The end of this quest is ridiculously hard, and comes with an appropriate OOC warning. However, it's rather easy for someone to ignore or underestimate the warning, leading to a TPK. I think instead of the warning, the end of it should be a second quest triggered by an OOC placeable.
In our case the problem went like this:
Quote*open the first door*
[chatlog] "OOC WARNING: This part is EXTREMELY HARD. BEWARE "
*locked door relocks*
*several of us look what potions we have*
[wizard at the back] "Open the door, damned... "*meaning the one that just locked*
*guy at the front opens the door leading to the boss chamber, we get swamped and die because he's the only one with the keys to the way out and he dies first.*
Easy mistake to make, but a killer.
I think that the end part needs to be a second quest, range 3-9 (in case someone dings, and with the //OOC THIS IS INCREDIBLY HARD marker displayed there.
I agree with this as "The guy with the key" it makes it impossible to retreat through your own backline to open the back door leading to a pit of death perhaps change the auto lock?
It says its entirely optional and difficult, not to mention you may not even get the path that goes there. I mean seriously, it's a trigger written by a dm maybe you should heed it's warning.
Regarding the doors, there are two SPOILERS you can use so you dont get locked in once you walk through.
Well, I think what he's saying is that while it's fun to have an incredibly hard part to a quest, dying to a locked door is less fun than dying to a large, exciting battle would be.
IMO its all part of that quest, it is a tough boss, it has been beat, but it's also going to kill alot of groups. No other boss has a warning like that, that in itself should say to you, -holy crap lets not go on-.
It is optional.
Leave it as it is.
I understand Mort. In fact, just beat it. it is ridiculously hard as I said, but cool. Not a bad thing at all. The problem I have is that it's easy to miss that its optional, to not see the log and especially with the general EFU:A attitude of "quick before the buffs run out" to think THIS MUST BE DONE.
In our case I did pay attention to the warning and I repeated it in IC chat. However there wasn't time to explain the gravity of it to DI before that door was opened by mistake and *wham*. A quest placeable would add an "are you sure" element that would help stop unprepared or hasty teams opening that thing. Especially in the case of one guy getting both keys and say deciding to scout. I wasn't asking for any nerf, just for opening that door to require taking a new quest. This would make it possible for a member of the party to say "holy crap let's not go on" before it happens.
Can't have your hand held every day I guess.
Considering Howland went out of his way to put a warning on it, I would say it'd be a good idea to ensure it's visible. nothing like this exisits in any other quest and its optionality makes it effectively a quest in itself. Since it is optioal, that should be as clear as possible.
The trigger is before you enter either of the two locked doors and there are unlocking mechanisms on the other side of both doors to ensure you can always retreat.
I can move the trigger a bit forward though, so you don't rush to the door. I'll do that when I make the end part more difficult, it is obviously too easy now.
>_>
I thought it was very easy; our group was well-prepared and such, but it seemed easier than other parts of the quest.
Aren't well-prepared groups supposed to be able to beat anything EFU throws at them?
QuoteI thought it was very easy; our group was well-prepared and such, but it seemed easier than other parts of the quest.
You haven't done it.
QuoteAren't well-prepared groups supposed to be able to beat anything EFU throws at them?
Of course not.
Although the challenge is (and will continue to be) beatable, but due to a few issues was too easy.
AI issues mostly.
With decent luck, yes. However, what I meant was that some of the parts before this specific ending seemed harder than this encounter; I do not think this is by design, and so support Howland's thoughts of making it harder.
Quote from: Howland;183929You haven't done it.
Funny, we did a run of Tower of Mercy after your most recent update (ruins and such), took the optional ending which greatly resembles some of the posts on this thread (double locked doors, warning to proceed etc)... Unless you changed it after that.
Quote from: Howland;183930Of course not.
Well sure, some fights really are meant to be lost. But I think what he means is specifically in terms of scripted quests. There's no scripted quests that are, strictly speaking, impossible (except for glitched ones).
Unless there are? Which would be funny.
Well, I don't know if you've been to Gull Rock yet. There's one there that comes pretty close. But it's not exactly a scripted quest.
Quote from: Kiaring;183932Funny, we did a run of Tower of Mercy after your most recent update (ruins and such), took the optional ending which greatly resembles some of the posts on this thread (double locked doors, warning to proceed etc)... Unless you changed it after that.
This. Albeit I think as the first group to do it, it was a form of beta "testing".