Orc quest, a little distance please!

Started by TheImpossibleDream, May 12, 2009, 08:00:45 PM

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TheImpossibleDream

it would be nice if there was a wilderness area between the farmlands and the QA, as it stands you are supposed to have traveled a fair distance from the farmlands. I really don't like the idea of a high end quest that doesn't involve entering any sort of dangerzone/wilderness to get to!

TheMoonlightBecomesYou

Against this. Go to Orcs 2 if you want D-D-Danger

TheImpossibleDream

Quote from: TheMoonlightBecomesYou;125488Against this. Go to Orcs 2 if you want D-D-Danger

My suggestion is lower the level cap of orcs one to seven then because its hardly all that difficult with a decent group and theres absolutely no danger in getting to, or completing it compared to say, goblins in sewers part 1, which has more danger yet is level 2-7! (gel cubes/rats = stronger than nothing) not to mention the danger of pc's that lurk below!

VanillaPudding

Most people are pushing for this to be raised to 4-10. An elite group that is well balanced will crush -nearly- any quest, sorry to break it to you. That does not justify adding a wilderness area between the quest and the regular zones just for kicks, or lowering the level limit. The whole concept behind the quest is that the Orcs threaten to raid the nearby farmlands and maybe even the Ziggarut itself.

TheImpossibleDream

Quote from: VanillaPudding;125550Most people are pushing for this to be raised to 4-10. An elite group that is well balanced will crush -nearly- any quest, sorry to break it to you. That does not justify adding a wilderness area between the quest and the regular zones just for kicks, or lowering the level limit. The whole concept behind the quest is that the Orcs threaten to raid the nearby farmlands and maybe even the Ziggarut itself.

I disagree having not done this with an optimized group in several months!

TheImpossibleDream

Quote from: VanillaPudding;125550Most people are pushing for this to be raised to 4-10. An elite group that is well balanced will crush -nearly- any quest, sorry to break it to you. That does not justify adding a wilderness area between the quest and the regular zones just for kicks, or lowering the level limit. The whole concept behind the quest is that the Orcs threaten to raid the nearby farmlands and maybe even the Ziggarut itself.

I've not tried this with an elite crew yet. Though I have pushed the mobs back to where they've spawned with a rogue, a bard, a barbarian and a wizard, no imp invis involved, we were dispelled a few times. A bit odd I think, I had the highest hp at 64 I think!

Edit: also the justification behind the wilderness zone is not simply because it's an easy spammed quest. Not having areas between quests makes for a boring world where anybody can just grab a quest run to the quest area, enter without any possibility of conflict due to absolutely no npc free zones there.

 It's a nice cushy warm safe feeling that is meh in a danger filled isle, especially considering you take more risks to go do MUCH lower level, MUCH less rewarding quests.

Winston Martin

i suggest putting a lake inbetween which you must travel through like trogs or a orc boatman you must fight and take his raft from as it stands this quest is so easy please lower it 3-7

Letsplayforfun

I won't comment the quest difficulty, but an area in between the mill and the QA might remove the problem of people fleeing the QA with orcs hot on their heels, and having mr Craddock and his pet dog killed (presuming people don't flee all the way to the mill anyway...)

Egon the Monkey

I have 3manned this quest easily one certain groups.
I have had it turn in to a chaotic rout with a full, pretty well equipped team. The difficulty is fine.The lack of NPC-free, mob filled areas is likewise fine. The Longest Night and Gem Mines are both in NPC areas with no mobs too.

Considering also that the reward has been cut rather significantly by removing droppable CSW potions from the mobs, there's not much of an argument for making this harder.

Oskar Maxon

Mist Ogres in-between, imo.

VanillaPudding

Quote from: TheImpossibleDream;125555Edit: also the justification behind the wilderness zone is not simply because it's an easy spammed quest. Not having areas between quests makes for a boring world where anybody can just grab a quest run to the quest area, enter without any possibility of conflict due to absolutely no npc free zones there.

 It's a nice cushy warm safe feeling that is meh in a danger filled isle, especially considering you take more risks to go do MUCH lower level, MUCH less rewarding quests.


You must mean like almost every quest before this level range, where the danger of walking there is non existent for the most part. Infact, you could probably 'just grab a quest' and walk to it without much danger or a non-npc area until you're level 8 if you really wanted to, but I don't see anything in your suggestion about that. You are targeting the Orcs quest, which in reality is kind of a 'gateway' quest to the higher end ones. Also, the loot from some quests before this is actually better, just not as abundent.