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Main Forums => Suggestions => Topic started by: One_With_Nature on June 16, 2011, 01:33:42 AM

Title: Supplies at low level
Post by: One_With_Nature on June 16, 2011, 01:33:42 AM
I'm not sure about everyone else but with the quests available to us i am finding its ridiculusly hard to gain any worthy supplies on the low level quests and end up having nothing by the end of it.

Think rewards need upping at least for a time until more quests are added or something.
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Post by: Nightshadow on June 16, 2011, 01:36:46 AM
It is a little tough, yes. But it always has been. In time it'll get better as you get used to the new stuff. I personally just think more healing needs to drop, it's been very tough for me to get any (or maybe I'm just unlucky).
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Post by: TheImpossibleDream on June 16, 2011, 01:38:19 AM
I'm not having any greater difficulty. I don't think anything has changed with regard to loot really. I'd wager you have just been very unlucky.
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Post by: AGOTFANBOI on June 16, 2011, 01:39:17 AM
No issues. Seems like too much in some cases. I would have to concur with TID.
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Post by: TheMacPanther on June 16, 2011, 02:11:16 AM
I don't really see much of a problem with it.
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Post by: One_With_Nature on June 16, 2011, 02:16:23 AM
Well i refer mostly to healing, i have been scrapping through quests with no potions and i notice alot of people have as well. Just did the wolves quest part 2 and out of the five people there we all finished with a grand total of 0 healing potions, were having to spam cure minors just to get through it in the end.

And to make it worse it didn't give us any gold at the end so we couldn't buy any :/
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Post by: Seanzie on June 16, 2011, 02:46:08 AM
I agree with this. Aswell as gold. It's extremely hard to make any from the quests.
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Post by: Jaws That Thirst on June 16, 2011, 02:47:26 AM
It really is fine.
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Post by: Relinquish on June 16, 2011, 03:04:14 AM
I don't have a problem. But it's always good to have non-fighters spam the cure minor while you fight.
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Post by: One_With_Nature on June 16, 2011, 03:22:44 AM
ps: i'm talking about the classes that actually need to use healing regularly
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Post by: Ebok on June 16, 2011, 06:27:57 AM
Ive started up a couple characters on Mistlocke, and if you know where the quests are, supplies are not all that hard to get. I do miss the abundance of cure minor wands, but otherwise I haven't had an issues myself.
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Post by: TakenByVisions on June 16, 2011, 06:48:52 AM
I have to say, I've drained almost everything on a level 7 character and everything I do is usually a loss. I'm sure that will change in time as things become more familiar and more quests are available / found / not so far away or whatever, but it does seem quite a bit harder.

However, I think that's a good thing for a new setting. It's best that it doesn't get out of hand (which I don't think EFUA was) but I do think a little more could be offered in terms of low end healing and supply.
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Post by: Egon the Monkey on June 16, 2011, 08:46:10 AM
I think this is due to a number of things. A lot of the quests are identical, however they've become riskier to get to with the new setting moving our central location and adding some nastier mobs. Everyone's trying to find the quests again and using up valuable supplies doing so. With continuing PCs, if you didn't have a lot of non-potion supplies, the lack of gold and potions will of course mean you're under-supplied and will have a harder time earning them back. I haven't played a new PC so I can't say about those. Gold is down because a lot of the big payoff quests are in Nebezzdos and that's now Nightriser Ground Zero. The same goes for Trogs, ToM and other quests that drop a ton of healing. Things will probably change when PCs become willing to raid the place in the daytime, and uncover where more wilds quests are.

I agree that few things sink a melee PC more rapidly than running out of basic healing and being unable to buy/loot more. One thing I've always liked about  one 3-8 quest is that about 50% of things on it drop a cure light potion, which means that the healing drops scale exactly to the level of challenge. More mobs with a high chance of weak healing as loot are IMO a good way to stop PCs having runs that turn into a total drain. It means you're not reliant on getting lucky on loot boxes.
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Post by: Howlando on June 16, 2011, 05:02:11 PM
We'll adjust up slowly.
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Post by: One_With_Nature on June 17, 2011, 01:30:39 AM
I think it might be good to have with the quest givers at the end something  [Roll persuade check]

dc:10 = Gets 5 bonus healing potions
dc:15 = Gets 10 ""
dc:20 = Gets 15 ""

Or something along those lines.

Its actually got to the point where i have been unable to even get past the first bit of a quest because of the lack of supplies which is no fun and means you can't quest at all and i love questing :/
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Post by: Wern8 on June 17, 2011, 04:19:56 AM
I think the supplies level on quests are too much and too similar to EFU:A's. It should be harder to add to the survival feel of EFU:M and I'm worried that after a few months once players have become more familiar with the areas and quests, it'll be as easy as EFU:A. I personally support less gold and less consumables for quest rewards.
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Post by: Jasede on June 17, 2011, 04:43:21 AM
In my unqualified opinion, that will hopefully be something that'll be adjusted. I'd love if all the "old" quests got EfU:M makeovers, or are changed and mixed up, so as to adjust both risk&reward as well as the atmosphere and mood on them to suit the setting.

Maybe the goblins could have been cooking children in some cauldrons? Certain quests that are in un-protected areas could include new, undead, H'Bala-themed mobs, or "withered" versions of their old selves. (Sort of like all the cool overworld map monsters are already, like the undead animals and horrors.)

Small, atmospheric changes to make the "old" quests fresh and EfU:M-themed new loot on them, with some stronger, older stuff removed.
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Post by: Egon the Monkey on June 17, 2011, 09:31:44 AM
Wern, the problem with reducing supplies is it drives a huge wedge between optimal powerquesters who can do everything with minimal supply drain, and other PCs reliant on the vagaries of the loot tables and the hope they don't get supply drained because all the end loot was Bandmail etc.. If everyone can get the basics, they're more willing to do unprofitable exploration and RP events, go on the tough quests, and conflict is less one-sided. If it's too hard to get healing, blur and other staples, everyone ends up spamming Goblins, very carefully. I do like quests like Crystal Mine and Tower of Mercy where you know you'll get a good amount of healing. They are reliable, and mean you can turn around a bad run of luck on drops.
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Post by: Howlando on June 17, 2011, 09:34:51 AM
I don't see much of an issue with dedicated adventurers being able to make a little gold, and basic low level healing and such being readily available.

I never really minded EFU:A's supply level, towards the end at least.
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Post by: Haromaro on June 17, 2011, 07:50:45 PM
I like the idea of potions being less common moreso than gear and gold, particularly when it comes to potions that aren't Cure ______ Wounds. Gear and gold can't exactly just be made, whereas potions can't. Truthfully, I'd rather have the power of certain gear drops and the amount of gold given for quests see a large increase than be able to hack off a goblin for a few blur potions.