Evil trapdoor quest!
Moderator: Moderator
Evil trapdoor quest!
So... there's a trapdoor quest - it looks a bit like the trapdoor quest for the bandits... except that the first monsters in the gate are a pack of level 24 demons, and the next one is some sort of freaky elvish blood mage. Unsurprisingly, given that I was level 11 at the time, I wound up quite dead. Assuming it follows the convention (and there's no reason to think it wouldn't) this is a quest that you get the chance at once. If you turn it down, no more quest for you. Bwah?
It seems like the merchant quest is supposed to work in that you probably won't trigger it until you're a decent level to handle it if you run Trollshaws or Amon Sul (or whatever their new names are) like you're supposed to. With this one, though... are you just supposed to hope that it doesn't trigger until you're ready for it? Are you supposed to make sure that you don't travel beyond the immediate orbit of the starting town until you're near level 20? How is this supposed to work?
In general, mind you, the new version is fantastic, and I'm loving it. Among other things, I note that replacing potions with infusions is seriously improving the life expectancy (especially early life expectancy) of my Cursed characters. Regen infusions mean essentially never having to stop to rest.
It seems like the merchant quest is supposed to work in that you probably won't trigger it until you're a decent level to handle it if you run Trollshaws or Amon Sul (or whatever their new names are) like you're supposed to. With this one, though... are you just supposed to hope that it doesn't trigger until you're ready for it? Are you supposed to make sure that you don't travel beyond the immediate orbit of the starting town until you're near level 20? How is this supposed to work?
In general, mind you, the new version is fantastic, and I'm loving it. Among other things, I note that replacing potions with infusions is seriously improving the life expectancy (especially early life expectancy) of my Cursed characters. Regen infusions mean essentially never having to stop to rest.
Re: Evil trapdoor quest!
Yeah I need to put a min level on this one. It is quite deadly!
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning

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- Spiderkin
- Posts: 454
- Joined: Sat May 15, 2010 3:09 am
Re: Evil trapdoor quest!
Can we edit things on our copies to put a minimum level on it, Darkgod? I just lost both lives of a promising character to my first Dark Crypt experience. I'd hate the idea of that trapdoor popping up for all future characters before they're ready.
Re: Evil trapdoor quest!
"Enter the Crypt" -- yeah, just lost a level 14 Anorithil here. First thing I saw was a level 25 warrior, which was no problem. Then a level ~25 blood mage... and while I was fighting that, a level ~25 corruptor ran up from the left. I never had a chance.
Re: Evil trapdoor quest!
Na the code does not support minimin levels, jsut do not enter for now
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning

