A question i came across and a suggestion coming out of it!

Is this a good suggestion?

  • Yeah, i like it!

    Votes: 1 16.7%
  • Maybe.

    Votes: 4 66.7%
  • No, it will mess things up!

    Votes: 0 0.0%
  • Other Suggestions.

    Votes: 1 16.7%

  • Total voters
    6

zeus9860

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Thothie said:
[...]But upon finally leaving the palace, the tribe discovered that their newfound powers weakened the further they traveled from it. As such, they confine themselves primarily to the desert surrounding the palace, and have dubbed their tribe, the Shahaddar Orc tribe.[...]

Ok, so the question is, this short quote from Thothie says that the shahaddar orc tribe gets weak if they move further away from the palace. Which means when we face runegarh in shad_palace, he should be stronger, or when we face him in lodagond-1, he should be less powerfull.
So right now, i'm pretty sure that both runegarhs found in both maps are probably the same, which doesn't make much sense after reading that short part of Thothie's quote. So what's going on exactly???

I'm not sure about this next statement being a good one but, if the fight in shad_palace in the end is useless(with no point on doing it), why not just make a future quest? A quest were you would get contracted by x person/mysterious person, that had a primary goal in it: "Exterminating/kicking the sorc tribe from their main lands" or "Putting an end to their source of power".
I think this would be a good idea, specially if later when said quest or any other possible quest that involves such acts (doing harm to this tribe) would involve shad_palace and sorc_villa again, but in a gauntlet series of 4 maps. Basically something like (Place where you get the quest, place where you get to travel from there to somewhere close to shad_palace, then it would actually come shad_palace v2 with minor adjustments to the quest, and finally sorc_villa v2 with also minor adjustements).
This suggestion would not only put an use to doing that final fight on the palace and killing the village's population afterwards but it would also make a new series of gauntlet maps, it would also make future entertaining quest lines[*], if in the end that mysterious person who contracted you to do this job happens to be some other baddy that wanted to put their hands on sorc's tribe power. Then again this *might* conflict with other things in the lore, which i dont know much of.

[*]Other quest lines such as: going after the remaining fugitives from the slaughter into the deserts and other possible places(see example)

All there is left to do now is to share your thoughts, vote in the poll and to DISCUSS :!:
 

Borya

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Re: A question i came across and a suggestion coming out of

I'd only support this idea if there was also a quest to go into Kray Eldorad and put an end to the elves in a similar manner.

Other than my thoughts of 'screw elves' and 'ORCS IZ DA BEST', it seems like a nifty idea.
 

Thothie

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Re: A question i came across and a suggestion coming out of

Runegahr is about triple-strength in Sorc Palace. I did figure he was better at retaining his power than most of his minions, however, hence why he's the only one who can teleport short distances, even when far away from the palace.

Oddly enough, however, his throne room is less defensible than the area where the ice mages were trying to imprison him - and that maybe a major factor to why he may seem to be the same strength. It is true, he should have some extra abilities in the palace walls though - just got lazy / fearing server crashes.

There's future quests tied to the friendly variants of Sorc_Villa, and areas beyond, but I hadn't really planned on using the hostile variant as more than a challenge - although it maybe other quests/Titles require completion of it at a certain Achievement level. (Also makes a good guild rule, if you want ultra-l337 guild, I suppose.)
 

Freerad

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Re: A question i came across and a suggestion coming out of

Imo, I think there should only be 2-3 juggernauts instead of 6 by the way, it makes it so damn annoying always getting tossed and also dying in like 2-4 hits.
 

zeus9860

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Re: A question i came across and a suggestion coming out of

Borya said:
I'd only support this idea if there was also a quest to go into Kray Eldorad and put an end to the elves in a similar manner.

Other than my thoughts of 'screw elves' and 'ORCS IZ DA BEST', it seems like a nifty idea.

Basically, this could be set for an example to future quests like i mentioned, taking part of something like this.


Freerad said:
Imo, I think there should only be 2-3 juggernauts instead of 6 by the way, it makes it so damn annoying always getting tossed and also dying in like 2-4 hits.

I always thought that this battle(or should i say the map) was meant to be done with a few players by your side, because in the end, there is a town. Wouldn't make alot of sense seeing a single player soloing the map to then reach a town that seemed to be designed with content for a couple of players, unless that player would end up being like me, which always prefers to have a good and tough challenge, in order to see how good i am at beating things up :roll:


Thothie said:
Runegahr is about triple-strength in Sorc Palace. I did figure he was better at retaining his power than most of his minions, however, hence why he's the only one who can teleport short distances, even when far away from the palace.

I never noticed this difference between both, though i think there is a speed difference from 1 runegarh to another, i think i have seen runegarh in shad_palace actually moving almost 2x faster than in lodagond-1. Though i dont know if this is accurate since i might be confused afterall.

Thothie said:
Oddly enough, however, his throne room is less defensible than the area where the ice mages were trying to imprison him - and that maybe a major factor to why he may seem to be the same strength. It is true, he should have some extra abilities in the palace walls though - just got lazy / fearing server crashes.

