Significantly improve Longest Night reward

Started by Egon the Monkey, May 08, 2009, 01:31:51 PM

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Egon the Monkey

The Longest night is a very cool, very epic quest that really challenges a party. You can't do it "the easy way", there's a huge amount of opposition and it's like your own mini server invasion. This quest is one of the few quests you know won't be easy even with an optimal team, that really pushes a group, and it doesn't reward you for stepping up to the challenge.

For all of this though, the reward is lousy. I've never seen the reward for Danael surviving, because of how hard it is to keep him alive when you're trying to help your PC team. With the exception of some rare, really good chest items from part 2, the loot is rubbish, just being Nightriser standard and some weakish end chest items. This quest is tougher and more chaotic than Wild Orcs or Gem mine and the payoff is worse.

My suggestions:
Have a *much* larger number of consumables in the end sacks, you always come out of this far worse on supplies than you go in with. And it's not worth that for the odd bit of cool stuff. I would say that rather than simply replenishing what was lost, this quest should provide interesting and powerful consumables worth doing it for. Much like the Gem mine or Brood Hive does.

Put some halfplate in as a drop. For all that, band mail is still band mail, even if it does come with excellent charges.

Make the rare nightriser items a lot more common, so they are attractive loot to go for.

I'm saying to use the end chests, as adding to the Risers would mean making new sorts of Risers for the quest, so the normal spawns don't also drop good loot that they will get farmed for.

Egon the Monkey

Just thought I'd add why I think this one is particularly hard for the reward:
Nightrisers are one of the worst sorts of  enemies to face in this sort of pitched battle, as all the normal disruption/distraction tricks you can use on Wolves, Wild Orcs and so on fall down.

Fireball a few of them? Nah, they have SR, and if you wing one of the Order, they're all going to try and kill you for the next five minutes. Same goes for Spike Growth and Web.

Colourspray, Fear? Nope, sorry, Mind Spell immune.

Choking dust? Poison immune.

I'm not just speaking from random teams either, I did this before on another PC with pretty much the perfect team of L7s:
an Evil Cleric with I think 14 CH, a wizard, a fighter, a totally coordinated buff loadout AND summoning undead that were healed by the Negative Bursts. We STILL didn't come out well from it.

Mort

QuoteI'm saying to use the end chests, as adding to the Risers would mean making new Risers for the quest, or making risers something worth farming for their loot.
This last sentence is a troublesome to me. We dont want people farming any monsters for their loot. We want them to roleplay and if in their roleplay, they decide to go save the day and become heroes against a tide of Nightrisers, so be it.

MoonlitNight

I recall the remarks placed in other threads, about the lack of healing items/ pots.
I heard your reply to it as well Mort, however, because Banks used a set of rather tasteless phrasings, it doesnt take away that at this time it is -in general- really harder to obtain healing, beyond the herbs, in quests. And questing is a great oppertunity for rp as well, but the lack of restocking at the end does make questing a lot less appealing, when it is a valid addition to the RP. Imho.

Oskar Maxon

Quote from: Mort;124748This last sentence is a troublesome to me. We dont want people farming any monsters for their loot. We want them to roleplay and if in their roleplay, they decide to go save the day and become heroes against a tide of Nightrisers, so be it.

Perhas Egon should chime in there, but I think what he meant with that is that you should add loot to the quest end chests and not to the regular nightrisers' drops, because the latter would make farming risers in the sewers etc worth it. Just as, from what I've heard, the cure serious potion drops have been removed from the Orcs, because they were making people farm normal outdoor spawns.

TheImpossibleDream

I think what he means is: It would be nice if the quest were equally rewarding to how challenging it is via some item type that only drops from here. As I said in the other thread healing would be an easier alternative to this.

Egon the Monkey

Yeah. What Oskar said, exactly. I wanted to suggest a method to increase the reward *without* interfering with normal Riser drops and causing them to be spammed for loot. Because that would be boring. I think the comma near the end changed what I wanted to say there. I've edited that to make it clearer.