EFUPW Forums

Main Forums => Suggestions => Topic started by: Listen in Silence on October 04, 2008, 08:51:42 AM

Title: Chamber of Marching Feet
Post by: Listen in Silence on October 04, 2008, 08:51:42 AM
The loot of this quest is placed so that you really don't have to do -anything- to get it. Perhaps place it around on the other side of the chamber would be better, considering how exploitable this is. (Run in, get loot, run out, abandon)
Title:
Post by: MisterPAIN on October 04, 2008, 10:25:44 AM
You can only take that quest so many times, I believe.  It is either get exp and get loot or get loot and don't get exp because you fail at life and can't take out a bunch of slow moving zombies with the baddest flamethrower you are going to get in EfUA.  Most of it is just lowbie healing items that make sure a player doesn't have to spend all their gold on cure minor wounds potions because they can't make healing checks quite yet.
Title:
Post by: Cluckyx on October 04, 2008, 10:26:10 AM
There was a quest like this back in efu, where you had a wand that gave you 20 burning palms. It's just nice to pwn through massive crowds of beasties sometimes.
Title:
Post by: Goblin Butcher on October 04, 2008, 10:31:58 AM
There is no loot for this quest, just a tool to make it easier to finish.
Title:
Post by: Semli on October 04, 2008, 12:37:31 PM
I would be for moving the loot across the path there or down the way, so you had to blast and trail a couple of zombies to get at it.  I generally only have to only kill about 10 or so before I can snipe the boss and run out.

Of course, considering the relatively low payout of other lowbie quests, the healing/invisibility drops makes a non-divine character much easier at low levels.
Title:
Post by: prestonhunt on October 04, 2008, 03:38:04 PM
Quote from: Goblin Butcher;90984There is no loot for this quest, just a tool to make it easier to finish.

Incorrect.
Title:
Post by: AClockworkMelon on October 04, 2008, 09:31:11 PM
Just the potential for moving in and taking the stuff is enough to warrant it being moved. The helmet remaining in the front area is fine, but would it really be so bad to move the barrels to the other side of the chamber?
Title:
Post by: Goblin Butcher on October 04, 2008, 10:12:47 PM
Quote from: prestonhunt;91010Incorrect.

Been modified since implementation I guess!
Title:
Post by: MisterPAIN on October 05, 2008, 06:38:25 PM
Yes, because 2-3 characters might have problems combating the remaining zombies milling around with the possibility of no healing being low level.  Especially PCs that can't do much for range, which might have to engage a few relatively damaging zombies that hit pretty bad.  Most people are going to want the experience points.

This quest is basically rat barricade, boggs, and errand running to miller put together cutting out the crap.  It's all just to get you started as a low level PC, being a 2-3 quest.  It's just errand running on crack with a quest to take some cure minor wounds gear and play some real EFU:A without attempting quests with 3 cure minor wounds potions.  Just like the unknown corsair's gear, this is all balanced, really.  If you haven't noticed, each quest tends to feature particular things that may be exclusive to other quests.  Stop thinking homogenized EfU and recognize that you have to look at all quests as a whole in the new setting as designed in that sense.
Title:
Post by: JackOfSwords on October 05, 2008, 08:34:26 PM
I see both arguments having merit.  Perhaps a "middle ground" solution;  move half of the containers to the other side of the map, giving players an incentive to complete the quest beyond XP.
Title:
Post by: AClockworkMelon on October 06, 2008, 01:16:34 AM
@MisterPain...

I don't think any quest should give you as much free stuff as that one without requiring risk. Even if it's for a new, low-level character.
Title:
Post by: MisterPAIN on October 06, 2008, 05:56:20 AM
Many 3-6 quests are long and require lots of healing for a band of new characters.  If this was nerfed in any way it would make the effort of being able to complete such quests for a bunch of new characters a painful grind for money for healing.

I have actually played a character that did not ever take this and the bat quest because I didn't know about them.  The healing gained from those two quests is pretty much the only decent reliable source of healing aside from burning money on cure minor wounds potions that doesn't have the possibility of being swiped/contested by party members.  The only reason I could get away with it is because I had used improved expertise.

If you think that the healing gained is excessive at all, play a frontline PC that doesn't have healing in his/her abilities and don't take the quest.  You are going to pretty much rely on other PCs or praying for a Ymph pearl/cure moderate potions in your lowbie quests and run out just as fast taking on something like Scalemount or even Troglodytes.
Title:
Post by: Violent_Man on October 06, 2008, 06:36:30 AM
I think this is a good quest to speed newbies along.
It is not very easy to abuse either as it can only be taken a limited amount of times - like nearly all 2-3 quests of this kind I encountered.

I am very happy with how quickly a newbie or new character can get started on EfU:A. I am sure both them and I are happier to jump into plots and these things when they know they have five uses of invisibility and plenty of healing in their packs.
Title:
Post by: Gullible Righteousness on October 06, 2008, 11:33:59 PM
Just don't change it, really. >_> If you're character is just a tomb raider, lookin' for some loot, this is just an easy stop'n go. It's just like that quest in the old EfU; Tomb of Argo the Destroyer, except you don't get raped in the first few seconds.