Shan to Kor Part 2 mystery

Br4d

Well-known member
Quests that are designed to be speed runs with packs of mobs to kill along the way are a big part of what is wrong with DDO right now.

If every problem looks like a nail then you're going to encourage all the players to go get hammers. Then a year down the road you're wondering why you've lost most of the players who are not carpenters.
 

FaustianBargain

Well-known member
Quests that are designed to be speed runs with packs of mobs to kill along the way are a big part of what is wrong with DDO right now.

If every problem looks like a nail then you're going to encourage all the players to go get hammers. Then a year down the road you're wondering why you've lost most of the players who are not carpenters.
“We are planning a saw enhancement pass to bring them more in line with hammer.”
 

droid327

Well-known member
Quests that are designed to be speed runs with packs of mobs to kill along the way are a big part of what is wrong with DDO right now.

If every problem looks like a nail then you're going to encourage all the players to go get hammers. Then a year down the road you're wondering why you've lost most of the players who are not carpenters.

Combat based dungeon crawls are the worst kind of quest, except for all the others that have been tried

What kind of quest would you prefer? How do you create replayable challenge? Puzzles are quickly memorized and become pure time sinks. Platform zones are unpopular and frustrating with lag issues. Scavenger hunts become linear sequence trees eventually too.

The only really sustainable risk/reward element is combat

That being said, I've called often to move towards more named boss fights and fewer trash swarms, that'd definitely help push aoe builds back down into balance
 

GrayJedi AntiProPaladin

Well-known member
or imagine they might be mobs that heard some adventurers come in the entrance of the dungeon and they were trying to hide away and went into a room, closed the door, but haven't found the furniture or whatevers to barricade....hoping the adventurers won't go that way... I mean that kinda thing does/could happen.... in *some* cases.... (In some movies)
 

Uska

Founder
That's not the alcove I'm speaking of. It is a different one to the left of the bridge right after you enter the quest.
That is one of the hobgoblins but there others that you can kill to make up for it but it’s always been one of the witch doctors I just did it again this morning on HC
 

Br4d

Well-known member
Combat based dungeon crawls are the worst kind of quest, except for all the others that have been tried

What kind of quest would you prefer? How do you create replayable challenge? Puzzles are quickly memorized and become pure time sinks. Platform zones are unpopular and frustrating with lag issues. Scavenger hunts become linear sequence trees eventually too.

The only really sustainable risk/reward element is combat

That being said, I've called often to move towards more named boss fights and fewer trash swarms, that'd definitely help push aoe builds back down into balance

The game should be a mix of all of the above. Some chains should be themed. A hobgoblin swarm theme might actually be similar to the AoE fests we have going now with a few surprises thrown in. An orc champion theme would see fewer mobs but stronger individual encounters. Devils and hellhounds might be just a nonstop set of single and duo mob encounters closely spaced with boss fights throughout.

There should be more escape quests. Most of the quests now are invasion quests where the players invade a monster lair. We should have quests where the players are ambushed at the start and need to find their way out, preferably with multiple potential exits, any of which could have a dangerous encounter at the end. We should have more timed quests. We should have more quests where dimension door and teleport are shut down.

There are a lot of ways to get away from the AoE pack meta that has developed over the years and SSG should find a way to broaden the game such that Sorcerors really want boon companions for the quests that cannot be quickly or easily blown away.
 

droid327

Well-known member
The game should be a mix of all of the above.

Well it kinda is...

There should be more escape quests. Most of the quests now are invasion quests where the players invade a monster lair. We should have quests where the players are ambushed at the start and need to find their way out, preferably with multiple potential exits, any of which could have a dangerous encounter at the end.

So like Invitation to Dinner? That's not really that different from "invasion" quests in any practical sense.

We should have more timed quests.

Nooooo thank you :D

Failure condition quests are some of the most reviled, and something they abandoned years ago. Quests that force you to follow a certain schedule (no matter how fast you might be able to run it otherwise) are high on that list too. And if it has a timer that is neither a realistic failure condition nor a forced schedule (eg, the timer on Freshen the Air) then its pretty much the same as not having a timer at all.

There are a lot of ways to get away from the AoE pack meta that has developed over the years and SSG should find a way to broaden the game such that Sorcerors really want boon companions for the quests that cannot be quickly or easily blown away.

Yes, the AOE pack meta is overdone. But that has nothing to do with being a combat-based dungeon crawl, its just about what kind of monsters you fill your dungeons with
 
Top