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Main Forums => Suggestions => Topic started by: adharmas on December 20, 2010, 03:40:33 PM

Title: Improvements to quests without quest giver NPCs
Post by: adharmas on December 20, 2010, 03:40:33 PM
Quests Areas without quest giver NPCs should make sure of the following:

1. There should be no hostile spawns in the immediate vicinity of the QA entrance, or at most 1 weak enemy of the type typical to the QA.

My character was trying to look inside a QA (tower in the warden district) that I have never been in before and was overwhelmed by 2 monsters when the fighter I was with accidentally transitioned back outside at the very beginning.

2. The quest giver dialogue should be descriptive of what is inside. I.e. More than just "Start quest?" Better: "An eerie wail can be heard coming from the nearby cave."

Sometimes the module changes and a quest giver NPC gets removed but the quest giving placable removes most of the flavour from the quest. The above quest and also I think the goblin spirit cave have this problem.
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Post by: EfUA_undercover on December 20, 2010, 04:04:11 PM
I sort of agree with the OP. Atleast for the mentioned quest it can be a trouble (aslong as you don't metagame the spawns being close anyway). The same counts for some of the later areas there, where spellcasters regulary get caught between spawns, their companions and the steps. Enlarging said areas would help a bit I guess, because the enemies are less likely to spot you the moment you transition in then.
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Post by: Disco on December 20, 2010, 04:56:42 PM
I am strongly FOR removing ALL spawns next to a transition ANYWHERE. It just suck to transition into a beholder.
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Post by: Relinquish on December 20, 2010, 05:11:18 PM
Quote from: Disco;214588I am strongly FOR removing ALL spawns next to a transition ANYWHERE. It just suck to transition into a beholder.

Transition Cube.
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Post by: Thomas_Not_very_wise on December 20, 2010, 05:48:55 PM
Most areas don't have spawns in front of the transitions. If there is a spawn, its because someone lured one there.
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Post by: FishyBusiness on December 20, 2010, 06:07:32 PM
Thomas, read what he wrote, again.
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Post by: Disco on December 20, 2010, 06:09:48 PM
Most no. Some yes.
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Post by: Letsplayforfun on December 20, 2010, 07:45:02 PM
We do try not to spawn anything near transitions, but things move or chase pcs, so it can happen.

Basically if it happens once, it's bad luck. If something comes at you regularly on a specific transition, please report it.
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Post by: adharmas on December 20, 2010, 08:41:04 PM
Great. Here's my report: I think the entrance transition on the QA for the tower in the warden district is too close to the first one or two monster spawn points and there is insufficient warning about what may be inside from the quest giver description.

Having something like a foyer room followed by a bend that breaks line of sight and then the rest of the tower would be helpful, like the old Merchant Boggs QA.
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Post by: Porkolt on December 20, 2010, 09:05:59 PM
There's also a spawn point very close to the purple crysal mines quest.
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Post by: One_With_Nature on December 21, 2010, 12:46:30 AM
The quest in tangled woods the limited level 2-5 one has spawns right outside the quest area sometimes when you exit it. I left the quest area and died instantly to a squad of Kobolds before my screen even loaded.
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Post by: FishyBusiness on December 21, 2010, 12:50:47 AM
Guys, he speaks of the spawn inside the QA.
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Post by: Thomas_Not_very_wise on December 21, 2010, 12:50:54 AM
The quest can be taken while stealthed. And completed likewise
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Post by: One_With_Nature on December 21, 2010, 12:54:09 AM
Quote from: FishyBusiness;214658Guys, he speaks of the spawn inside the QA.

Heh true, but same difference.
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Post by: FishyBusiness on December 21, 2010, 11:10:28 AM
Quote from: Thomas_Not_very_wise;214659The quest can be taken while stealthed. And completed likewise


Ugh, Thomas. I want to see you drink invis potions when going through the transition to the QA's on non-stealth characters from now on. Or send out 'scouts' ahead.


It is a perfectly valid suggestion by Adharmas, because-

A) Loading time of some people is extremely long, and they can die before the screen even finishes loading. (I even heard about a certain person who loaded so slow, that when he finished loading, his team-buddies were already subdued in PvP... and they all came through the trans at the same time)

B) It's a god damn DOOR. What sense does it make that you can't peer through the keyhole? Transitions, unless stated otherwise, are not extreme distances, it's like - you walk through a door which is a transition and you appear in the new area, right on the other side of the DOOR. Meaning, you can see THROUGH the door if there's danger-danger right ahead.
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Post by: Mort on December 21, 2010, 12:42:13 PM
This should be a bug report, really.