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Main Forums => Suggestions => Topic started by: tropic on November 15, 2010, 02:51:07 AM

Title: Improve "The Ruins Below" loot
Post by: tropic on November 15, 2010, 02:51:07 AM
I love this quest. It's short, challenging, interesting, relevant to the lore and (in my opinion) half the fun is just getting there.

HOWEVER, given all the effort it takes to get there and finish the quest, the reward is typically unimpressive. The equipment is extremely flavorful, though it doesn't tend to be particularly useful.

Two part suggestion:

This quest should drop more gold, supply or useful gear.

And...

Other quests should be as good.  :D
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Post by: Thomas_Not_very_wise on November 15, 2010, 02:55:30 AM
I would actually advocate moving this quest closer to the surface, maybe even in the Smash area after a long walk down a spiral staircase
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Post by: Lenthis on November 15, 2010, 02:59:06 AM
Perhaps make it so that you need a mage with a high lore skill to unlock a door to enter the area? and place it in the smash like thomas said.
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Post by: tropic on November 15, 2010, 03:00:58 AM
Another thing I love about this quest:

The boss is massive, and extremely dangerous.
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Post by: Lenthis on November 15, 2010, 05:42:53 AM
Perhaps.. just maybeh.. make it that the boss is still the same but a wounded varient that is stuck where it is.. so the lvl range can show that it may be beastily but a normal one is alot stronger then that. Beacuse one would assume such would be rediculously dangerous.. I mean like instant death to all and any really.
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Post by: Disco on November 15, 2010, 12:51:20 PM
I belive this quest was made with the intentions of giving nightrisers a quest.. I may werry well be mistaking ofcourse.
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Post by: putrid_plum on November 15, 2010, 02:48:31 PM
i was under the same assumption as what disco said, for PC nightrisers to gain points to buy potions
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Post by: Egon the Monkey on November 17, 2010, 05:35:23 PM
Interesting, but not that relevant to whether the suggestion is a good one or not, Nightrisers as a PC race are now extinct. Some of the loot, such as the club and gloves is brilliant, but a lot is indeed lacklustre considering the dangers of the quest. If you're able to take on the stuff in there, you'll have better equipment than it generally offers. I'd suggest adding some very effective anti-undead/necromancy gear to the quest, with the rationale that the Symbionts have fought undead for so long, they've evolved to be effective against them. Or to add alchemical tips as loot, in the ruined lab sections.
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Post by: TheImpossibleDream on November 17, 2010, 05:48:12 PM
Probably better if the quest is removed, as I'd be willing to wager anybody who has completed this as a non nightriser got lucky. Theres a certain factor in that quest that will instantly kill anybody of any class of level 15 or lower without 50% dr <_<
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Post by: Disco on November 17, 2010, 06:00:01 PM
Funny my pallidmask dude used to steamroll it.
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Post by: Udenbur on November 17, 2010, 07:05:49 PM
Quote from: TheImpossibleDream;209874Probably better if the quest is removed, as I'd be willing to wager anybody who has completed this as a non nightriser got lucky. Theres a certain factor in that quest that will instantly kill anybody of any class of level 15 or lower without 50% dr <_<

Must have missed that then when we rolled it. Might have gone lost in the additional spice we received (sup L34 Dracolich?) somewhere. E-peen, I know. Screenies inc soon! Anyway...

Keep the quest the way it is for those that _do_ enjoy the challenge. 'sides, in the last days of my former character when I was probably one of the most looted out goons around, I still found loot in there that I favored over what custom items I had equipped. You must have been very unlucky, is all.
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Post by: Capricious on November 17, 2010, 07:17:47 PM
Quote from: TheImpossibleDream;209874Probably better if the quest is removed, as I'd be willing to wager anybody who has completed this as a non nightriser got lucky. Theres a certain factor in that quest that will instantly kill anybody of any class of level 15 or lower without 50% dr <_<

I did this at least four times on my cleric, and not one of those times did anyone die.
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Post by: Disco on November 17, 2010, 07:21:31 PM
Udenbur we are not talking sinister enclave here.. we are talking that.. what is it 3-7 quest?
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Post by: Divine Intervention on November 17, 2010, 07:25:48 PM
3-8 or 4-8 I think.
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Post by: Drakill Tannan on November 17, 2010, 08:10:32 PM
Quote from: Capricious;209887I did this at least four times on my cleric, and not one of those times did anyone die.

It's very random, the boss can hit you for 100 damage mind you, so unless you metagame certian very usefull strategy, you can die instantly.
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Post by: Lenthis on November 18, 2010, 01:30:11 PM
... This Boss.. is slow.. and gigantic.. you dont need to fight it man to man. I think that sthe point your not getting.
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Post by: GoblinSapper on November 18, 2010, 01:54:16 PM
Also, Blindness Deafness?
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Post by: Egon the Monkey on November 18, 2010, 02:34:54 PM
Can we try and avoid spoilers? I did this quest once, found it hard because of the Symbiont abilities, but not instadeath. Of course, that may just be luck on the boss in addition to a good team. Highly variable and dangerous effects are bad on quests as they can come out of nowhere and wipe out a team that was otherwise doing well, with no way to prepare. That's not a challenge, it's a gamble. It does suck on quests when the boss is massively more challenging than every fight leading up to it. The boss fight in gnolls is a classic example, although balanced.

To sum up:I think a good step would be to allow making fires in some underground and ruins locations. There's no reason not to, there's enough ruined furniture, doors, etc to burn. Or to add some more "rest stops" you can rest in. That would have the additional advantage of not putting explorers off with the trouble of their buffs running out and being unable to renew them.
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Post by: Disco on November 18, 2010, 03:18:09 PM
"I think a good step would be to allow making fires in some underground and ruins locations. There's no reason not to, there's enough ruined furniture, doors, etc to burn."

No reason not to? What about the hordes of undead who want to kill you?
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Post by: TheImpossibleDream on November 18, 2010, 04:20:14 PM
Quote from: Capricious;209887I did this at least four times on my cleric, and not one of those times did anyone die.
Four times really isn't much to be a judge, you can kill the orc boss without him critting you once four times in a row if you're lucky. I'll just say there is one monster on that quest that can occasionally hit for three digits with a single attack.

Like egon mentioned earlier, its challlenge vs gamble and fighting that thing as a definately the later. Quest was designed to give nightrisers something to do in slow times. Would need some tweaks of more than just loot.
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Post by: Egon the Monkey on November 18, 2010, 04:51:00 PM
Quote from: Disco;209979No reason not to? What about the hordes of undead who want to kill you?
"REST: You cannot rest with enemies nearby"
[Smite, crush, wallop, fireball]
"Resting..."

There's hordes of something everywhere on the island. Mist Ogres, Assassin Vines, Wild Orcs, Flayers, gigantic spiders with great pointy teeth. However, if you kill everything in sight in any other area, you can rest. In fact, there's places where a Ranger/druid can rest but you can't start a fire. The Flayer Temple comes to mind.

This would be a lot simpler than the logical alternative of having to script in a Firewood item you need in non-woody areas to rest, as well as oil.
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Post by: Nuclear Catastrophe on November 18, 2010, 05:00:23 PM
The quest was designed for -nightrisers-, guys, not for regular PC's!!!

That said, if PC's want to do it, they're more than welcome to.

Closing the discussion.  If you really WANT all the risers equipped with superloot it can be arranged :)
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Post by: Disco on November 18, 2010, 05:00:48 PM
I disagree Egon. This is riser land.