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Main Forums => Suggestions => Topic started by: PanamaLane on March 02, 2009, 06:03:16 PM

Title: Mid lvl 4 person Max Quests
Post by: PanamaLane on March 02, 2009, 06:03:16 PM
Granted I actually still don't know all the quests that are out there, but I think its kind of sad when the other day I was chilling with two 7 lvl characters (being a 6th lvl character myself) and not having many options for us to run a quest just we three. We either had to go out and find 2-3 more people, or suicide something.

I'd like to see some more moderate difficulty quests designed for low numbers of players. They exist in the lower levels, but not so much in the medium range. I'm a fan of the few people quests, because I think they allow for more RP and less hack and slash.
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Post by: Mort on March 02, 2009, 06:39:30 PM
It was a sad day, indeed.
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Post by: PanamaLane on March 02, 2009, 06:58:59 PM
I mean, I'm not going to compare it to 9/11 or anything. But you can make that comparison. :)
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Post by: Caddies on March 02, 2009, 10:47:20 PM
Nearly every quest I have seen on EFU:A has a three rather than a four person minimum. I have no clue what you're talking about Panama.
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Post by: PanamaLane on March 02, 2009, 11:47:09 PM
I'm talking about balancing a quest or to that would work with a 4 person -maximum-.

I know its theoretically possible to do a number of the mid/higher level quests with only 3 people (as the minimum suggests) but I don't ever see it practically undertaken as such. Maybe I just don't have the balls? But I rarely see anyone try to tackle the mid-tougher quests with less than an army.

So I'm suggesting that if new quests are added, maybe the DM's should consider one or two 5-8lvl, 2-4PCs type quests (or thereabouts). Its just something different, that could be fun for a small group and would force people into finding "the right" soldiers for the mission. Some quests where perhaps the enemy doesn't get you with numbers, but instead with a lot of isolated encounters with one or two tough spawns at a time. You know, balance it for fewer players is all I mean.

There is maybe one quest I can think of like this, but I'll be the first to admit there may be others I just don't know about. That's it, not the end of the world, merely thought it would add to my own game enjoyment, and thus I have suggested it.
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Post by: Caddies on March 03, 2009, 12:12:07 AM
QuoteYou know, balance it for fewer players is all I mean.

All the quests are balanced for fewer players. You just need to bring along fewer players to experience it! People regularly do the mid-higher level quests with 3-4 people in the group, from what I have seen, and they survive handily.
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Post by: Thomas_Not_very_wise on March 03, 2009, 12:15:28 AM
It's when you get 8 people to come is when I tend to run into bigger (mort) trouble.

We need more  level6-12 one man groups imo.
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Post by: Listen in Silence on March 03, 2009, 01:28:51 AM
If there's any quests we need, it's the ones you can do at lvl 10. Poor Lenny and Taern, got no quests to do!

I'd suggest actually increasing the lvl caps on Lizardfolk, and perhaps if there're and new high lvl quests in development to make them for the 6-11 area. The Sunken Enclave is not something you want to do more than once in a character's life!
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Post by: Letsplayforfun on March 03, 2009, 07:11:19 AM
All the 3-7 quests can be 3 manned with lvl5 pcs easily. That is, if you don't have 3 mages of course...

That is actually a problem because some people prefer small groups and don't want to bring more (cf. include people thread).

Personnally, i'm missing lvl 4-8 quests. Maybe i missed some, but i can think of only 1.

More lvl 10 quests would certainly be nice, but that would probably unbalance the low lvl side of EfUA which i enjoy.
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Post by: Egon the Monkey on March 03, 2009, 09:30:11 AM
My suggestion:
Level 10 quests that deliver negligible XP.
Enough that mage/cleric characters can earn a little XP for crafting, but not enough that you have any chance of leveling by spamming the quest.

THat way, a level 10 char can resupply, but never get any higher than 10.
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Post by: IxTheSpeedy on March 03, 2009, 12:56:34 PM
Why would you want a quest set up with a goal of not leveling past 10th?  I think if the max level is 10 for a quest then you're already going to get pretty minimal xp if you are tenth.
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Post by: Cornith hull on March 03, 2009, 01:51:13 PM
I think you need to have thing that are for the lev ranges and it spificly says so i have  items from the lizzard cave quest and all they do is clutter no npc will but them beacuse thier "stolen"
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Post by: PanamaLane on March 03, 2009, 03:30:51 PM
This kind of went off on its own tangent, which is fine, but to Caddies point earlier...Quests do scale, I rarely run them as such, but you're right.

