Right now the quest giver is in the Eyrie. Which means no one but Stargazers (or friends of them!) can get there to do the quest. My suggestion is maybe put the quest giving NPC in the Starwood near the QA. No NPC undead wander that way and it would give other who might be friendly a chance to do the quest. Most if not all of the 'loot' that drops is usually thrown right into the trash since it's not very 'Stargazerish'. I just think it should be open to everyone, potentially!
I agree with this sentiment.
I recommend allying with Stargazers and hope they accept you to battle alongside them.
Quote from: putrid_plum;314495Right now the quest giver is in the Eyrie. Which means no one but Stargazers (or friends of them!) can get there to do the quest. My suggestion is maybe put the quest giving NPC in the Starwood near the QA. No NPC undead wander that way and it would give other who might be friendly a chance to do the quest. Most if not all of the 'loot' that drops is usually thrown right into the trash since it's not very 'Stargazerish'. I just think it should be open to everyone, potentially!
I've been killed there a couple of times when fleeing undead. So nothing spawns there, but that doesn't mean its safe.
That said, I think the Quest is suppose to be a stargazer perk; Considering it has always been a stargazer perk. However, it could be tailored to feel that way IG .
Actually, I was thinking of leaving that part as it is and changing the loot to fit gazers.
It isn't a Stargazer perk. In the Starwood anyone could climb up and do it. This is not the case any longer.
Having a quest-bubble that does not grant gold as an alternative to non-gazers would still leave the Stargazers having an advantage, while letting others do this pretty awesome quest.
Having little living stargazers inside the castle that can be freed or enslaved for gold would be awesome, too (supposing they're not already in).
Make it similar to coral cove (with captive stargazers instead of regular slaves) and adjust the spawns some to be more unique than a horde of regular Goblins. We could use some more high end stuff around that doesn't take so long anyway, so why not use something that only needs slight modification ? :P
Well, there's tons of quests the Stargazers can't do for various reasons. I don't think it's a huge deal if a single quest is only available to Stargazers.
I believe having outsiders climb up into Gazertown to take the quest wasn't seen as necessarily an ideal situation either, so I wouldn't use that as your barometer of fairness for doing the quest now.
Vrazdn is easily a favorite of mine because of the neat invasion feel it has to it, and while I would love to be able to do this quest relatively frequently on other PC's, I deplore the idea of taking it out of the Eyrie.
Team nature is excruciatingly hard to play both well and satisfyingly. Not only is everyone and their cousin usually after you to some degree (or at the very least averse to doing more than threatening to pike your head), but there isn't a substantial amount of DM attention and there's not a large or generally available playerbase to make up for it. Add all this to the fact that you're generally forced to stick to the most dangerous parts of the server (the changes to the Scars Cave have probably done a lot to alleviate this) and it can be a real pain in the ass to thrive.
Taking away the one and only Stargazer-exclusive quest is a poor way to satisfy the short term desires of those of us who want to run Vrazdn without being a Stargazer or Stargazer friend, especially when you take into account all the quests that are unavailable to team nature and the fact that almost all of the shared quests can be contested by people who want you dead.
I too miss Vrazdn. One possible solution may be to enable one of the relatively new merchant spawn NPCs to be Hunter Lemuj who can offer the quest, similarly to the snakes quest that is now only available through having the "right" mist path spawn. Lemuj has come down from the mountains offering some goldstones to some schmuck adventurers to clear the place. But it would be rare!
I don't think specific gazers wandering the Isle would invite people to quest with them, but instead be a target for people trying to off the Npc for good. Stargazers aren't exactly friends to anyone suffering from the withering. I suppose another wandering gazer could offer it, but eh...
Its a cool quest, but if you want to do it again, you might just have to either turn from the town as a wildling, or play a stargazer.
Yeah, there are plenty of quests. No need to make one particular quest more appealing or easier to do. Look around, there are A LOT.
I find it a bit silly to say it's a stargazer quest when it's not themed at all to them, except for a few bones inside cells, that most if not all people skip right by I might add.
Quote from: putrid_plum;316483I find it a bit silly to say it's a stargazer quest when it's not themed at all to them, except for a few bones inside cells, that most if not all people skip right by I might add.
Then I think the suggestion should move towards giving Vrazdn a heavier Stargazer theme rather than changing it so that it's available to the entire server.
I'd agree that the theming is off for efu:a, but not for the reasons you're saying. Now that the Starwood is crawling with undead, the idea of fat conqueror with nourished goblin/ogre/human army in the middle of withered lands is less plausible, sure. But there are more pressing changes that could be made, so it's not that big of a deal.
Agree with the theming. Disagree with making the questgiver more accessible. Stargazers are very much more xenophobic lately than they were when they existed in Starwood, and I know for a fact that a particular Stargazer Questgiver was recently removed from a heavily withered area simply because it made little sense for him to be standing there, withering day in and day out. The current location of this questgiver is a sensible place for it to be.
Having an armory in the castle where you can retrieve weapons for captive stargazers who can then be persuaded (auto success for stargazers, perhaps, with a high DC for non-stargazers) to fight against their captors could be interesting, if the difficulty of the quest were increased to compensate for this. Perhaps the gold reward could be increased (or additional loot rewards offered) based on how many of the captives survived.