Quest ranges
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Pinned so I know where to find it
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Maela's Monsters (4-6)
Party Size: 1-6Not there
Wolf Infested Farmlands (4-7)
Could this quest be changed to 4-7 please? Currently 4-6
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@JoeKickAss said in Quest ranges:
Wolf Infested Farmlands (4-7)
Could this quest be changed to 4-7 please? Currently 4-6
Why?
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@SpiffyMeister said in Quest ranges:
@JoeKickAss said in Quest ranges:
Wolf Infested Farmlands (4-7)
Could this quest be changed to 4-7 please? Currently 4-6
Why?
Well the description is wrong here, but nice to have some 4-7 quests.
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Giving it a little thought as of late, I think there is room to improve upon the way in which we look at segregating our quests.
In this theoretical method, the quests level restrictions are completely unlocked and parties are free to recruit whoever they like/whoever is available to join them and get to decide their own relative level of difficulty.
Instead, difficulty is largely measured by a player's ability to progress further along the quest's story/areas. Creating layers of difficulty that players themselves can decide if they are willing or able to progress through. In this, you don't necessarily even need to balance strictly for level anymore, simply creating a more difficult challenge every time you advance through a section of the quest means players will end up metering themselves as they start to struggle through encounters.
I'm not super sure what a quest like this looks like in practice, but I'd like to see one or two implemented just to see how it works.
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Oh, I think I understand. Example will be the Orb quest series from EFU.
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Explain for those of us who never played EFU
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Entry quest is easier and has floating eyeballs, soloable.
Secondary part of quest has eyeballs, cultists and aberrant worms, requires 2 people and is harder.
Tertiary part of quest has a literal beholder with all the dangers that presents, requires three people and is all but guaranteed to kill you.Loot and gold reward from each one scales up with each quest you receive.
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What Morui said. There's also plentiful loot rewards if your character have enough perception, additional gold, healing supplies mixing bench.
Then there's resting area at the end of the second quest.
And third quest (beholder lair) is a magic failure zone due to the beholder presence. -
That sounds really cool. Like the hardmode optional areas, or a tiered exploration zone.
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Sounds like a fun idea for quests where it makes sense, we have had similar set ups in the past and I know it is planned for Ants. But, right now there are other things which are more prioritized, however so most likely wont happen in the near future. :) Feel free to post some Quest suggestions where these kind of set ups would work.