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Adventurer parties tweaks
Posted: Sun Dec 30, 2012 9:09 pm
by netzakh
- Ziguranth patrols, if hostile, disappear after Fall of Zigur is done (I hope this is logical);
- Far East orc patrols disappear after Orc Breeding Pits are cleared (orcs can no longer waste themselves on patrolling, they have to concentrate on defending the prides);
- Maj'Eyal adventurer parties disappear after either the Alchemist quest is complete or all 36 ingredients are found (just to remove the nuisance).
Re: Adventurer parties tweaks
Posted: Mon Dec 31, 2012 1:48 am
by shwqa
I agree to all of these. The patrols are extremely deadly and I spend a lot of time running around them. It is pretty annoying.
Re: Adventurer parties tweaks
Posted: Mon Dec 31, 2012 9:51 am
by Elkan
Adventurers should still happen after alchemist quests are completed, they existed before they dropped quest ingredients, and they wil find their own excuses for hunting for wealth and glory. You dont roll a character just to complete the alchemist quests then go home, right? Neither do they!
Re: Adventurer parties tweaks
Posted: Mon Dec 31, 2012 11:31 pm
by Dwindlehop
I agree on Ziguranth. It should be a reward for siding with the Grand Corrupter.
I think the Orc Breeding Pit is a little too simple for such a large benefit. I would suggest making the number of orc patrols tied to number of prides + orc breeding pit completed. So 100% patrols when you first enter the East, but the number of patrols is reduced by 20% for each of the four prides or the breeding pit completed.
Adventurers aren't that tricky, especially with the new larger map.
Re: Adventurer parties tweaks
Posted: Tue Jan 01, 2013 12:18 am
by Mewtarthio
The game already reduces the number of orc patrols by about half when you kill the Orc Greatmother. I second the Zigur thing, though.