Miscellaneous Quest Suggestions - Underwater Cave Exploration, Rothe Herd, and Healing Quests Suggestion

Started by Knight Of Pentacles, June 29, 2016, 03:14:48 AM

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Knight Of Pentacles

Underwater Cave Exploration quest could use a makeover. We've implemented some really nice underwater tilesets since it was created and it'd be cool to see more of those. That and this quest could stand to be a bit more intense as far as mob density goes. At the moment it's mostly just a lot of running around silently.

The Herdsman Quest next to the spire could stand to have a few corrals for the rothe to find shelter in. It's impossible to keep them alive as it is given that the wolves spawn right next to them.

There could be more healing trinkets in quests. It's extremely hard to keep your supply where you need it to be and medicine bags have very limited utility in battle. This is especially problematic for low-mid tier characters.

Pandip

I don't quest very often and certainly don't have an especially good handle on what quests are good and what quests are bad, however-

From my perspective, there's been a pretty severe decline in universally usable healing trinkets pre-9. I can't speak to the state of quests that are higher than max 8, but the changes to the purple cave quest seem to have created a bit of a schism where healing trinkets aren't as accessible as they once were. And while I understand that certain classes can get access to wands, wand crafters are even harder to find than potion brewers and the divine/arcane restrictions on them are a lot more stringent than simple potions / the use of accessible purple crystals.

I'm dubious about the underwater tilesets because t've had a lot of issues with crashes on them and I understand others have too. However, I agree that Deep Pools is pretty boring and it's a bit unfortunate that the entirety of the quest is underwater without any breaks in the monotony. Even if the tunnels lead back to an area with an air pocket instead, that would enhance the quest pretty significantly. As it stands, it's a lot of 'blublubs' and I don't think questing in silence is ever really ideal. ... but with a rework of the quest, I'm nervous about the idea of the difficulty being spiked and it losing its status as a source of what little healing I've been able to find.

zDark Shadowz

The difficulty of the underwater quest is not the lack of mobs prior to the end (where you then get swarmed like crazy), its not supposed to be a monster heavy quest. I believe the quest is about managing your air, carefully. Swarming the tunnels with monsters would add to the length of the quest significantly due to backtracking to the beginning. For one of my prior characters, this quest was my main source of healing trinkets.

Take into account this is a multiplayer server, and you realise the true value of healing brewers quite quickly. Just a shame people like FDing those players because A: Generally easier to kill someone not focused toward PvP 100% and B: They carry potions for the stealing.

I'm a little skeptical about custom tilesets underwater because one crash and that could be it...

Pre level 6 those quests spit out svirfneblin healing devices like rare candy. I think there's too many healing items personally. Healing potions are good to be brewed, and hiring (and adequately refunding) people dedicated to healing others with high heal skill bandages and wands would be a good habit to get into.