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  1. #21
    Cosmetic Guru Aelonwy's Avatar
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    Quote Originally Posted by PsychoBlonde View Post
    I definitely agree with this, but I'm not sure where else they could put it given they elected to base everything out of the Cerulean Hills. They could put it IN the Gatekeeper Grove, of course, or also in the Cerulean Hills. But I agree that the Harbor is EXTREMELY cluttered.
    I'd say move it too, to the Cerulean Hills specifically it could go A, B, or C:



    A on the little hill beside the shrine.
    B on the hill between Nash Braza's quest and the druid's grove.
    C on the hill between the Orc's Prison and the Scorpion Lair.
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  2. #22
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    Default Rosemary's ballad

    Did Rosemary's Ballad last night and ran into a bit of a glitch. while in the back porch was able to walk through the bamboo with out cutting it with the scythe and did the rest of the quest but since I did not cut the bamboo to get into the garden. I went back and cut the bamboo after finishing the end fight but since I did it out of order I has to exit quest and redo from start. need to make is so a person cannot slip though bamboo.

  3. #23
    Community Member DYWYPI's Avatar
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    Lost Gatekeepers (Heroic)

    Following on from my last critique on: The Lost Gatekeepers (Preview 1), [Post #37], we now conclude with the final: Preview 2.

    Rosemary's Ballad: for whatever reason when I ran the quest this Preview 2, the quest "bugged out" and was 'uncompletable'!

    NB: It looks like several other people that have already posted in this thread came across the same issue...

    Preview 1, I had no issue completing the Quest. This Preview 2, I bypassed the "Simon Says" Puzzle as with Preview 1. When I went near that door from the "Garden" the voiceover for solving that Puzzle solution triggered.

    Also the voiceover; for using the Scythe didn't trigger when I was cutting down the initial "Magic Root Wall". It wasn't actually until long after I had killed the Boss and collected the Parrot. I purposely went around scouring the entire hedge Maze again; I finally triggered the "Mysterious Voice" voice acting, when wandering back to the House.


    Somehow your 'event trigger' for that "Mysterious Voice" Objective isn't working; so if it doesn't trigger in the "right order" you cannot actually complete the Quest.

    NB: I re-ran the quest and the second time the voiceover triggered correctly. I took the shortest route at the start of the garden; to the nearby Voice (rather than towards the boss) the second time and I could successfully 'Complete' the quest.


    Housekeeping: I loved the theatrical Character, voice acting, it added an even greater depth - very well done. :D


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    The "Dice" within large Puzzle room for some reason automatically removed themselves... Flimsy?


    Roll thirteen and I'm out of luck.

    I had done all the other Puzzles (except the "Dice" as I was leaving that to last) and had just finished the: Tile Puzzle, and walked up to the Dice and they were missing. So presumably "Solved"?

    The "Dice" columns were present when I had entered the room and I had started the Pentagram Puzzle. So I have no clue whether solving the 'Tile Puzzle' effected any other puzzles or it was some weird "escaping dice" bug?


    The Sacred Bounty: some of the mobs in this quest didn't seem to fit in that well with a maintained sealed temple. The plot was fine and there were several Puzzles that allowed access to various rooms.

    I'm not sure what the 'Puzzle Wheels 'were meant to do; as I was looking for an Objective before attempting to rotate them. So I didn't actually try to touch the Puzzle Wheels until after I had completed the quest. It looked like they were sequentially numbered with the pips: 1-6. The "wheels" appeared to be a "locked" state by: Completion. So presumably you were suppose to turn them early on in the quest.


    Feel the testaments of puzzles and pagans.

    The Tile Puzzle was reasonably complex for a Level 3 Quest and solving the Puzzle unlocked corridor barriers, etc.

    I really liked the plant like greenery (cannot remember what the plant was called) but the fact that it was toxic to the come into contact with was a nice twisted touch.


    I stumble in my shadow, I tangle in the leaves.

