Move starter quests out of nightriser spawn areas

Started by Nihm, February 07, 2012, 09:53:18 PM

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Nihm

Quests like the Rat Nest, etc, should all be moved into the part of the ziggurat where there aren't nightrisers.
 
Currently there is just one inside.  Those trying to start up a new character have to either way for daytime or risk getting crushed to do the others.  It kind of defeats the purpose of having starter quests.
 
Waiting for daytime isn't reasonable at all given how long that can take.

Ebok

Do it at night. It's not that hard to evade a few risers. Summon loot and invisibility pots if nothing else. However I actually like the risk--so maybe I'm just being masochistic.

Pigadig

Invis pots work, but yeah, it's a fair-ish point since actual new players will potentially only find those through suicidal wandering around at nightime (that was certainly an experience).

Doomrider

I've never seen any Nightrisers near the bat/rat tower quests. Getting to the other might be a tad dangerous, but it's entertaining.

Pigadig

Then you obviously weren't unlucky enough!

I had a small group of weak nightrisers spawn on my first PC to do the bat tower. But the PC was only level 2, so they made short work of him.

Ebok

The blood... and the signs... and the npcs... and the barricade itself all say it's suicide to walk around at night. Honestly skipping those quests really doesnt hurt your exp all that much (or at all), you level up even still before you run out of low level quests to do. I don't think I've had a character yet that's managed to do them all.

However, I have been killed inside the Fat Rat quest by a Night Riser Commander before. That was lol >_<; There were like three other bodies laying around him too... and I've been killed at least three times outside the bat tower. Mostly with low hp PCs due to marksmen or warlocks.

So getting killed happens. Its the risk I took when I went out at night for a few extra expz >_>;

Nihm

Well, I'm not referring to the melee nightrisers, which can be fled from.  When archers spawn, they can kill a pc in a couple of shots.
 
They currently can be anywhere, and though it may not be common to find them near those quests, it occasionally can happen.
 
I recently did one those quests and came out only to find nightrisers had appeared while I was inside.
 
I think Fat Rat and one or two of the others should be moved inside so there is more to do for newly made pcs at nighttime than just the single quest.

Barber

Do NOT move the quests out of the start area!

I like the excitement and the sense of danger.

Pigadig

I'm not certain where you're getting the sense of danger from though. I mean it's fairly binary.

If it's night you are almost certain to die. If it is day you will not die.

Aethereal

I like the feel of the Ziggurat and the looming threats of the nightrisers, at least during the night. The portal rats are vehemently advised to stick to the path anyway and It is a great opening to a setting that is rife with danger without making things impossible.

I have noticed that even invisibility cannot keep someone alive at night time though, as the nightrisers sometimes have seeing. It will always be a danger to travel  anywhere in Nebezzdos during the dark hours, which makes sense given the situation in game.

Another note is that among the options for respawn, there is one that takes the player to the Mythallar chamber. This can function as a last resort of sorts, where a player has deleveled too much, has lost all their equipment but still enjoys the character's concept and built up relations. It provides an opportunity to complete those level 2-3 / 4 quests and recover from it all.
---
'Even life eternal is not time enough to see, all the folly and despair of poor Humanity.' - [url=https://www.youtube.com/watch?v=OJAoaCHdTJY]To Life - A Shoggoth on the Roof[/url]

It is through Art, and through Art only, that we can realise our perfection.

Noob

I'm inclined to agree with moving them, if you've played here awhile, or know someone that has, you're perfectly, ooc'ly, aware just how wtfpwned you will be meleeing a nightriser, even just one - if you're new however, and you're logging in for the first time, perhaps from another server thats more forgiving, your first concept ends up a smear perhaps before you can run away (if you have the bad luck to pull commander).

Failing that I'd make the nightrisers either slower around that part of the ziggurat or perhaps just keep it exclusively weaker ones that you might survive fleeing from after a few horrible rounds of combat. Whackamoling outside of a quest, is generally not all that rewarding anyways - so its not like weakening them a bit will suddenly open up a source of nightriser farming or something >.>

putrid_plum

You get 450 gold in the OOC start area, buy invis pots. Problem solved.

Legacy

Lol, I think this change would be good to keep new players in mind.  Veterans ought to know better anyhow.  Once you left the bat tower some while ago, nightrisers would automatically spawn and instantly gank you if you didn't have invisibility.  Not sure if it's still like this, but it seemed as if every time I did this quest, left, I was instantly shot down.

To a new player, that could totally break their outlook on the server.  First impressions are very important.

StevenMaurer

Funny enough, as a completely new player to EFU, I listened quite closely to the warnings, and didn't go outside at all, even though it was daylight out.

Also, at the very beginning, it isn't clear at all how much time you have before the curse takes hold. Normal AD&D curses are very quick to kill, so as soon as I got the "you are cursed" message, I high-tailed it immediately into the mists, thinking this was a courtesy "you're about to die" warning.

Seanzie

The starting area does need a bit changing, I think it's silly to have quests that are safe to do during the day. And they sure do make a difference.