Please make the "war on orcs" a bit more interesting
Posted: Sat Sep 05, 2015 7:15 am
Hey, let me tell you about my ideas on the East and your exploits in it.
The supposed "war on orcs", which an achievement will tell you about everytime you speak to Aeryn, does not feel meaningful and kinda misses a great opportunity.
Now, that the breeding pits are long gone, I think it would be the best time to discuss and maybe implement these ideas I thought about:
- some dialogue from Aeryn about important events, like the opening of a farportal to the west or killing prides: just some flavor text to go along with your achievements in the east.
Gameplay: reduce/weaken the orc patrols and increase/buff the Sunwall patrols.
When you first get to the east, the situation is hopeless. However, when you arrive you already will have done some nice things for the Sunwall:
- killing the orc ambush (maybe)
- killing Golbug in Reknor
- saving Fillarel:
And it's still the hopeless situation we always see (come to think of it, the orcs lost their own trade routes and supply lines to the west as soon as you cleared out Reknor and stole their Orb of Many Ways).
- The ambush: If you manage to defeat it, you should be rewarded: The orc patrols would be decreased by 1 permanently right from the start, giving you some breathing room as soon as you arrive in the east.
- Going into Ardhungol and saving the Sun Paladin would increase Sunwall patrols by one, as a powerful general returns and rejoins their ranks (They still mostly roam around the base though).
- Clearing out the Vor Armoury deprives the orcs of weapons and armor. This leads to powerful Orc Berserkers and fighters being unable to obtain weapons, forcing them to stay home (ie they're removed from the RNG determining what spawns in an orc patrol)
- opening trade with the west increases the "power" of the sunwall patrol units... I don't know what the mechanics behing these "patrol fights" are, but if there is something like a chance attached, then increase the odds for the Sunwall winning a bit.
Bonus: Doing this could maybe set off a reroll of the Sunwall stores. The store would reroll as a "stage 3 reroll" like after charred scar, but... earlier. This could be instead of Charred Scar reroll or in addition to it. It's not overpowered, because the gear competes with drops and the randart merchant, but it would be a nice and welcome touch.
- clearing the Dark Crypt deprives Orcs of surplus Necromancers, removing them from Patrols.
The prides: As you know, the prides is where the patrols actually spawn from. So, after clearing them out (going into their houses and stuff), it makes no sense for them to still spawn from them.
- every pride you clear out stops Patrols from spawning from it. The number of Orc Patrols on the map may only be Equal to or lower than the Number of uncleared prides at any point.
- after every pride is taken down, all Orc Patrols are wiped from the map, the Orcs aren't gone, but they're in hiding, waiting for their chance in the DLC.
So what do you think? It would be awesome to see this in 1.4. It really would add some value to a part of the game, many people agree on is kind of boring. So let's push the idea. Add your own ideas or comment on mine.
comments welcome. Cheers!
The supposed "war on orcs", which an achievement will tell you about everytime you speak to Aeryn, does not feel meaningful and kinda misses a great opportunity.
Now, that the breeding pits are long gone, I think it would be the best time to discuss and maybe implement these ideas I thought about:
- some dialogue from Aeryn about important events, like the opening of a farportal to the west or killing prides: just some flavor text to go along with your achievements in the east.
Gameplay: reduce/weaken the orc patrols and increase/buff the Sunwall patrols.
When you first get to the east, the situation is hopeless. However, when you arrive you already will have done some nice things for the Sunwall:
- killing the orc ambush (maybe)
- killing Golbug in Reknor
- saving Fillarel:
And it's still the hopeless situation we always see (come to think of it, the orcs lost their own trade routes and supply lines to the west as soon as you cleared out Reknor and stole their Orb of Many Ways).
- The ambush: If you manage to defeat it, you should be rewarded: The orc patrols would be decreased by 1 permanently right from the start, giving you some breathing room as soon as you arrive in the east.
- Going into Ardhungol and saving the Sun Paladin would increase Sunwall patrols by one, as a powerful general returns and rejoins their ranks (They still mostly roam around the base though).
- Clearing out the Vor Armoury deprives the orcs of weapons and armor. This leads to powerful Orc Berserkers and fighters being unable to obtain weapons, forcing them to stay home (ie they're removed from the RNG determining what spawns in an orc patrol)
- opening trade with the west increases the "power" of the sunwall patrol units... I don't know what the mechanics behing these "patrol fights" are, but if there is something like a chance attached, then increase the odds for the Sunwall winning a bit.
Bonus: Doing this could maybe set off a reroll of the Sunwall stores. The store would reroll as a "stage 3 reroll" like after charred scar, but... earlier. This could be instead of Charred Scar reroll or in addition to it. It's not overpowered, because the gear competes with drops and the randart merchant, but it would be a nice and welcome touch.
- clearing the Dark Crypt deprives Orcs of surplus Necromancers, removing them from Patrols.
The prides: As you know, the prides is where the patrols actually spawn from. So, after clearing them out (going into their houses and stuff), it makes no sense for them to still spawn from them.
- every pride you clear out stops Patrols from spawning from it. The number of Orc Patrols on the map may only be Equal to or lower than the Number of uncleared prides at any point.
- after every pride is taken down, all Orc Patrols are wiped from the map, the Orcs aren't gone, but they're in hiding, waiting for their chance in the DLC.
So what do you think? It would be awesome to see this in 1.4. It really would add some value to a part of the game, many people agree on is kind of boring. So let's push the idea. Add your own ideas or comment on mine.
comments welcome. Cheers!