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  1. #1
    Community Member Venar's Avatar
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    Mar 2006
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    Default Time to re-distribute the loot

    Some quests are populars. Others never get run.
    Experience points have a role to play in this, of course. But loot is what draw people to quests.
    There are quests in this game that contain great loot items.
    Like Prison of the Planes. Surefoot Boots, Kardin's Eye, to name a few.
    People flock to these quests. And it made me wonder: why do some quest have great named items, and others don't?

    A single nice little item can make people run a quest.

    Take Durk's Got a Secret and it's Muckbane. People run that every day.
    STK for the Feather Ring.
    Gwylan's Blade.
    Redwillow's Giant Stalker Knife.
    The Rez ring, the Electric Haze, the Golden Greaves, the Silver Bow, the Bloodstone.
    All items that lure people to quests.

    So, why do some quests hold so many named items, and others have none?

    I think it would be a great move to make sure that every quest can hold a little something special. And not just the main quests. Here is how to proceed to add these loots.

    1. Make sure the item is worth it
    After 2 years, and a saturated market, the Syckle of Sypheros is not a good item. Or a +1 named leather armor.

    2. Put it in a chest, or as a random end reward
    Putting it there to be picked up, like the 3 Whisperdoom items or the HISP's bottle of water, is not a good idea, since players don't have an equal chance to pull it.

    3. Make it special
    A special item is something with an unusual bonus. Once again Muckbane is a great exemple: it has Ooze bane, but it is also undamaged by Oozes. So, sure, a named +1 Flaming Longsword of Puregood in Proof Against Poison would be worth it. But it would not be special. Make it an +1 Acid + Flaming Longsword, and it becomes special, because it has 2 pre-fixes.


    In ending, here is a few exemple of what i mean. Items that would make people run quests. These are just exemples, to illustrate how a single nice little item can make people run quests:

    - A Poison Proof + Feather Falling Ring in A cry for help
    - A Stack of 100 Returning Silver Arrows somewhere in the Gianthold outdoors
    - A protection +2 resistance +2 cloak in the Smuggler's Run
    - A +4 Fearsome Darkweave Armor in the Coalescent Chamber
    - A Superior Potency 5 staff of Spell Penetration 5 somewhere in Made to Order
    - An Underwater Action trinket of Greater False Life in the Tomb of the blighted

    You see where i'm going.
    Last edited by Venar; 04-11-2008 at 04:04 AM.

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