Lizards

Started by Disco, April 26, 2010, 05:31:32 PM

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FishyBusiness

Quote from: Disco;179452Do you need a rogue to get the loot on Sinister enclave?
Do you need a rogue to get the loot on Coral reef?


Yes (i think). And yes, for sho.


The quest is fine, as it is, IMO.

derfo

it's pretty unfortunate that non-duchy aligned pcs can't take advantage of that one really amazing thing on this quest

or should i say ninety-four

Nihm

Missing out on the loot boxes is a decent consequence of not having a lockpicker.
 
What isn't decent is having to backtrack through a bugged area that endlessly spawns more enemies, so that returning entails having to get through a room that can contain fifty-plus enemies, with more always spawning.

Egon the Monkey

Remove the lock on the door, lock a bunch of the boxes. Problem solved. Still a reason to take a lockpicker (Doesn't have to be a rogue even, my wizard used to do all the lockpicking on 4-10s he was on :p) but not a total imbalance.

Disco

"And no offense, and more on topic - it isnt really that hard to put 1 cross-class point in open lock, carry some lockpicking equipment, a dex potion and a set of good tools for occassions such as this quest?"

This defenatly does not fit well with most characters.

Also if you say that rogues is a must on a quest, why stop there? Why not make it so that you also must bring a cleric? Or a bard? Or a wizard? What is it that makes it so that rogues are the ubber class who everyone must bring?

Thomas_Not_very_wise

Quote from: Disco;179497"And no offense, and more on topic - it isnt really that hard to put 1 cross-class point in open lock, carry some lockpicking equipment, a dex potion and a set of good tools for occassions such as this quest?"

This defenatly does not fit well with most characters.

Also if you say that rogues is a must on a quest, why stop there? Why not make it so that you also must bring a cleric? Or a bard? Or a wizard? What is it that makes it so that rogues are the ubber class who everyone must bring?

Because they are generally shitty, seeing as most quests don't have traps and locks to get passed to enter really sweet loot areas- and the DC on said open lock containers are low enough for just about everybody?

Disco

I cant belive people think rogues are shitty.. Rogues are imo one of the most usefull classes on EFU. Sneak attack, wand use and stealth is not to be undererestiated even on scripted quests.

Drakill Tannan

All i'm saying is that if we want rogues to be more awsome in scripted quests, it shouldn't be done by making them necesary just to open the crates at the end of the quest.

As egon said, lock some, leave the door unlocked. But i prefer the suggestion of an alternative, really dangerous area underwater.

Egon the Monkey

If you want rogues to be awesome in quests, then the way to do that is to add a lot of rogue skill checks that make things easier but aren't necessary. An example would be how a stealther can open the gate of Vrazdn, or social skillchecks on Corals.

Farel Wolf

Make the locked door bashable by the bashbot team but put a really nasty save or die DISARMABLE trap on it. This would make the rogue wanted but the bashbot team able to get the loot (IF they live through the trap).

Egon the Monkey

Quote from: "Thog the Barbarian Smashbot"*sends a L1 summons at the door, which promptly reduces the poor rodent to a sad pile of ash* *sniff* I'll miss you, Redshirt-rat, but you died in a noble cause. Getting me phat loot.

Capricious

Why not have it where locked containers are bashable, but there's a chance of destroying what's inside. If you have someone to pick the lock you can get to the contents without damaging them. Hence you always have a chance at the loot, it's just that using finesse will get it to you safely, while brute force could potentially ruin it.

Porkolt

Kind of like a trap that doesn't damage whoever opens the chest, but damages whatever's inside.
 
It's what they do with ATM machines. They spill ink on all the bills when someone cracks them.

TheImpossibleDream

I agree with the original poster in that the quest should not require a rogue. Though I think that there does need to be some very irritating disadvantage to lacking one.

For example on (not purple)crystal mine quest I recall there being a door with such high hp that it can take upwards of five minutes of bashing it with flame weapon or alchemists fire or high strength power attack to break down. Something similiar to that would be good. I think!

QuoteSteering a bit off topic for a moment sorry.

Quote from: Gippy;179455I am glad that you agree that there's way too many CCW's, Disco. Major props for that!

I agree about the CCW's being overpowering. However I also think that the loot table for the quest makes it currently only worthwhile to complete for those potions as none of the coffers can compete with most quests out there.

The last time I did this quest the final coffer dropped a measly stack of 25 disease(or poison I forget) on hit throwing axes. I've never seen anything remotely useful drop from that chest.

Maybe remove a few of the "worthless" items (mundane chainshirts, throwing axes, darts etc.) and replacing them with useful items like healing charms, some more varieties of protection charms, the odd stack of 2-3 critical/serious healing potions and the like.