Splitting the Campaign into Part 1 & Part 2
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Re: Splitting the Campaign into Part 1 & Part 2
I don't think that adding the option to start in the second half of the campaign is worth doing.
However, there is some merit in defining sections.
Chapter 1: For fame and fortune.
Main goal: Get fame and fortune.
You complete the t1 and t2 dungeons looking for loot and building up experience.
As you leave the final zone after completing 'Into the dark' you discover hoardes of undead roaming the countryside. Possibly you are attacked by one instantly, but we do have an ambush later already.
Chapter 2: A grave situation.
Main goal: Defeat the Master.
The Master now in possession of the Staff has raised an army of undead to pillage and make more undead.
All these undead are interupting your adventuring. Worse, people think you need to do something about it!
Gives a warning that you will need to get more experience and find some artifacts before taking on the Master.
Chapter 2 also activates Lightning Overload, And now for a grave, and the Dark Crypt. This is to protect newbies from accidental suicides.
As you leave Dreadfell you are ambushed by Orcs.
Chapter 3: Chasing the Sun.
Main Goal: Get that Staff back.
After giving the Staff to the Elder of Last Hope for safe loosing, you end up chasing it to the Far East.
Change things to not give the location of the Prides yet, as that is another newbie trap.
You adventure around while the Sunwall scouts try to locate the Staff. After completing the construction of both portals you are contacted by Aeryn and sent to Eruan.
Chapter ends at the end of the Charred Scar.
Chapter 4: Pride and Prejudice.
Main Goal: Stop the Sorcerors.
After returning to the Gates of Morning you obtain the locations of the Prides and attack them to find clues to the location of the Sorcerors.
Chapter ends when you win the game.
However, there is some merit in defining sections.
Chapter 1: For fame and fortune.
Main goal: Get fame and fortune.
You complete the t1 and t2 dungeons looking for loot and building up experience.
As you leave the final zone after completing 'Into the dark' you discover hoardes of undead roaming the countryside. Possibly you are attacked by one instantly, but we do have an ambush later already.
Chapter 2: A grave situation.
Main goal: Defeat the Master.
The Master now in possession of the Staff has raised an army of undead to pillage and make more undead.
All these undead are interupting your adventuring. Worse, people think you need to do something about it!
Gives a warning that you will need to get more experience and find some artifacts before taking on the Master.
Chapter 2 also activates Lightning Overload, And now for a grave, and the Dark Crypt. This is to protect newbies from accidental suicides.
As you leave Dreadfell you are ambushed by Orcs.
Chapter 3: Chasing the Sun.
Main Goal: Get that Staff back.
After giving the Staff to the Elder of Last Hope for safe loosing, you end up chasing it to the Far East.
Change things to not give the location of the Prides yet, as that is another newbie trap.
You adventure around while the Sunwall scouts try to locate the Staff. After completing the construction of both portals you are contacted by Aeryn and sent to Eruan.
Chapter ends at the end of the Charred Scar.
Chapter 4: Pride and Prejudice.
Main Goal: Stop the Sorcerors.
After returning to the Gates of Morning you obtain the locations of the Prides and attack them to find clues to the location of the Sorcerors.
Chapter ends when you win the game.
My feedback meter decays into coding. Give me feedback and I make mods.
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- Uruivellas
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Re: Splitting the Campaign into Part 1 & Part 2
I like it, pace-wise. Clear cut sections, where each is really an act of it's own. I get the distinct impression that, from Act 2 onward, its a lot less "doing it because you want to", and more "doing it because there isn't another choice". Rather funny. Being forced into their heroism.
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- Sher'Tul
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Re: Splitting the Campaign into Part 1 & Part 2
I wouldn't go so far as to make it 'people think you should do something about it' but more so that your doing it 'in search of the Master's Loot' - but really, perhaps nothing should be said and it could be left to the players imagination!
Splitting it into Acts kind of like Diablo seems fine and sort of does well to define the progression for players - this regardless of whether it is decided for when players would be able to start new characters further into the game.
Anyhow, to sort of build off of what Housepet said:
Maybe make it so that once you clear all the Tier 2 Dungeons, Urkis attacks Derth. You kill him and then head back to Angolwen or Zigur where they give you your rewards and then talk about Undead rampaging in the countryside. Reason for doing it this way is that Urkis could be like a Final Act 1 Boss you have to defeat.
Talking about the Optional Dungeons in Maj'Eyal, maybe most of them can be entered at this point except Mark of the Spellblaze, Dark Crypt, Sludgenest, and Elven Ruins. These would be accessible once you jump into Act 2 as optional dungeons associated with that act.
As a note to optional dungeons in the East - Orc Breeding Pits and Shadow Crypt could perhaps be thrown into Act 4 (so you have to deal with Orc Patrols for a little while) and the others for Act 3.
Splitting it into Acts kind of like Diablo seems fine and sort of does well to define the progression for players - this regardless of whether it is decided for when players would be able to start new characters further into the game.
Anyhow, to sort of build off of what Housepet said:
Maybe make it so that once you clear all the Tier 2 Dungeons, Urkis attacks Derth. You kill him and then head back to Angolwen or Zigur where they give you your rewards and then talk about Undead rampaging in the countryside. Reason for doing it this way is that Urkis could be like a Final Act 1 Boss you have to defeat.
Talking about the Optional Dungeons in Maj'Eyal, maybe most of them can be entered at this point except Mark of the Spellblaze, Dark Crypt, Sludgenest, and Elven Ruins. These would be accessible once you jump into Act 2 as optional dungeons associated with that act.
