Supplies at low level

Started by One_With_Nature, June 16, 2011, 01:33:42 AM

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Wern8

I think the supplies level on quests are too much and too similar to EFU:A's. It should be harder to add to the survival feel of EFU:M and I'm worried that after a few months once players have become more familiar with the areas and quests, it'll be as easy as EFU:A. I personally support less gold and less consumables for quest rewards.

Jasede

In my unqualified opinion, that will hopefully be something that'll be adjusted. I'd love if all the "old" quests got EfU:M makeovers, or are changed and mixed up, so as to adjust both risk&reward as well as the atmosphere and mood on them to suit the setting.

Maybe the goblins could have been cooking children in some cauldrons? Certain quests that are in un-protected areas could include new, undead, H'Bala-themed mobs, or "withered" versions of their old selves. (Sort of like all the cool overworld map monsters are already, like the undead animals and horrors.)

Small, atmospheric changes to make the "old" quests fresh and EfU:M-themed new loot on them, with some stronger, older stuff removed.

Egon the Monkey

Wern, the problem with reducing supplies is it drives a huge wedge between optimal powerquesters who can do everything with minimal supply drain, and other PCs reliant on the vagaries of the loot tables and the hope they don't get supply drained because all the end loot was Bandmail etc.. If everyone can get the basics, they're more willing to do unprofitable exploration and RP events, go on the tough quests, and conflict is less one-sided. If it's too hard to get healing, blur and other staples, everyone ends up spamming Goblins, very carefully. I do like quests like Crystal Mine and Tower of Mercy where you know you'll get a good amount of healing. They are reliable, and mean you can turn around a bad run of luck on drops.

Howlando

I don't see much of an issue with dedicated adventurers being able to make a little gold, and basic low level healing and such being readily available.

I never really minded EFU:A's supply level, towards the end at least.

Haromaro

I like the idea of potions being less common moreso than gear and gold, particularly when it comes to potions that aren't Cure ______ Wounds. Gear and gold can't exactly just be made, whereas potions can't. Truthfully, I'd rather have the power of certain gear drops and the amount of gold given for quests see a large increase than be able to hack off a goblin for a few blur potions.