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Main Forums => Suggestions => Topic started by: Voluminous Cloak on May 08, 2012, 12:50:32 AM

Title: Changing the Aberdenn Distillery quest
Post by: Voluminous Cloak on May 08, 2012, 12:50:32 AM
I would advocate changing this quest to one similar that was in the Hanged Goblin or the Privvy quest, a giant ooze the PC fights.

As it stands, people just run in, run out, without fighting an ooze, and cause the ooze spawns out to kill MacNab. Something I am sorely tempted to burn people alive for. Willing Endangerment of the innocent and all.
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Post by: Valo56 on May 08, 2012, 01:10:06 AM
NPC's follow through doorways and floor transitions, but if there was something you had to click on (ladder, bubble transition) they would not follow out. Could be wrong, but that's what I've noticed.
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Post by: Sponduli on May 08, 2012, 01:18:20 AM
Would be neat if the Aberdenn Distillery was a quest covered in Caermyn graffiti, and you fought through hordes of whiskey blobs and eventually battle a big boss with a pulse ability that gets you addicted to booze.
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Post by: Ebok on May 08, 2012, 01:49:01 PM
This quest was a cool concept. I don't think it is deployed in the best fashion. I'd be fore seeing a giant vat of booze try to eat you. Standard on death boss script, etc.
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Post by: MirrorMask on May 10, 2012, 12:55:33 AM
a quick fix just might be to make it so you have to kill all the ooze in there for the journal update.  I know i sometimes just sit in inie the quest for 30 seconds after killing the ooze b/c i do not want to appear to be one of those ppl that ran in and out.
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Post by: Spiffy Has on June 06, 2012, 03:23:13 PM
This is still a problem.
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Post by: Letsplayforfun on June 07, 2012, 04:15:24 PM
Quote from: Voluminous Cloak;287114As it stands, people just run in, run out, without fighting an ooze, and cause the ooze spawns out to kill MacNab.

This is blatant exploit. People doing this risk ban.
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Post by: putrid_plum on June 07, 2012, 04:46:48 PM
Often the oozes are invisible, due to scale down (i think) and you have no option but to leave.  The quest end is triggered by walking to the middle of the room.  Perhaps just add a 'boss' ooze sort of like the old bat tower quest.  Seems a simple fix.
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Post by: StevenMaurer on June 07, 2012, 11:50:46 PM
Quote from: Sponduli;287122Would be neat if the Aberdenn Distillery was a quest covered in Caermyn graffiti, and you fought through hordes of whiskey blobs and eventually battle a big boss with a pulse ability that gets you addicted to booze.
"Ach! Me Poor Mudder!" the dwarf wailed in the bar. "She's dead! Ayeeee. Dead, as a doornail, de ye hear!" He sobbed into his cup.

"I'm so sorry to hear that," said the innkeep, pouring him a lager on the house. "What happened?"

"She went tae the Aberdenn Distillery. Some mage was trying tae summon water elementals, but there be not'in fer them tae gets their bodies from but prime aged whiskey en the barrels, so tha's wha' they be. She doied tryin' tae foight em all."

"Oh, that does sound tragic."

The dwarf nodded. "Et be a long painful death tae. She had tae get out three toimes tae whee, afore they foinally did 'er in."