Alchemist quest and adventurer party silliness
Posted: Sun Sep 25, 2011 5:11 pm
So, I notice a few things..
- There are these alchemist quests, that have some really, really nice benefits, and require you to kill specific critters with specific critter-bits. They come in tiers, so if you want to finish more than one quest for the same alchemist, you have to complete one before you can find out the ingredients necessary for the next. The bits to complete quests don't drop unless you have a quest that requires them. Some of the bits are not available until late in the game, and others appear to only be available in specific places (the maze, for example).
- Monsters don't respawn, with certain specific, largely uncontrollable, and somewhat limited exceptions (ie, things that can be generated by failing at poetry, stuff that wanders the overland map, and farportals)
- The one other way to get reagents is to kill adventurers, who are relatively trivial for most PCs at level 1 or so, potentially manageable for some specific builds in certain parts of the 10-20 range, and starkly lethal to everyone in the late game.
So, if one truly, truly cares about the alchemist quest, the appropriate thing to do is to start with someone who can get to the wilderness map at level 1 (which seems to mean non-dwarf, non-undead, non-yeek, and in recent versions non-celestial) and can get out of wolf packs without killing anything (somehow acquire the ability to phase door) and then grab an alchemist quest from each alchemist before grinding on adventurers for three levels (or however long your build can sustain it without dying). note that at this level, adventurers aren't spawning all that often, so it it takes a *while*. This also results in having some really nice gear for the level. That way, you're that much closer to having your quests done before you even start to expend dungeons. Then, keep track of the dungeons that spawn different alchemist bits, and don't go into them unless they have a bit that you want, just in case you start to require the bit that they have later. This seems... incorrect as a pattern for optimal play.
Suggested answers:
- just have alchemist reagents drop, with or without a quest that requires them. Perhaps include some sort of collecting bag, so they don't clutter up your inventory too badly. This will prevent the situation where you have to put off completing the maze because you don't have a quest that requires minotaur noses yet, and you might get such a quest later.
- Have dungeons respawn monsters in some fashion. Perhaps after you kill the boss monster of a place, it repopulates slowly, but the monsters there no longer give exp? I wasn't there for the discussion that resulted in monsters not respawning naturally, so I'm not *sure* what's up with the high degree of anti-grinding currently in the game, but it seems like there's a bizarre combination of "here are some absolutely amazing things that will make you really, really *want* to grind." and "past a certain, relatively limited point, grinding is intended to be tremendously painful and/or lethal." Is the sadism here deliberate? Am I missing something?
- increase the variety of nonadventurer wandering monsters to include everything that the alchemists require.
I'll acknowledge, I don't often make it to late game. If there's something that I'm not seeing that makes this not an issue, then by all means let me know. I'm just talking about what I see from where I stand.
- There are these alchemist quests, that have some really, really nice benefits, and require you to kill specific critters with specific critter-bits. They come in tiers, so if you want to finish more than one quest for the same alchemist, you have to complete one before you can find out the ingredients necessary for the next. The bits to complete quests don't drop unless you have a quest that requires them. Some of the bits are not available until late in the game, and others appear to only be available in specific places (the maze, for example).
- Monsters don't respawn, with certain specific, largely uncontrollable, and somewhat limited exceptions (ie, things that can be generated by failing at poetry, stuff that wanders the overland map, and farportals)
- The one other way to get reagents is to kill adventurers, who are relatively trivial for most PCs at level 1 or so, potentially manageable for some specific builds in certain parts of the 10-20 range, and starkly lethal to everyone in the late game.
So, if one truly, truly cares about the alchemist quest, the appropriate thing to do is to start with someone who can get to the wilderness map at level 1 (which seems to mean non-dwarf, non-undead, non-yeek, and in recent versions non-celestial) and can get out of wolf packs without killing anything (somehow acquire the ability to phase door) and then grab an alchemist quest from each alchemist before grinding on adventurers for three levels (or however long your build can sustain it without dying). note that at this level, adventurers aren't spawning all that often, so it it takes a *while*. This also results in having some really nice gear for the level. That way, you're that much closer to having your quests done before you even start to expend dungeons. Then, keep track of the dungeons that spawn different alchemist bits, and don't go into them unless they have a bit that you want, just in case you start to require the bit that they have later. This seems... incorrect as a pattern for optimal play.
Suggested answers:
- just have alchemist reagents drop, with or without a quest that requires them. Perhaps include some sort of collecting bag, so they don't clutter up your inventory too badly. This will prevent the situation where you have to put off completing the maze because you don't have a quest that requires minotaur noses yet, and you might get such a quest later.
- Have dungeons respawn monsters in some fashion. Perhaps after you kill the boss monster of a place, it repopulates slowly, but the monsters there no longer give exp? I wasn't there for the discussion that resulted in monsters not respawning naturally, so I'm not *sure* what's up with the high degree of anti-grinding currently in the game, but it seems like there's a bizarre combination of "here are some absolutely amazing things that will make you really, really *want* to grind." and "past a certain, relatively limited point, grinding is intended to be tremendously painful and/or lethal." Is the sadism here deliberate? Am I missing something?
- increase the variety of nonadventurer wandering monsters to include everything that the alchemists require.
I'll acknowledge, I don't often make it to late game. If there's something that I'm not seeing that makes this not an issue, then by all means let me know. I'm just talking about what I see from where I stand.