to go out and occasionally get their heads ripped off by Drow.
ExileStrife
2006-01-10 08:02:14 UTC
#5893
Ohh dear, starting posts with my name makes it all personal and now I want to cry.
Aside from that: events today made my change my mind about what I said before. If you're gonna go out and risk running a Huge Earth Elemental than you -should- be getting some experience and loot. You'll need it. :)
Today was first time going 'far' in the Underdark, and it is as dangerous as they say.
Thrawn
2006-01-10 16:13:54 UTC
#5922
Going out in the underdark is very dangerous. I agree. Here is the good news. I usually try to set up at least one @ area every night that isn't even in the underdark. It might be a door you can now open. It might be a sewer grate in the sewers. It might be a hole in some back alley. Exploring and paying attention to your surroundings can pay off anywhere.
Oroborous
2006-01-10 17:03:13 UTC
#5926
Yes, I spent two hours the other night guarding two slimes in an @ area. They kept trying to kill me, but I kept guarding them from pesky adventurers.
Nuclear Catastrophe
2006-01-10 22:58:42 UTC
#5969
I actually saw that eventually, near the end of the two hours, Oroborous :)
I turned their a.i. off so you could heal them a bit (without you noticing, i think, hee) but that was ridiculously brave anyway.
Oroborous
2006-01-10 23:10:53 UTC
#5971
Yes healing them was tough, *heal slime* *paralyzed* *acid damage* *heal self* *heal slime* *paralyzed* ad naseum.