Page 1 of 2 12 LastLast
Results 1 to 20 of 24
  1. #1
    Community Member Certon's Avatar
    Join Date
    Mar 2006
    Posts
    1,313

    Default Controversial Statement: Slayers should unlock dungeon teleports

    I said it. Slayers in wildernesses should unlock teleports to certain quest entrances.

    Yup. That means maybe there are thresholds for teleports. Lets call them tiers.

    Tier 1: lowest level-easiest to reach
    Tier 2: medium level
    Tier 3: highest level-hardest or impossible to reach.

    Yes, you could have quests that are ONLY reachable through slayers. These Tiers don't have to be exceptionally high, but if you added a quest to each adventure pack that was only reachable via teleport, it would add depth to the game and to slayers.

    Meh. It's just an opinion.

  2. #2
    Community Member Oxarhamar's Avatar
    Join Date
    Sep 2009
    Posts
    0

    Default

    Quote Originally Posted by Certon View Post
    I said it. Slayers in wildernesses should unlock teleports to certain quest entrances.

    Yup. That means maybe there are thresholds for teleports. Lets call them tiers.

    Tier 1: lowest level-easiest to reach
    Tier 2: medium level
    Tier 3: highest level-hardest or impossible to reach.

    Yes, you could have quests that are ONLY reachable through slayers. These Tiers don't have to be exceptionally high, but if you added a quest to each adventure pack that was only reachable via teleport, it would add depth to the game and to slayers.

    Meh. It's just an opinion.
    at first I was like no because, slayers reset and I perfer Ravinloft style having direct teleports

    Then I read the only reachable part and that sounds good to me
    even thou in general I don't like quests that need flagging like Sharn because they make grouping difficult
    I like doing slayers and I like the idea of it unlocking a quest because once the slayers maxed the XP is gone so if a quest unlocked it would be a great way to give maxed slayers a new layer of value because once they are maxed thats it


    On that same note it would be a cool way to expand the story of any map by putting new quests in kinda how they did to Cerulian hills

  3. #3
    Staggering
    Pale Fox
    LightBear's Avatar
    Join Date
    Sep 2010
    Posts
    4,620

    Default

    I like the option of just being ported straight to a quest as in Ravenloft as well.
    I also don't like to be locked out of story arcs, at the very least let me red-door them.

    I do like to have slayer tied options of ports to a quest, but we prop differ on the exact number that need to be reached.
    it's a nice gimmick when a module is brand spanking new and everybody is rerunning them all the time to get the latest shinies.
    Once back on the tr-train, having to slay even 100 mobs to be able to get to a quest will be deemed to much by many.
    And what if not all are in the explorer area when the mobs were killed, I have to kill em all over again?

  4. #4
    Community Member Certon's Avatar
    Join Date
    Mar 2006
    Posts
    1,313

    Default

    Quote Originally Posted by LightBear View Post
    I like the option of just being ported straight to a quest as in Ravenloft as well.
    I also don't like to be locked out of story arcs, at the very least let me red-door them.

    I do like to have slayer tied options of ports to a quest, but we prop differ on the exact number that need to be reached.
    it's a nice gimmick when a module is brand spanking new and everybody is rerunning them all the time to get the latest shinies.
    Once back on the tr-train, having to slay even 100 mobs to be able to get to a quest will be deemed to much by many.
    And what if not all are in the explorer area when the mobs were killed, I have to kill em all over again?
    The thought is that the quests only reachable by slayers would be not tied to any arcs. They would be 'extras' because, you're right, forcing people to do slayers to finish a story arc would be a bad idea.

  5. #5
    Community Member tralfaz81's Avatar
    Join Date
    May 2011
    Posts
    624

    Default

    Forcing people to have to play a certain way is poor design work.

    Giving them incentive to do certain options by offering more is good design work.

    I like exploring and running slayer. Forcing that on everyone is a horrible design.

    My .02¢
    "Shut up and die like a wizard"

  6. #6
    Community Member Certon's Avatar
    Join Date
    Mar 2006
    Posts
    1,313

    Default

    Quote Originally Posted by tralfaz81 View Post
    Forcing people to have to play a certain way is poor design work.

    Giving them incentive to do certain options by offering more is good design work.

    I like exploring and running slayer. Forcing that on everyone is a horrible design.