Re: Evil trapdoor quest!
It does support area-limitation though... What about setting the crypt in the 15 tiles around last hope or something? That would prevent the typical lowbie from stumbling inside.
coords = {{ x=0, y=0, w=100, h=100}}, to coords = {{ x=42, y=24, w=30, h=30}}, or something
coords = {{ x=0, y=0, w=100, h=100}}, to coords = {{ x=42, y=24, w=30, h=30}}, or something
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- Thalore
- Posts: 159
- Joined: Wed Jul 07, 2010 4:11 pm
- Location: The Intardnet
Re: Evil trapdoor quest!
Maybe putting a requirement that you have been to the east would be appropriate... That place is exceedingly difficult and very few pre-east characters would have a chance at actually completing the quest.
darkgod wrote:dixed
Re: Evil trapdoor quest!
It does provide an early way to have people push the limits of the runes/infusions system in beta. This is going to sound like a moan (because so much is "and another problem ...") but it's not, the system looks really interesting and obviously a wagonload of work - also yes, wandering around with 50 potions of greater healing (etc etc) always feels a bit naff.
A level 22 berserker with 1070 HP, down we go to this Crypt.
It's dark in there and I've been hit right away with two or three diseases, already in HP trouble but decide to illuminate first or there'll be no chance to find a solution. One slot used. Now heal, or their next splat will kill me when added to the timed effects. Two slots used. There's no fodder there for bloodthirstiness to do it's thing, this will have to be chess rather than space invaders. Another problem, just emerged from what used to be Carn Dum, and the weakness disease has immobilized me. If I had an anti-disease Wild infusion on the go, might just get out of this - first that, then unstoppable and rush, would need to one-shot two bad guys in successive rounds. No way out of this, have to drop something - drop, splat splat, you die.
Due three category points - the first has to go on Bloodthirst or they aren't a very berserk berserker, why this starts locked is none of my business. If they use their Level 20 point to get a fourth (wow) slot, that puts them well into the Prides before being able to unlock a category that they actually choose.
The cool down is too long. There has to be something I suppose but it need only be enough to avoid hiding behind a pillar for chug-chug-chug. To have it of the order of 10-15 means that in effect, you go into a major battle with e.g. one healing potion, one speed potion and a scroll of phase door - can have one potion of cure disease too, but by crikey it costs and arm and a leg.
This crypt, the diseases - you are hit with three big ones - if you knew in advance to inscribe against those (another rub, the player shouldn't need to have a "recipe for Battle X" prepared or be doomed) then you could get rid of them ... but the next round or the one after, back they come and this time they must stay.
It's not meant to be stamping feet and "want potions back or am going home" but quite a big loosening seems to be needed - halve the cooldown times, and roll up sleeves to write twice as many inscriptions, or ...
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Have "Runes and Infusions" or such as a generic tree, open to all - talents to increase inscription space, reduce cooldown, reduce casting time, and fireproof carried runes. If this is too many points, include it as a couple of branches in some other generic tree - combat training maybe. A mage won't need them so much, and could be given the first notch of each at birth.
Them burning too easily is a PITA, could do to be made less inevitable anyway, this character lost all but one of those carried, during the Maze with its many fire traps ... it occurred to me that wands are now more common and could be used for some of the inscription purposes - but the character emerged from the Maze with no wands at all left, so didn't really try it.
Folk will find somewhere to store kit and memorabilia, my eye was on a nice little honeytree house on the second level of OF. Ah go on, give us a home. You gave us Auto-ID already, I know - oh DG, with these Rocher you are really spoiling us [:)]
A level 22 berserker with 1070 HP, down we go to this Crypt.
It's dark in there and I've been hit right away with two or three diseases, already in HP trouble but decide to illuminate first or there'll be no chance to find a solution. One slot used. Now heal, or their next splat will kill me when added to the timed effects. Two slots used. There's no fodder there for bloodthirstiness to do it's thing, this will have to be chess rather than space invaders. Another problem, just emerged from what used to be Carn Dum, and the weakness disease has immobilized me. If I had an anti-disease Wild infusion on the go, might just get out of this - first that, then unstoppable and rush, would need to one-shot two bad guys in successive rounds. No way out of this, have to drop something - drop, splat splat, you die.
Due three category points - the first has to go on Bloodthirst or they aren't a very berserk berserker, why this starts locked is none of my business. If they use their Level 20 point to get a fourth (wow) slot, that puts them well into the Prides before being able to unlock a category that they actually choose.
The cool down is too long. There has to be something I suppose but it need only be enough to avoid hiding behind a pillar for chug-chug-chug. To have it of the order of 10-15 means that in effect, you go into a major battle with e.g. one healing potion, one speed potion and a scroll of phase door - can have one potion of cure disease too, but by crikey it costs and arm and a leg.
This crypt, the diseases - you are hit with three big ones - if you knew in advance to inscribe against those (another rub, the player shouldn't need to have a "recipe for Battle X" prepared or be doomed) then you could get rid of them ... but the next round or the one after, back they come and this time they must stay.
It's not meant to be stamping feet and "want potions back or am going home" but quite a big loosening seems to be needed - halve the cooldown times, and roll up sleeves to write twice as many inscriptions, or ...
----
Have "Runes and Infusions" or such as a generic tree, open to all - talents to increase inscription space, reduce cooldown, reduce casting time, and fireproof carried runes. If this is too many points, include it as a couple of branches in some other generic tree - combat training maybe. A mage won't need them so much, and could be given the first notch of each at birth.
Them burning too easily is a PITA, could do to be made less inevitable anyway, this character lost all but one of those carried, during the Maze with its many fire traps ... it occurred to me that wands are now more common and could be used for some of the inscription purposes - but the character emerged from the Maze with no wands at all left, so didn't really try it.
Folk will find somewhere to store kit and memorabilia, my eye was on a nice little honeytree house on the second level of OF. Ah go on, give us a home. You gave us Auto-ID already, I know - oh DG, with these Rocher you are really spoiling us [:)]
Re: Evil trapdoor quest!
Given a 10 minute save, followed by instant death, is not fun. Level 4 Archer wandering around for the first time on the world map trying to map the world, I was ambushed by a lone bear and simultaneously told of the trap door, which I thought would have been the Lost Merchant quest. Instead I was pummelled by a level 25 Elven soldier, with a level 27 cultist providing backup.
Did anyone get the licence plate from that truck
PS: When emerging from the Paths of the Dead (Not returnable), why does it bother to save, as it will not be needed again.
Grumble mode off */
Predawn
Did anyone get the licence plate from that truck


PS: When emerging from the Paths of the Dead (Not returnable), why does it bother to save, as it will not be needed again.
Grumble mode off */
Predawn
Predawn
Re: Evil trapdoor quest!
done
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
