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How is mount doom?
Posted: Thu Jul 08, 2010 3:32 pm
by darkgod
So now that some people went through it, how is it ?
Is the idea fun ?
How does it work in practice ?
Fyrk is too much of a wussy ?
Re: How is mount doom?
Posted: Thu Jul 08, 2010 6:12 pm
by Shoob
Mount doom is ok, it is hard to do if you are not prepared. though pretty easy if you are prepared
what I would do:
- give greater and ultimate (faer???) see invisible.
- give fire wyrms see invisibility too or something.
- give Fyrk see invis. (really most if not all bosses should have see invis in the far east)
see invis > invis should counter the effects of invis and let them target you (not sure if this is the case)
equipment worn by the bosses should effect them (iirc, the choker does give see invis, so fyrk should see you...)
teleport scrolls make this easy...
maybe have fire damage be constantly applied to everything in the level (starting below the sun paladins, when the lava starts), the damage grows as you get closer to the end. (this might be too mean

)
Re: How is mount doom?
Posted: Thu Jul 08, 2010 6:40 pm
by Dr Who
Mt. Doom was fun to run through with my archmage.
One problem I had was seeing things that were in my path. I was doing a lot of targeting off of the screen. Most of the creatures were not very hard (especially the boss at the end which only took 2-3 hits to finish off) even though I could only use my lightning spells. Being thrown back occasionally really helped with increasing the sense of urgency to move quickly. Seeing orcs coming after me near the end also helped.

As for Fyrk, he does need quite a few more hitpoints.
I had to use ~6-8 potions of healing and ~4 quaffs of the everfilling potion of mana to get through the level. Teleportation should not be allowed on this level otherwise I can see it becoming boring.
Re: How is mount doom?
Posted: Thu Jul 08, 2010 6:53 pm
by Shoob
Dr Who wrote:Teleportation should not be allowed on this level otherwise I can see it becoming boring.
the problem with that is: what if you need to escape death? I find it rather punishing to disallow teleportation completely, maybe just have it so you cant teleport to the lower section of the map.
Re: How is mount doom?
Posted: Thu Jul 08, 2010 7:52 pm
by losludvig
or perhaps disallow targeted teleports?
Re: How is mount doom?
Posted: Thu Jul 08, 2010 8:10 pm
by darkgod
Yeah I had planned to make teleport restricted to a phase-door-like radius. But yes backwards works too

Re: How is mount doom?
Posted: Fri Jul 09, 2010 8:30 pm
by SerPounce
I can't seem to hurt Pallando or Alatar. Is this a bug, or am I just not figuring something out?
Regarding the monsters on the lava path, they definitely need see invis of some for, I just ran by the whole lot with a ring of invisibility

.
Re: How is mount doom?
Posted: Fri Jul 09, 2010 9:34 pm
by darkgod
They should go away as soon as they target you
Re: How is mount doom?
Posted: Fri Jul 09, 2010 9:36 pm
by Shoob
yeah, the two blue wizards are invulnerable, but they are supposed to just disappear after callign Fyrk to cover for them, but due to them potentially being hostile instead they dont always disappear and have Fyrk appear (this is at least the case with Anorithil and mages and sun paladins)
Re: How is mount doom?
Posted: Fri Jul 09, 2010 9:42 pm
by SerPounce
Shoob wrote:yeah, the two blue wizards are invulnerable, but they are supposed to just disappear after callign Fyrk to cover for them, but due to them potentially being hostile instead they dont always disappear and have Fyrk appear (this is at least the case with Anorithil and mages and sun paladins)
...I accidentally caused the row of paladins at the beginning of the level to go hostile after going the wrong way and doing a whirlwind next to them, do you think that might have triggered the bug?
There is "time remaining" since I ran though the level quickly, will something happen after that?
[edit]: well I waited out the timer and Fyrk did appear, but the quest says that I arrived too late.
On a separate note none of the locations for "The many Prides of the Orcs" quest showed up on my map except where I killed Rak'shor. I imagine that's not suppose to be the case either and I can stop running around the island hoping something will appear

. Could it have something to do with the random cave I found on the way to paladinville where I failed to save the elf wizard (I'm a rogue damnit, I hide when I see trouble!)?
Re: How is mount doom?
Posted: Fri Jul 09, 2010 10:04 pm
by Shoob
yeah, I am pretty sure the game ends after you report back to the gates of morning after mt doom.
(and btw, I removed your first exclamation as this forum is supposed to be family friendly)
but yeah, that is how you have to "beat" doom for now, it is not due to making the sun paladins angry.
Re: How is mount doom?
Posted: Fri Jul 09, 2010 10:22 pm
by SerPounce
Shoob wrote:
(and btw, I removed your first exclamation as this forum is supposed to be family friendly)
Sorry about that.
yeah, I am pretty sure the game ends after you report back to the gates of morning after mt doom.
right, but the Many prides of the orcs quest locations never appeared for me even before I finished Mt. Doom. Are they just not implemented yet?
Re: How is mount doom?
Posted: Fri Jul 09, 2010 11:52 pm
by Shoob
a) no problem, just decided to let you know in case
b) yeah, they are not implemented yet at all (besides the Rak'shor)
Re: How is mount doom?
Posted: Mon Jul 12, 2010 4:42 pm
by Massimiliano Marangio
Mt. Doom was fairly easy with a Nandor Archer, since most of the enemies could be killed with one or two shots, but some preparations were needed (I used a robe and a ring of fire protection to lower the damage and some potions of healing). Fyrk went down after 3-4 shots.
Re: How is mount doom?
Posted: Fri Jul 23, 2010 6:22 pm
by evouga
The LOS thing is a real problem. I had to constantly left-click+scroll every few steps to see what was coming, even in fullscreen.