This be true, the fact that the arena (throne room) is widely open makes the fight way too easy, once you take care of his bodyguards. In someway wouldn't it be a good idea making that end fight into a 3 round based fight? Making the juggernauts assault us, then Thuldar would join the party after x were killed, after everything died, Runegarh would get off his throne and come after you.
IMO this last part is were it should be more difficulty compared to the previous fights we had, i think this goal could be easily achieved if runegarh had most of his stats doubled (possibly a lower strength stat instead of double, to avoid making him a 1-3 hit kill SOB), a few new abilities, possibly more lightning based spells [suggestion] and some new spell which involves vampyric/dark dmg on the players every once in the while (maybe some dark power coming from the walls in the throne room, leeching of adventurers life and power as time moves on while fighting him).[/suggestion]


Thothie said:
There's future quests tied to the friendly variants of Sorc_Villa, and areas beyond, but I hadn't really planned on using the hostile variant as more than a challenge - although it maybe other quests/Titles require completion of it at a certain Achievement level. (Also makes a good guild rule, if you want ultra-l337 guild, I suppose.)

Well, it would be nice to have more things to do in both sides we can take when visiting the town. This challenge your pointing out, what does it consist actually? Is it some challenge where you have to proove how much you are worthy to this town or something? :eek:
 

Thothie

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Re: A question i came across and a suggestion coming out of

zeus9860 said:
a few new abilities, possibly more lightning based spells [suggestion] and some new spell which involves vampyric/dark dmg on the players every once in the while (maybe some dark power coming from the walls in the throne room, leeching of adventurers life and power as time moves on while fighting him).[/suggestion]

Again, was considering it, but the map has so much extra overhead (from the bizarre compile settings required) and the server's been through so much hell by the time you get there, I'd be really worried about trying anything too fancy. Given all the potential rewards in the friendly version of Sorc_Villa, you're also really better off not fighting him, in most cases.

He's the same speed though - it's really the same script, just all the damages have been doubled or tripled, and his HP has been tripled.

Hostile variant really just provides more bragging rights than anything else, but that'll be covered in the changelog. (Although if you really want a spoiler, here's one.)
 

Freerad

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Re: A question i came across and a suggestion coming out of

zeus9860 said:
Freerad said:
Imo, I think there should only be 2-3 juggernauts instead of 6 by the way, it makes it so damn annoying always getting tossed and also dying in like 2-4 hits.

I always thought that this battle(or should i say the map) was meant to be done with a few players by your side, because in the end, there is a town. Wouldn't make alot of sense seeing a single player soloing the map to then reach a town that seemed to be designed with content for a couple of players, unless that player would end up being like me, which always prefers to have a good and tough challenge, in order to see how good i am at beating things up :roll:

Yes but even 2-3 juggernauts would be a challenge for one player and also a few. 6 though is a big rush of constant dying and slowly killing them. Just my thought though..
 

Thothie

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Re: A question i came across and a suggestion coming out of

That's why we have a thing called Teamwork (and Leadfoot potions, and Urdualian Shields). ;)

I suppose if you were a real "sadomasochistic idiot" and wanted to solo it, your best bet would be to be sure you took down all the Juggers before taking out Thuldahr - that'd at least ensure their spawning would be staggered during the fight with Runegahr.

Map is designed for a high-end assault team. Although, the little comments the orcs make throughout the map do have custom responses for dealing with single players, for I realize that some day, all too soon, this will be a cakewalk for your average vet to solo.
 

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Re: A question i came across and a suggestion coming out of

TBH, I think the hardest part of the map is beating that dang super-demon bludgeon with ridiculously huge multipliers down in the prisons if there are feeders about, since he's close to spawn.

It has something like hpmulti 5, with a dmgmulti of at least 2.5, leaving the bludgeon somewhere along the lines of 15000 hp, without including armor or feeding.

Then again, the juggernaut-fest is also pretty dang hard as well if people are feeding them.

TL;DR don't bring people who die a lot :D
 

Thothie

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Re: A question i came across and a suggestion coming out of

When I first got this map, their multipliers were 9 and 8. >< ... Hrmm.... Maybe should stick a boss flag on the elder demon bludgeon. (It'd stop him from being fed - but of course he'd slowly regen and gain damage resistance against the slain instead.)

Rickler originally wanted a vampire (or vampires) here, but the model he wanted had an owner who wouldn't surrender it to us. I have an HL2 vampire model now (or rather, more of a humanoid man-bat thingie). I should probably convert it... But it is true, this is one place where the Bludgeons are more consistent, rather than less.

Gotta explain where all this vampire blood comes from someday though. ;)
 

Srgnt Rehab

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Re: A question i came across and a suggestion coming out of

I didn't vote *BECAUSE* - I'm not sure if this would mean that you could go and kill Runeghar and the village... than zone to the regular shad_palace and be like "Hey guiz, I be on ur team allllalong!"

What I'm trying to say is... would this quest permanently change the game for your character, or is it just something to do that ends up not really changing your alliances with the shad orcs at all...?
 

Thothie

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Re: A question i came across and a suggestion coming out of

At the moment, as has been traditional with this game, quests, for the most part, have no "memory". The game kinda resets each time you visit a map. Every time you go to Lodagond-1, Runegahr will still be there. Every time you go to Shad_Palace, you'll have to fight your way through to Runegahr. Every time you visit Edana, Urdauf's lost his book again, and the mayor's on the take again. etc. etc.

This whole bit where your actions in shad_palace affect the state of sorc_villa is the first major departure I can think from that, off hand, but, hopefully not too confusing. (Although it is true, if no one on Shad_Palace has a Blood Drinker, Runegahr won't be there - but how often does that happen?)
 
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