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Remove adventurer parties, add adventurers to dungeons

Posted: Wed Mar 14, 2012 11:27 pm
by Grey
The adventurer parties suck in my opinion. The restricted terrain makes them just way too hard for some classes, so in between mauling dungeons you find yourself running scared from these packs of overpowered yokels. But if they were too easy then the alchemist quest farming would just be dull.

So, suggestion is to remove them from the world map, but add random lone adventurers to dungeon levels. Make them guaranteed to drop an outstanding ingredient. On it's own in an open playfield an adventurer would be fairer game, and they'd spice up regular dungeon exploration.

Re: Remove adventurer parties, add adventurers to dungeons

Posted: Thu Mar 15, 2012 12:14 am
by getter77
Might as well, as would it be a good cheap cheat to bolster the "Unique/Boss" ranks within the lot of dungeons beyond making entirely new foes from scratch. Just add a Global "everybody hates Other" to all the levels to where the Adventurer(s) are hostile to the denizens as well in turn along with the player ala the Encampment.

Re: Remove adventurer parties, add adventurers to dungeons

Posted: Thu Mar 15, 2012 1:14 am
by peacedog
Good idea, I think.

Re: Remove adventurer parties, add adventurers to dungeons

Posted: Thu Mar 15, 2012 1:40 am
by Goblinz
This seems like a fine idea but one con is the world map is kinda boring. Perhaps if we add other world map encounters to counteract the loss of the only challenging world map encounter in the west. I personally would like to see bandits and zigurath wandering around the map

Re: Remove adventurer parties, add adventurers to dungeons

Posted: Thu Mar 15, 2012 2:12 am
by Frumple
Moving adventurers, even singular, into dungeons would... kinda' terrify me, honestly. Especially in places that aren't already lit, or heavily obscured in terms of terrain. Coming out of a tunnel in sandworm and getting met with a flameshock->strike combo? You're immediately buried in sand. Stepping into a room in dreadfell and getting nailed by a master archer and a souped up archer adventurer? All the damage in the world, impacting in your face. Meeting one in a vault along side <insert vicious OoD critter> or getting pinned between a corruptor or whatever and a dreadmaster(+dread horde)? Have fun with that.

Having everything aggro the advn as well might help a little, but it'd probably end up with either the adventurer or half the map dead before you get there. But sure, it'd be hilarious to run into the master with him missing a life and down to 25% health :P

Maybe we can just make adventurer parties encounters opt-in? Have to say yes to start the fight, basically. Then you can just say no if you don't want to tango.

Re: Remove adventurer parties, add adventurers to dungeons

Posted: Thu Mar 15, 2012 10:15 am
by jenx
I agree with Grey. They suck. So do stray animals on world map, because they are so easy. More time is spent saving than one killing them.

The only exception to this now, is with the hunter class, I love to find dragons on world map to tame!

Re: Remove adventurer parties, add adventurers to dungeons

Posted: Thu Mar 15, 2012 11:47 am
by faustgeist
I do not mind the adventuring parties as they can greatly help in finding Quest components for the Hermit / Alchemist. :o

The loot they drop is 'meh'. They can be tough at times and I like that. I would vote for making a selection of more dynamic environments to fight adventuring parties in ... ie mini maps, which would not feel too repetitious; ruins, mazes, forests, even the hellscape.

I understand if some folks want to avoid them... on the wold map you can... in a mandatory dungeon, not so much.

And who said an enemy adventuring party has to be 2-4 members... why not have a random spawn of 2-6. Make it scary, make it something to really consider. Have some quests to hunt down a famous rogue or bunch of bandits. Have fun with it.

2 cents,
~Robin

Re: Remove adventurer parties, add adventurers to dungeons

Posted: Thu Mar 15, 2012 1:55 pm
by hamrkveldulfr
I completely agree, every once in a while running into a hostile adventurer would be fun, to avoid the poor positions that were mentioned why don't they talk to you first? Demand money or objects, or ask if you want to work together, so you can turn on them if you like?
and I think that if the maps they were found on were more fun I would seek the adventurers out more, and it would make the overmap a more interesting place if random forts and caves popped up instead of the mostly open field I keep running instead

Re: Remove adventurer parties, add adventurers to dungeons

Posted: Thu Mar 15, 2012 3:00 pm
by Kemsha
I would like to see them in dungeons too, I think some of them need spicing up

It would be dangerous yes, but that would be the fun part ;)

Re: Remove adventurer parties, add adventurers to dungeons

Posted: Mon Mar 19, 2012 12:22 pm
by Final Master
faustgeist wrote: And who said an enemy adventuring party has to be 2-4 members... why not have a random spawn of 2-6. Make it scary, make it something to really consider. Have some quests to hunt down a famous rogue or bunch of bandits. Have fun with it.
Since their inclusion, I have had constant trouble avoiding the advent parties on the worldmap. For me, it's not something to 'consider'; it's something that simply happens.