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  1. #1
    Community Member mikemorrow's Avatar
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    Default make a super hard dungeon with good loot

    we need one quest that has a lot of challenging monsters,traps,puzzles,etc.
    make it super hard for the party to complete, and have end rewards like +2 tomes,+5 adamantine weapons of vorpal,banishing,smiting,and paralyzing.
    all the good stuff so to speak-that everyone wants in a dnd quest.
    put new monsters in it- like medusas,basilisks,gorgons,displacer beasts,scaladars,bulletes,umber hulks,etc.
    i can assure you, that this quest would be a top favorite to every player, and you might need a super server to keep it going.

  2. #2
    Community Member Mercules's Avatar
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    Quote Originally Posted by mikemorrow View Post
    we need one quest that has a lot of challenging monsters,traps,puzzles,etc.
    make it super hard for the party to complete, and have end rewards like +2 tomes,+5 adamantine weapons of vorpal,banishing,smiting,and paralyzing.
    all the good stuff so to speak-that everyone wants in a dnd quest.
    put new monsters in it- like medusas,basilisks,gorgons,displacer beasts,scaladars,bulletes,umber hulks,etc.
    i can assure you, that this quest would be a top favorite to every player, and you might need a super server to keep it going.
    /open mouth to make comments
    /realize I don't want infraction points and there are no good comments to make
    /close mouth and move on
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  3. #3
    Community Member LOUDRampart's Avatar
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    Make this quest very difficult. Make it so each time you enter the instance it is completely randomly created with the only exceptions being that the entry and exit rooms are "safe". So dungeon halls, traps, rooms, mobs, chest locations, etc are all in different unknown locations every time.

    I envision the players must find a small keep somewhere. They enter the instance into the main area and then must find what ever it is they are sent after. Call this dungeon "The Keep of Insanity" or something like that.

    Also, I would recommend that the average level of the party determines what level the quest opens. Of course powerleveling and being too high for the instance (such as bringing in a high level character once the dungeon is opened by lower levels) affects xps, etc.
    Last edited by LOUDRampart; 10-08-2007 at 10:11 AM.

  4. #4
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    Impaqt's Avatar
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    Um.. How difficult would the quest be after you ran it a few times and obtained all those +5 Uber weapons? Not to mention how rediculously easy it would make every other quest i n the game....

    It would be nice if +2 TOmes dropped more often.. In reality those things arent nearly as uber as people make them out to be.... But the other stuff. That Epic level gear.
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  5. #5
    Founder DZX's Avatar
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    Quote Originally Posted by mikemorrow View Post
    we need one quest that has a lot of challenging monsters,traps,puzzles,etc.
    make it super hard for the party to complete, and have end rewards like +2 tomes,+5 adamantine weapons of vorpal,banishing,smiting,and paralyzing.
    all the good stuff so to speak-that everyone wants in a dnd quest.
    put new monsters in it- like medusas,basilisks,gorgons,displacer beasts,scaladars,bulletes,umber hulks,etc.
    i can assure you, that this quest would be a top favorite to every player, and you might need a super server to keep it going.

    Your assurances failed. This would not be a top favorite of mine, I like good loot but its already fairly easy to obtain the items (with the exception of the Tomes) and those will become much easier with the next level cap I am willing to bet.

    No thanks.
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  6. #6
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    I beleive it woudl be possible to create a VERY difficult quest, that would put the balloon headed casters on their knees (Oh dear I can already hear the whinning)..... You know one where they couldn't nuke the whole place (OK they TRIED, with flesh golems, as well as the Mentau pre-raid line). Yes, one that would challenge a complete well rounded party, one with a rogue, a cleric, a couple tanks, and combo of bards/casters. One that had some randomness to it... IE mobs/chests spawning in different locations and with different make-ups. One with multiple random REAL trap locations..... Not ones that can't possibly be found or disabled except by .00005% of the rogues out there... Just very random and very deadly if not disabled. A quest that requires true teamwork, not jsut a bunch of peopel runnign behind a nuker caster spamming PK/Finger/FW all over the place... One that had a set of puzzles where the solution possiblilities could be changed say once a month just to keep people on their toes and to thwart the likes of the guilds who claim awesomeness, but really count on Game Cheat.com and the buddies of the Devs who leak to them etc.... Hard yes, but possible

  7. #7

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    Honestly, after spending a few months playing games with "Randomly Generated Quests," I've come to decide that it's really not all that everyone seems to want it to be.

    Randomly Generated becomes Repetitive and Boring just about as fast as the current quests in DDO.

    The Devs are moving in the right direction with randomization (a few different possibilities for everything). But quests that are completely generated by a random generator: Count me out.
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  8. #8
    Community Member Dane_McArdy's Avatar
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    Quote Originally Posted by MysticTheurge View Post
    Honestly, after spending a few months playing games with "Randomly Generated Quests," I've come to decide that it's really not all that everyone seems to want it to be.

    Randomly Generated becomes Repetitive and Boring just about as fast as the current quests in DDO.

    The Devs are moving in the right direction with randomization (a few different possibilities for everything). But quests that are completely generated by a random generator: Count me out.
    He he he, all it takes is a walk on the other side.

    The fact is, all these games a limited by what can be put in them. ALL Video games are. It's basically a choose your own path, however, all the paths are pre set for you.

    That can happen even in a paper game, but paper can just as well go in any direction the DM/Players want.

    And with Random Generated Dungeons, well, there can only be so many things they put in, Pick A, B, C, D, E, or F, it's still going to be one of those.

    And you eventually learn them all. And in fact, Random Dungeons can't every through a surprise in, because those have to be thought out as well. And once you find them, you aren't surprised anymore.

    While hand made dungeons can always offer that.

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