I still think it would be neat to have some mid level quests that don't just scale, but are specifically designed for small parties. You know, some max party 3 or 4 quests. Its just something different from the norm we have running at the moment.
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Post by: Cornith hull on March 04, 2009, 04:26:33 AM
sgree completly
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Post by: Pestilence on March 04, 2009, 04:39:12 AM
Dude. Thomas, Winston, and I completed Jergal with only 3 people. And I was level 3 and leveled to four that round.
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Post by: efuincarnate on March 04, 2009, 04:39:20 PM
There are level 10 pc's on the server??? I would think, at level 10, questing would be on the lowest of prioritys, at 10, you should be organizeing your own Noble House, or Head of a Mercenary company, or some other suitably awesome player inclusive, plot driveing action. Questing..kinda the reason there are not any at that level, I am going out on a limb, but I think you may be expected to be deeply involved in the rp aspect of the server at epic proportions  by that point.  'Course, I could just be jealous because I cannot get a char past 5.
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Post by: Howlando on March 04, 2009, 04:45:25 PM
Pretty much every suggestion stated in this thread already exists.

Certainly we're always looking to add MORE content, though.

I kind of have the idea for some ridiculous quest with a minimum of 10 PCs now, though, just for the wildness of it.
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Post by: IxTheSpeedy on March 04, 2009, 06:27:36 PM
Yes!  minimum of 10, good idea.
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Post by: efuincarnate on March 04, 2009, 07:04:01 PM
300 style, hold off the orcan hoard, or something involving pirates!!
Hooray for more content! (though I dont think I have ever seen beyond two zones? from the Zigg-more is better!)
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Post by: Zymnarkmar on March 05, 2009, 07:24:37 PM
OK...this is all fine and good, but MAN some of these higher lvl quests are insane!  The Wild Orc Trail quest is ok as long as the rock is whored [different post] and even if it's not it seems do-able, however that Stargazer quest where you attack that castle amonst a constant barrage of arrows seems like a deathtrap!!!!!!!  Sure the quest was completed but man, I lost almost every consuamble I had, 1000+  gold worth AND fugued twice!  If I ever try that quest again I WANT THE FORT...screw loot (which is usually hoarded by some other PC clique [possibly even metagamed] anyway) and gold, A group does that quest they should get the fort!  What is is with the DM fetish for arrows here?  I've had more of my higher lvl characters killed by arrows on various quests...  sry more of a rant but MAN that Fort quest is INSANE/suicidal IMO.
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Post by: Jasede on March 05, 2009, 09:11:30 PM
Not trolling or being mean here, Zym-

If you assault a /fortress/, what do you expect? I expect a crap-ton of archers on high ground that'll pelt me while we get a battering ram to smash the gate open. If I am a level 5 adventurer, or say 4, then I know arrows hurt bad; and even with awesome armor some will still hit me; surely characters have an IC feel for the enemies being able to get lucky and roll crits.

For my character this would mean not to go on this adventure without a way of surviving arrow-barrages reliably. There is a fairly low level potion for just this that's rather affordable. You'll say "But man, that's like 80 gp off what I'll earn on the quest, maybe 160 if I use two!". But consider: not only will you save tons of gold by not needing to heal the arrow wounds, you will also make it back by the money you get. Sure, not as much money as if you hadn't needed the potions in the first place, but if you are that awesome and well-kitted out you'd likely be doing the harder quests instead. Not to mention a potion or retreat is always, always more desirable to dying, at least in my experience. Seeing the fugue can suck the fun out of a concept rather quickly for me, at least.

And if you can't find those potions, or don't have them? Pass up on the quest. Just say no. What adventurer goes on a lethal adventure that could very well end his life when he does not have the proper supplies?