As a note to optional dungeons in the East - Orc Breeding Pits and Shadow Crypt could perhaps be thrown into Act 4 (so you have to deal with Orc Patrols for a little while) and the others for Act 3.
Its amazing what the mind can come up with, but it shows talent to make something of it. - Davion Fuxa
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- Master Artificer
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Re: Splitting the Campaign into Part 1 & Part 2
Well, the Breeding Pits are removed.
We need more zones! Get to the ideas/addon forums!
We need more zones! Get to the ideas/addon forums!
Re: Splitting the Campaign into Part 1 & Part 2
I have to absolutely disagree with you, lorewise the story comes together, the epic plot reveals itself.Mayfair wrote:Oh noes! I understand the idea but to me it sounds horrible.
I actually consider the part that you call part 1 the actual game and the part 2 as boring epilogue. It's just that the east has too much orcs and stuff and it's not diverse enough on my opinion.
If people want to start in the east they could always run Sun Paladins or Anorithils and just never go west. There's even an achievement for it.
Why I think it's a horrible idea is because it's like reading only the end of the book because the book is so dang long.
Gameplay its a bit more one dimensional, but the plot becomes alive.
Re: Splitting the Campaign into Part 1 & Part 2
That looks good: portioning up the game to cordon off newbie traps and help give a sense of progress seems like a much better suggestion to me. How would they be marked? A big graphical lore like the one you get descending below lake Nur?
Re: Splitting the Campaign into Part 1 & Part 2
Big graphical lores are nice.
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Splitting the Campaign into Part 1 & Part 2
Agree on splitting into chapters, with graphical lore. Someone's gotta draw that though 
I'd like a more gradual transition from chapter 1 to chapter 2. For instance, undead patrols could replace adventurer patrols with increasing frequency as t2 dungeons are cleared.

I'd like a more gradual transition from chapter 1 to chapter 2. For instance, undead patrols could replace adventurer patrols with increasing frequency as t2 dungeons are cleared.
Re: Splitting the Campaign into Part 1 & Part 2
Much of the background plot in the West is of relevance to... wider things. Splitting it apart from the West wouldn't quite be right.
I do think some of the ideas for moving optional content to later in the game are good. Celia could be post-East only for instance, as could Mark of the Spellblaze (since it can result in a very climactic battle - would be much better scaling up the whole thing to be a high level challenge). That way the freeform part 1 and the linear part 2 are equalised a bit.
I do think some of the ideas for moving optional content to later in the game are good. Celia could be post-East only for instance, as could Mark of the Spellblaze (since it can result in a very climactic battle - would be much better scaling up the whole thing to be a high level challenge). That way the freeform part 1 and the linear part 2 are equalised a bit.
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- Master Artificer
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Re: Splitting the Campaign into Part 1 & Part 2
I still think, all things being equal, 2-3 more (completely new) dungeons in the East wouldn't hurt to spice up the place. It's pretty barren for such a huge world map.
Re: Splitting the Campaign into Part 1 & Part 2
I think dragging out the East is a bad idea. Story wise there is not much to add beyond orcs (what other factions are vaguely active are already represented). People are already complaining that the prides are too samey between playthroughs. If there's to be anything extra it should be Caldera-style chance of appearing.
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- Sher'Tul
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Re: Splitting the Campaign into Part 1 & Part 2
Actually, I think a better way of approaching the East is to cut down on the size of the Orc Prides and then add new instances - instead of multiple instances of the same thing, knock down the instance number for each specific pride so they play through quicker and make up the difference in new dungeons to entertain the player.Grey wrote:I think dragging out the East is a bad idea. Story wise there is not much to add beyond orcs (what other factions are vaguely active are already represented). People are already complaining that the prides are too samey between playthroughs. If there's to be anything extra it should be Caldera-style chance of appearing.
Its amazing what the mind can come up with, but it shows talent to make something of it. - Davion Fuxa
Inscription Guide - Version 1.7.4 Steam Guide
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Inscription Guide - Version 1.7.4 Steam Guide
Let's Learn Tales of Maj'Eyal YouTube Playlist
Edited Escapades of Fay Willows Google Doc
Re: Splitting the Campaign into Part 1 & Part 2
Actually, the prides have gotten shorter and more diverse every few versions and each time it is a significant improvement. Making all prides consist of two unique "vestibule" levels (very small, densely packed) each followed by a regular pride level proper would work well, I think.
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- Sher'Tul
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Re: Splitting the Campaign into Part 1 & Part 2
Ie, Less is More.evouga wrote:Actually, the prides have gotten shorter and more diverse every few versions and each time it is a significant improvement. Making all prides consist of two unique "vestibule" levels (very small, densely packed) each followed by a regular pride level proper would work well, I think.
In any case, I guess some ideas need to start to occur though on Optional Dungeons as some difference will need to be made up for the reduced content - unless we are fine with people having less experience.
Its amazing what the mind can come up with, but it shows talent to make something of it. - Davion Fuxa
Inscription Guide - Version 1.7.4 Steam Guide
Let's Learn Tales of Maj'Eyal YouTube Playlist
Edited Escapades of Fay Willows Google Doc
Inscription Guide - Version 1.7.4 Steam Guide
Let's Learn Tales of Maj'Eyal YouTube Playlist
Edited Escapades of Fay Willows Google Doc
Re: Splitting the Campaign into Part 1 & Part 2
The only problem with this is Lichform needs it as soon as feasible to get the most out of the extra +life mod. Everyone else can skip it, Necros have to jump right in early and take their chances.Grey wrote:Celia could be post-East only for instance