>> Being ported out of the quest while dead leads to not being able to claim a prize once alive.
This is now fixed.
>>If you're disarmed, and your spirit servant picks up your weapon, you still lose it because the spirit servant doesn't follow you out.
And this should now be fixed as well.
-Alyias
GS4-ALYIAS
TRUE
Fun times!
07/27/2012 09:59 PM CDT
Arcane was successful after a VERY rough start on our part. Was lots of fun, and the prizes were great.
One suggestion, can you please add a leather option? All other classes have armor but the casters. :( Sadness.
Thanks!
Best,
Jim/Tk
One suggestion, can you please add a leather option? All other classes have armor but the casters. :( Sadness.
Thanks!
Best,
Jim/Tk
GHAZI
Re: Academy Quest(ions)
07/28/2012 01:49 AM CDT
I had a lot of fun with this overall. I haven't followed all of the adjustments made over time, but I can definitely say that while there was still a challenge in completing the quest, I never felt miserably frustrated by it all. I did participate with a fantastically prepared group, and further we did strike tremendous luck with the poor unfortunate imploded fella later finding our last artifact.
That said, one thing that I would suggest as a possible incentive for people running in the future is to not make placing the final artifact an immediate exit to the quest. As it was, we were all intent upon completing the quest. That's a given for what this is, but it also led to several participants, rightfully so, wanting to protect the completion. I think it is fair to keep a hard cap on the completion time of the quest, but if it would be possible to then allow an hour or even just half an hour for people to go explore given they completed the quest, that would be pretty neat. There's a lot to explore in there, and.. a lot of things to test your skills against. The prizes are great, successfully completing a quest is neat, but getting to explore the area and testing your skills against all of the foes without concern of the end result (provided you completed the quest) would be awesome.
It may be the case that some groups wouldn't want any more time in the area after completing the quest. I can imagine runs being so trying that such would be the case. But adding an option for the placer of the last artifact to either immediately choose for the group to exit the quest, or decline extraction for half an hour or so would be pretty neat.
I get that option could create a difficult situation where an entire group dies in that extended bonus time, and then is ported out to the entrance with everyone dead. I have no idea how difficult this would be to handle on the developer side, but from a logical standpoint.. if group y completes the quest and decides to stay in, then any player x who dies and is not raised before the hard (extended) time returns from the Academy area and suffers a decay death but revives at the normal exit (entrance) of the quest instead of.. wherever. This would add a level of risk to staying inside the Academy versus exiting right away.. while still giving the option for the group to explore or go all out upon successfully completing the quest.
And as an aside, I do agree with the poster who asked for a leather armor equivalent to be available. I don't care about leather armors and wouldn't have chosen such an item if it was available. Still, I think silly caster types/lower level characters should have an equal option to select something in the range of usefulness as the robe/scale+ users have. Reinforced or studded leather perhaps?
That said, one thing that I would suggest as a possible incentive for people running in the future is to not make placing the final artifact an immediate exit to the quest. As it was, we were all intent upon completing the quest. That's a given for what this is, but it also led to several participants, rightfully so, wanting to protect the completion. I think it is fair to keep a hard cap on the completion time of the quest, but if it would be possible to then allow an hour or even just half an hour for people to go explore given they completed the quest, that would be pretty neat. There's a lot to explore in there, and.. a lot of things to test your skills against. The prizes are great, successfully completing a quest is neat, but getting to explore the area and testing your skills against all of the foes without concern of the end result (provided you completed the quest) would be awesome.
It may be the case that some groups wouldn't want any more time in the area after completing the quest. I can imagine runs being so trying that such would be the case. But adding an option for the placer of the last artifact to either immediately choose for the group to exit the quest, or decline extraction for half an hour or so would be pretty neat.
I get that option could create a difficult situation where an entire group dies in that extended bonus time, and then is ported out to the entrance with everyone dead. I have no idea how difficult this would be to handle on the developer side, but from a logical standpoint.. if group y completes the quest and decides to stay in, then any player x who dies and is not raised before the hard (extended) time returns from the Academy area and suffers a decay death but revives at the normal exit (entrance) of the quest instead of.. wherever. This would add a level of risk to staying inside the Academy versus exiting right away.. while still giving the option for the group to explore or go all out upon successfully completing the quest.
And as an aside, I do agree with the poster who asked for a leather armor equivalent to be available. I don't care about leather armors and wouldn't have chosen such an item if it was available. Still, I think silly caster types/lower level characters should have an equal option to select something in the range of usefulness as the robe/scale+ users have. Reinforced or studded leather perhaps?
ARCHIGEEK
Re: Academy Quest(ions)
07/28/2012 02:32 AM CDT
Maybe the answer is to just allow people to let the 3 hour clock run all the way down. It could be that's when your extraction is, no matter when you put the last piece in place, so you've got to defend yourselves till your ride arrives so to speak. So if you finish in 2 hours, you've still got 1 hour to survive in there and collect loot or whatever. If it takes you 2 hours 50 minutes, you've only got another 10 minutes.
