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    Downtown quest does not scale

    Scheduled Pinned Locked Moved Implemented/Closed Suggestions
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    • Z
      Zolm
      last edited by

      Module version 8311 Strife
      Quest name Downtown
      Quests giver Juline Colt
      ZQA: Arabel, Downtown
      Level range: 4-6
      Party requirements 1-10
      Number of people that did the quest: 4
      Party composition with levels lv6 Fighter, lv5 Ranger, lv4 Ranger, lv4 Bard
      Quest turn in gp and xp 301 XP, 150 per head

      There is no further spawns and all mobs were not really any challenge whatsoever.

      • Perhaps some more mobs when visiting with more people might be desirable?

      Only CoA player whose Mom is cooler than he is.

      • Spiffyhas

      And damn right she is!

      • Zolm
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      • SpiffyMeisterS
        SpiffyMeister
        last edited by

        You can blame the NwN encounter system for this probably...

        See, the game calculates the number of enemies based on the challenge rating of the creature. This CR, through a formula, determines the max number of creatures spawned.

        A fairly new character has little gear, so, the max number of spawns on this quest is quite low, to prevent a fully kitted player who will cause a massive shitstorm of spawns to appear solo.

        Puffy's bumbling Scum-goblin minion.

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        • Z
          Zolm @SpiffyMeister
          last edited by

          @SpiffyMeister i find it endlessly hilarious that my lv4 rogue got 3 dudes and my party only one 🤣

          Only CoA player whose Mom is cooler than he is.

          • Spiffyhas

          And damn right she is!

          • Zolm
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          • EchoE
            Echo
            last edited by

            I will look at adjusting spawns next time I do module work

            "You can complain if you weren't asked; you can't complain if you were asked but didn't contribute." ~ Professor.

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            • Mr.MolochM
              Mr.Moloch
              last edited by Mr.Moloch

              The thugs who spawn on this quest have Sneak Attack. Even two thugs with sneak attack do serious work on a low-level and low-AC character like a monk or rogue.

              I'd really suggest making it so only one thug spawns with Sneak Attack and that there's some other enemy that can spawn with it. With their Sneak Attacks and two of them against a rogue or monk, they're hitting for 33% damage about 50% of the time.

              Also, just a humble suggestion - but with the druid path, replace the Direrats with some other urban animals. Not sure what you have, but I did see squirrels, skunks, ravens, maybe opossums? Odds are high, you just finish a quest with direrats, seeing them again, bleh. ;)

              In the future, there are two simple rules to remember:

              NO SPITTING.

              DO NOT CROSS MISTER MOLOCH.

              https://youtu.be/dQw4w9WgXcQ?si=uHdfqTMS7FMTWREf

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              • EchoE
                Echo
                last edited by Echo

                removed sneak attack
                added more animal options
                added another possible spawn to human group
                8637

                "You can complain if you weren't asked; you can't complain if you were asked but didn't contribute." ~ Professor.

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                • EchoE Echo moved this topic from Suggestions: Quest Tweaks and Feedback on
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