Archmage unlocking
Posted: Mon Oct 18, 2010 7:40 pm
I finally decided to spoil myself and find out how to unlock archmages, and have now gone through the necessary procedures. I must say I'm overall very unhappy with how this is achieved.
Firstly, I never would have found the queset without being spoiled. There is nothing that marks out that section of the map as being special. I would suggest either make some individual looking terrain feature, or make the little section inside the mountains darkened (as in unexplored map squares - that'll really pique people's curiosity). In fact, I think it would be nice if the whole world map had to be "explored". Quest locations would be revealed (and Bree at the start of the game), but there'd be a "fog of war" outside of radius 6 from the player. That way interesting areas would be invisible, and the hidden valley would be noticably hidden by those who go exploring.
Secondly, the quest itself is a bit silly. It's a standard and wholly boring fetch quest, easily solved by scumming the trollshaws for a few minutes. To make it at least a bit more interesting I suggest requiring that the player obtain items totalling a minimum value (as in shop price value). About the value of, say, 5 ego staves or 5 decent rings. Or, say, the price of the Staff of Angmar (which should maybe be beefed a bit to make it a harder choice for some). That way you have to make real sacrifices of item finds rather than grinding for junk.
Or perhaps someone has a better idea. I'm just not impressed with what's there at present.
Firstly, I never would have found the queset without being spoiled. There is nothing that marks out that section of the map as being special. I would suggest either make some individual looking terrain feature, or make the little section inside the mountains darkened (as in unexplored map squares - that'll really pique people's curiosity). In fact, I think it would be nice if the whole world map had to be "explored". Quest locations would be revealed (and Bree at the start of the game), but there'd be a "fog of war" outside of radius 6 from the player. That way interesting areas would be invisible, and the hidden valley would be noticably hidden by those who go exploring.
Secondly, the quest itself is a bit silly. It's a standard and wholly boring fetch quest, easily solved by scumming the trollshaws for a few minutes. To make it at least a bit more interesting I suggest requiring that the player obtain items totalling a minimum value (as in shop price value). About the value of, say, 5 ego staves or 5 decent rings. Or, say, the price of the Staff of Angmar (which should maybe be beefed a bit to make it a harder choice for some). That way you have to make real sacrifices of item finds rather than grinding for junk.
Or perhaps someone has a better idea. I'm just not impressed with what's there at present.