(A very, very poor adventurer.)
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Post by: Zymnarkmar on March 05, 2009, 11:56:51 PM
Problem is IC (and in the fortress example OOC) you don't know what you're up against and might be metagaming to let ppl in on what they would need... I'm all for battering-rams, catapults and  party size of 20+ (though I know you'd never get that large of party) when laying seige to a fort,  IC it would make sense (esp raising a real army to take out an army) Same goes for Orcs, there's like 100 orcs on that quest, why can't I bring 20 ppl on it so at least its only a 5:1 Orc to PC ratio...we'd womp them...no whoring of rocks required...sucks to be an orc, don't mess with the Zig!  A neat bonus if one could get that many people on a quest even if the payout would suck, least you get the XP.  Given the prerequisite that "each time your character goes on a quest it is treated like they've never done it" it would be darn near impossible to be properly outfitted for anything.  Live and learn I guess.  
I rant but EFU:A (and EFU before it) rocks---It and it alone is why I own NWN.  I vote for no party size limits on big quests...Let the Zig bring the hammer down on its foes! :)
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Post by: Howlando on March 06, 2009, 12:21:07 AM
You might just be trying your hand at quests at too low a level, Zym. People complete both of those you mentioned very easily all the time, and there are MUCH, MUCH harder quests out there even.
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Post by: I can has fun? on March 06, 2009, 01:18:23 AM
Quote from: Zymnarkmar;113915If I ever try that quest again I WANT THE FORT...screw loot

I think this little nugget should be quoted for emphasis.

Not because I think it would ever happen on EfU, or that it is even an advisable course of action in this setting, but just because I feel like that sometimes, too.
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Post by: Gippy on March 10, 2009, 05:39:09 PM
There are a great deal of high level quests still in the module -- 11 as a level is decidedly plausible. As for having two level 7 pcs and a level 6... LOL. Level 7 has tons of quests to do! Most are even easy.
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Post by: PanamaLane on March 10, 2009, 09:36:28 PM
With the party in question, there really wasn't anything we could do that I know about. But this is kind of off topic anyway. My post was designed as an idea for more low number of people quests with mid to higher lvls.

A surgical strike team quest or two.

I also like the idea of a min ten person quest.

I'd just like to mix the requirements for questing up from the ever present 4-9 max 8 types you see in many places.
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Post by: Gippy on March 10, 2009, 10:18:52 PM
I think that sometimes with the scaling system you will find mid level quests to be easier then if you had more people. If you cannot do these easier quests with the party you had -- a bad party? Then I do not think you will be able to pull off any quest at all. Regardless of if it is set up for 4 people or not, a bad 3 person party will not be able to do the quest. It seems to me that what you are really asking for is more easy mid level quests, of which there are several now, but perhaps it is worth adding more. I personally am sort of against arbitrary quest limits. Perhaps seeing '3-4' player maximum would give you confidence enough to try to quest, but if you do not have a good group, you are only more likely to fail.
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Post by: Gippy on March 10, 2009, 10:25:40 PM
Bosses are the one thing that does not scale-- perhaps some mid level bosses can be examined with small parties in mind. Nothing really leaps out for me though, I haven't done those quests in some time.
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Post by: 9lives on March 10, 2009, 10:39:08 PM
Love is a battlefield.
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Post by: AKMatt on March 10, 2009, 10:50:53 PM
The boss of gnolls is one that can pretty much wreck a 3-man team after what is otherwise a cakewalk.  Of course, it all depends on if he goes on a crit rampage or not.  Scalability might be an issue there, though again this is a quest where your characters are assaulting an entrenched army, and difficulty should be expected.

I'm surprised Castle Vrazdn was mentioned as one of the tougher quests.  Always found orcs to be much, much tougher.

As for a large party quest, I think naval combat would be incredible with a min party size 10, lvl range 4-10.  You can start off on a ship working for some merchant who is making a return voyage to Old Port with goods from the Colony, maybe fend off a couple little kobold pirates near the coast, then once you get out a ways get attacked by sahuagin or corsairs (or both!).  Placeables can include ballistae, ropes to swing from ship to ship on, etc.  Maybe have pieces of the hull you have to protect, flames to pour water buckets on (something for lower level PCs to do while staying out of the thickest combat).  If the placeables are destroyed, the party gets teleported to an underwater area and have to fight off sharks while periodically popping up for breath (by transitioning to something raftlike in the ship area, representing broken off pieces of hull) and it then becomes like a Mort horde survival quest until the last shark boss comes and you get picked up by the next ship coming through headed back towards the Colony.

If the placeables survive long enough and flames don't get too out of control, you face the pirate boss or whatever and get to continue on toward Old Port.