    Possibly for a Level 3 quest it lacked some "handholding" hints, which it may have benefitted from. Plus some of the mobs were a weird mix for a quest at that Level in the Cerulean Hills, etc.


    In the first act, there was a jester, with an apple.

    So parts of the quest I really liked and other parts just didn't seem to gel. Yes, I know the constructs were introduced by Foxpaw that wasn't the problem. It was the 'model type' of Construct that felt out of place.


    The House: I concur, placing "the House" in the Harbour may seem humorous (for several short months) albeit it would be better served in the: Cerulean Hills or Gatekeepers' Grove. I and several other people mentioned in Preview 1, the House was amazing but placed in an already overcrowded area.

    Quote Originally Posted by Myself, U46 Preview: 1 View Post
    [...] I'm not sure about the "House" being permanently placed within the Harbour was a good move, it perhaps should have appeared in: The Cerulean Hills. Albeit it (exterior) will undoubtedly turn heads, from passerbys and the eye candy looked like something from Brothers Grimm. :D ...
    I haven't gone into great detail and just reiterated those issues that I found most memorable.
    Last edited by DYWYPI; 04-10-2020 at 07:34 AM. Reason: Grammar.

  4. #24
    FreeDeeOh PsychoBlonde's Avatar
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    One thing also, you guys should definitely add new wilderness explore points to the Cerulean Hills wilderness explorer for the new quest entrances, (those that aren't on existing explore points, IIRC the Hargrove farmhouse and the orc cave) and maybe raise the cap on the slayer from 400 to at least 750 and maybe even 1500 since the area is now more prominent.

    I'd also suggest moving the Hargrove farmstead over to the "farm" area on the map close to the entrance, where all the fields and stuff are. It makes NO sense where it is now. I'd also suggest moving the Orc cave up toward the waterfall area where the other orc cave is. There's a PERFECT spot for it. Also, you wouldn't have to change the zone so much if you do this.

    And maybe consider removing the blocks from what is now the entrance to Capstone's quest so it actually looks like an entrance instead of a WALL, and re-naming it from "cave-in" to "old mine" or whatever.

    Here's a visual:



    Something kinda weird but maybe not that you might want to consider would be adding Where There's Smoke and The Captives in to the chain (as f2p pre-quests, maybe), and adding some lines to the dialog for those quests along the lines that some druids were wandering around the Hills and ****ed off a local orc tribe, hence why the orcs are suddenly taking captives and attacking farmsteads and stealing people's dogs. You could move the quest-giver for The Captives (and maybe even Nash Braza?) into the Gatekeeper's Grove.

    You could change Nash Braza's spot slightly so that you click on the gate to *a farmstead* instead of a random caravan vehicle thing to go to his quest, too.

    I think these tweaks would make it feel more like a unified questing zone with its own thing going on and an interrelated storyline. Plus you wouldn't have to build that weird-*** bridge thing up to where the Hargrove Farmstead is currently and change the area so dramatically.

    Further, there are a LOT of mob spawns around the Cave-in where Capstone's quest entrance is, meaning that when you finish out of his quest you are going to be swarmed by mobs. Existing quest entrances in exploration zones have space around them without mobs to avoid this. Moving or removing the mobs that are around the cave-in would be a good idea.

    My preference would also be for you to make a Legendary version of the exploration zone if you can possibly swing it. Running through a heroic wilderness to get to epic quests still just feels WRONG to me.
    Last edited by PsychoBlonde; 04-10-2020 at 12:02 PM.
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  5. #25
    Community Member Alrik_Fassbauer's Avatar
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    Quote Originally Posted by Aelonwy View Post
    I'd say move it too, to the Cerulean Hills specifically it could go A, B, or C:
    C would be ideal, because there's a free space there.

    It would however, take away that remark from the dock worker that the building is in the way of the crane (or how it was worded) ...
    "You are a Tiefling. And a Cleric, with the Domain of the Sun. Doesn't that contradict each other ?" "No, all my friends are playing evil. I found that so boring that I decided to be on the good side. And, besides, Sun and Fire, where is the difference, really ?"

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