Lizards

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

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Disco

I suguest adding a key for the locked door on the boss of this quest. If you prefere to keep it so that you need a rogue to do this quest then perhaps considder moving just a few more of the boxes, from the locked room to the boss room. (It always suck to miss out on all the loot containers) And also moving the transition to the warter out of the loot room. Its just too borring to backtrack through the big quest area.

Anyway discuss.

Yalta

Not sure its need removing altogether because i like requirements like this on quests. But i do also like other ways, if possible, to get the same thing.
 
So.
 
I'd suggest keep it pickable but maybe have an underwater route to that room, that is very nasty... so you can avoid it, but it would have been better to bring a rogue/scout (as it should be for most bigger quests)

Equinox

I'd keep it the way it is. At the most, maybe have Kedrian [the quest giver] mention something along the lines of "I'd advise taking someone who knows their way around locks and such, lizardmen may be brutes but they aren't stupid."

But this quest -is- a 4-10 quest. Logic would lead most people to assume you need more thna just a smashbot team to beat it.

Damien

I'd say let the boss drop it or give a dc to swim around like yalta said.

Disco

"But this quest -is- a 4-10 quest. Logic would lead most people to assume you need more thna just a smashbot team to beat it."

Do you need a rogue to get the loot on Sinister enclave?
Do you need a rogue to get the loot on Coral reef?
I am pretty certain I know the answer to this. (cound be mistaking :-))

Disco

The problem here is that it is ALL loot containers except 3 that are in the room. So basicly you do a hard quest for 3 loot containers and whatever spawns on the creatures. (Wich are way WAY too manny ccw imo)

Gippy

I am glad that you agree that there's way too many CCW's, Disco. Major props for that!

Drakill Tannan

I like the suggestion of a very nasty alternative route. Makes the rogue usefull, but not necesary.

Garem

There's also the obvious fact that if you have a smashbot team a WOODEN DOOR should not stop them. Even a stone door, considering all the magic that is put onto weapons and such.

Also- helmeted dwarves make fine battering rams. Just saying.

Porkolt

Personally, I am all for locking loot containers. I used to play on this server where you'd get absolutely no loot but the corpse drops if you didn't bring a rogue - the loot containers at the end of the quests were always locked.
 
Rogues are generally not useful for their combat abilities, they're useful for their skills. Locks, traps, negotiations, that's the sort of things you bring a rogue for. Not to cut off a few orc heads.
 
Don't substitute the varied and flavourful RP niche that is the rogue for more hack'n'slash opportunity! People ought to be in trouble if they don't think to bring someone to open locked doors or chests, or to spot and disable traps. Bad consequences for stupid decisions.

Relinquish

Idk, I feel it just makes it more convenient to be a fighter/rogue.

Garem

Rogues aren't useful for combat abilities?

Dawg, u crazy.

Porkolt

Yeah, okay, that's a bit too harsh.
 
But they're still a support class.

Drakill Tannan

Quote from: Porkolt;179465Personally, I am all for locking loot containers. I used to play on this server where you'd get absolutely no loot but the corpse drops if you didn't bring a rogue - the loot containers at the end of the quests were always locked.
 
Rogues are generally not useful for their combat abilities, they're useful for their skills. Locks, traps, negotiations, that's the sort of things you bring a rogue for. Not to cut off a few orc heads.
 
Don't substitute the varied and flavourful RP niche that is the rogue for more hack'n'slash opportunity! People ought to be in trouble if they don't think to bring someone to open locked doors or chests, or to spot and disable traps. Bad consequences for stupid decisions.

While i agree, waiting at the end of the quest so he unlocks the reward for the rest of the party is not my idea of "Awsome".

FishyBusiness

Quote from: "Drakill Tannan"While i agree, waiting at the end of the quest so he unlocks the reward for the rest of the party is not my idea of "Awsome".


Wut?
can't be bothered to wait a minute longer for someone to open a chest for you?


Also - rogues are pwn, when it comes to 'combat' abilities.
Properly buffed and equipped, they can have more AC than fighters.
Assuming the rogue is lvl 9, he deals out 5-30 damage on top of the usual. Add let's say 1d6 for a weapon, 1d6 for flame weapon, and a couple pts for magic weapon/str and you end up with 10-50 on hit. What?

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?