    My .02¢
    And I'd say you are absolutely correct. The teleports are optional. The quests only reachable by slayers would be 'extra' quests that have nothing to do with arcs. Heck, if that part of the idea is terrible, drop it completely and just have the optional ports.

  7. #7
    Community Member
    Join Date
    Sep 2017
    Posts
    302

    Default

    Quote Originally Posted by Certon View Post
    And I'd say you are absolutely correct. The teleports are optional. The quests only reachable by slayers would be 'extra' quests that have nothing to do with arcs. Heck, if that part of the idea is terrible, drop it completely and just have the optional ports.

    Heres what I would love.

    If you complete the related saga/ quest arc chain, you should get a "special feat" (similar to +1 destiny point tomes) that persists after TR that allows you to use a special teleport NPC at the entrance of the wilderness zone that will send you to quest entrances.

    Traveling too and fro from zone to zone and around wilderness areas gives me zero joy. I get it for those who find it immersive, sure go ahead run there. But running to OoB for the 76th time isnt fun for me anymore.
    Sarlona: Thrundrack, Fizzix, Swyft______(alts x20)

  8. #8
    Community Member Artos_Fabril's Avatar
    Join Date
    Jan 2010
    Posts
    1,681

    Default

    Quote Originally Posted by Certon View Post
    I said it. Slayers in wildernesses should unlock teleports to certain quest entrances.

    Yup. That means maybe there are thresholds for teleports. Lets call them tiers.

    Tier 1: lowest level-easiest to reach
    Tier 2: medium level
    Tier 3: highest level-hardest or impossible to reach.

    Yes, you could have quests that are ONLY reachable through slayers. These Tiers don't have to be exceptionally high, but if you added a quest to each adventure pack that was only reachable via teleport, it would add depth to the game and to slayers.

    Meh. It's just an opinion.
    2 questions:
    Why make people unlock teleporting to quests?

    Do we need another incentive for people to do slayers?

  9. #9
    Community Member Certon's Avatar
    Join Date
    Mar 2006
    Posts
    1,313

    Default

    Quote Originally Posted by Artos_Fabril View Post
    2 questions:
    Why make people unlock teleporting to quests?

    Do we need another incentive for people to do slayers?
    The idea is to create incentives so people can go for more if they wish. If you really want to go down the P2W rabbit hole, you could give free teleports to VIPs and make everyone else have to earn it.

  10. #10
    Community Member Artos_Fabril's Avatar
    Join Date
    Jan 2010
    Posts
    1,681

    Default

    Quote Originally Posted by Certon View Post
    The idea is to create incentives so people can go for more if they wish. If you really want to go down the P2W rabbit hole, you could give free teleports to VIPs and make everyone else have to earn it.
    Or just implement the Ravenloft model everywhere. It's not like people are passing on RL slayers because they port to the quests without doing them first.

  11. #11
    Community Member Wahnsinnig's Avatar
    Join Date
    Oct 2021
    Posts
    524

    Default

    Quote Originally Posted by Certon View Post
    Tier 1: lowest level-easiest to reach
    Tier 2: medium level
    Tier 3: highest level-hardest or impossible to reach.
    What is controversial with this?

    I just dont see the point. The Ravenloft model works well, I have never seen anyone complain about that. Make every area work like Ravenloft.

  12. #12
    Community Member
    Join Date
    Jul 2012
    Posts
    1,308

    Default

    Quote Originally Posted by Certon View Post
    Yes, you could have quests that are ONLY reachable through slayers. These Tiers don't have to be exceptionally high, but if you added a quest to each adventure pack that was only reachable via teleport, it would add depth to the game and to slayers.
    Taking a slightly different approach to this idea how about when you complete a slayer area you can reset the objectives and open the next difficulty (have the mobs scale the same as quests of that level). When you complete normal you can open hard then elite then R1-R10 (no extra xp or reaper xp though just a reset of the normal values). Have it reset on TR but not ETR. This would give a good source of xp for those on the ETR train but still place a wall to a degree in regards to how many times it could be rerun before it becomes too difficult or inefficient.

  13. #13
    Community Member Bjond's Avatar
    Join Date
    Dec 2018
    Posts
    1,938

    Default

    Quote Originally Posted by Certon View Post
    I said it. Slayers in wildernesses should unlock teleports
    I can't begin to describe how bad this idea is. NO NO NO NO!

    I hate slayers and pretty much never do them unless I want to quickly bump up a single level. I most definitely do NOT want to be required to grind out the maximum slayer level on every character every single life for every single wilderness. And it would be mandatory, because if you don't have the port, the group will start without you. I know this because if I had the port and you didn't, I would indeed start without you and not bother holding the finish/xp.

  14. #14

    Default

    I think Certon that you would like to see some other purpose to slayers other than kills for xp. I am not sure that unlocking quests or teleports is THAT THING. Maybe something else, like some kind of new difficulty level for the wilderness itself, or a favor award (since you do not get favor from wilderness kills).

    Quests get you xp, maybe reaper xp and favor; slayers only do one of those things. So that is where I would look into coming up with a new idea.
    Wiki dashboard with some useful stealthplay links. LONG LIVE STEALTH!
    Proud Knight of the Silver Legion, Cannith: Saekee (main) and some others typically parked at some level to help guildies and other players


  15. #15
    Community Member Oliphant's Avatar
    Join Date
    Nov 2011
    Posts
    2,452

    Default

    Not a controversial idea here. Most people in the world have no clue how bad of an idea this is.
    Please consider the environment before printing this post

  16. #16
    Community Member Artos_Fabril's Avatar
    Join Date
    Jan 2010
    Posts
    1,681

    Default

    Quote Originally Posted by Oliphant View Post
    Not a controversial idea here. Most people in the world have no clue how bad of an idea this is.
    The controversial part is putting artificial roadblocks in front of QoL features.

  17. #17
    Community Member TitusOvid's Avatar
    Join Date
    Jul 2014
    Posts
    2,728

    Default

    I liked the old Navigator mechanic. Whereas you get the teleport point, if you completed all explorers of an area. It is QoL with a logical prize. If you can talk about logic in a fantasy/magic world. But if you know the area aka discovered all explorers you were able to take shortcuts.

    If teleporters are bound to a condition it should be explorer and not slayer.
    I like running wilderness. It is like a Sunday morning hiking tour with some extra action. But I also know that I belong to a minority who enjoys these kind of things. The best solution would be the Ravenloft model, imo. People who don't like wilderness can skip it, others can enjoy it. Ravenloft is just attractive because of slayer xp. I doubt a lot of people run it for the explorers and story like I do.

    So yes to teleporters but no to conditions and if a condition then explorer not slayer.

    But thanks for starting this topic.

    Cheers,
    Titus
    Playing since 2010 | Don't do the fun wrong | New to Orien? Join the ingame Titan Channel | Soko Irrlicht freut sich immer über neue Mitglieder | Deutscher DDO Discord | Orien Raiding Discord | Toons: Titus Ovid , Bruder, Upload, Zzed, (Rubbel)

  18. #18
    Community Member
    Join Date
    Sep 2009
    Posts
    711

    Default

    We have never had much feedback from the Devs on why they implemented a method that players like so much with RL, and then never did it again. It's not like the RL wilderness area isn't worth doing. It's quite good XP if you have the patience for it. It's just that you don't have to do it if you don't want to.

  19. #19
    Community Member Oliphant's Avatar
    Join Date
    Nov 2011
    Posts
    2,452

    Default

    They should have a seasonal whale server where people pay oodles to spin up new toons gobbling up slayers with no teleports.
    Please consider the environment before printing this post

  20. #20
    Community Member Syrrah's Avatar
    Join Date
    Jan 2011
    Posts
    141

    Arrow Exploers not slayers

    Wouldn't it make more sense to unlock teleports by completing the explorers quest for an area, not slayers?

    If you explored the entire map (and thus the full map is unlocked for you), then it demonstrates that you know the area. Thematically that matches teleport options a lot better than killing x amount of monsters.

    ---

    Making places available only through teleport options that require slayers (or explorers) goals is a bad idea in my opinion, as it forces players too much into that playstyle. Lots of peeps bother with neither explorers nor slayers. Also it sounds like more work for whoever has to design the maps versus very little benefit.

    Also, I still remember the outcry when High Road Of Shadows was released. There, a certain explorer point was only available through a wilderness rare encounter. The forums were ablaze for days and the excercise was never repeated by the developers. And that was for a rare encounter that wasn't actually rare, it popped up all the time.

Page 1 of 2 12 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  

This form's session has expired. You need to reload the page.

Reload