Kerl
Kerl
LUVINIT
Re: Academy Quest(ions)
07/28/2012 02:51 AM CDT
Or maybe a portal should appear and give you the option to go or stay until your 3 hour timer is up. Those in the group that want to stay inside to explore or hunt can do so without causing the others to be stuck inside waiting.
MAZZAC
Re: Academy Quest(ions)
07/28/2012 08:45 AM CDT
Wanted to also agree with this line of thinking. I would like to see an ability to stay longer than 3 hours if the party want to continue to Loot...er, I am explore!
MAZZAC
Re: Academy Quest(ions)
07/28/2012 08:46 AM CDT
That should of been stay up to the 3 hours!
Thanks,
JEZBELLE
Re: Academy Quest(ions)
07/28/2012 09:15 AM CDT
Thanks for letting me tag along! It was fun, even if I was the first person dead via implosion LOL....good thing we had just started the quest and weren't in the maze yet!
I need to find a script that will appraise every person in my group and heal them. Oh and empaths need their hands to be able to cast sanctuary FYI. LOL, I think I lost my hand about twenty times due to those statues.
Velvette...bowcrazy
I need to find a script that will appraise every person in my group and heal them. Oh and empaths need their hands to be able to cast sanctuary FYI. LOL, I think I lost my hand about twenty times due to those statues.
Velvette...bowcrazy
VSCARTER
Re: Academy Quest(ions)
07/28/2012 10:28 AM CDT
I had an absolute blast. I want to go again! What are the rules with running a second time with the same character?
Oh, and I love my skirt...
♫ Arpelli ♫
Oh, and I love my skirt...
♫ Arpelli ♫
RATHBONER
Re: Academy Quest(ions)
07/28/2012 04:24 PM CDT
>I know this is the first foray into the world of small, cooperative quests, but if you haven't signed up, what's making you think twice beforehand? We seem to be selling out of the custom-scheduled events, but the general admission ones are only getting two or three people to buy in. Are the times not convenient? Is the quest too long? Too expensive?
mechanics changes (I don't want to go into the quest not knowing how to use my society powers and brawling attacks, and due to the undead gap, I don't have any undead in game to practice on).
Times (wrong time of year as well as wrong time of day) don't work well for me, but I'd probably have found a way to do it once if I was still able to use old style Voln powers and may yet still do it if there is a low level group I can get an alt into.
mechanics changes (I don't want to go into the quest not knowing how to use my society powers and brawling attacks, and due to the undead gap, I don't have any undead in game to practice on).
Times (wrong time of year as well as wrong time of day) don't work well for me, but I'd probably have found a way to do it once if I was still able to use old style Voln powers and may yet still do it if there is a low level group I can get an alt into.
SCRAPPERK
Re: Academy Quest(ions)
07/28/2012 08:54 PM CDT
The monsters inside the quest drop some awesome loot. I am of the opinion that if you decide to allow people to stay and fight after the last item is placed, the gen rate be cut off. They can clean up whatever is left of the beasties and leave.
To continue to gen new NPCs for them would introduce a ton of high value items into the game.
~
From behind the cell door, a giantman's gruff voice shouts, "You should have killed me when you could have!"
GILBERTJ26
Re: Academy Quest(ions)
08/01/2012 10:38 PM CDT
I'd probably have found a way to do it once if I was still able to use old style Voln powers and may yet still do it if there is a low level group I can get an alt into.
I might be interested in that, Im trying to work up a monk, I forgot what the minimum age is for this, but if some want to try a young group run, I should have em at least up to 10 shortly.
I might be interested in that, Im trying to work up a monk, I forgot what the minimum age is for this, but if some want to try a young group run, I should have em at least up to 10 shortly.
RATHBONER
Re: Academy Quest(ions)
08/02/2012 05:26 AM CDT
>I might be interested in that, Im trying to work up a monk, I forgot what the minimum age is for this, but if some want to try a young group run, I should have em at least up to 10 shortly
I am not sure if there is a minimum level set, but if you want the ability to raise, that means 18 for the cleric at least.
I am not sure if there is a minimum level set, but if you want the ability to raise, that means 18 for the cleric at least.
GILBERTJ26
Re: Academy Quest(ions)
08/02/2012 06:42 PM CDT
but if you want the ability to raise, that means 18 for the cleric at least
Its not the option id choose for an older group but those too young for a cleric, but if one able is near the gate at least people can be drug out.
RAYN17
Re: Academy Quest(ions)
08/04/2012 09:21 PM CDT
All the people I know to run with are a much higher level than I am. I'd constantly be getting killed instead of helping out. Basically I'd feel horrible paying that money and then being dead weight the entire time.
GELSTONJ
Re: Academy Quest(ions)
08/07/2012 03:03 AM CDT
To answer your question, Arpelli, you can run it as many times as you want. I've run it five times now, won four out of that. The most recent was the SimuCon run last Saturday. We won it in about two hours, had all but one of the artifacts within about one hour or so? The newest of the changes make the quest a lot better, I think. I remember my first run, we won the quest with about three minutes to go, which definitely made it a nailbiter.
~James
Player of Septimius
~James
Player of Septimius
ARCHIGEEK
Re: Academy Quest(ions)
08/07/2012 03:31 PM CDT
I think I would prefer that they not have the "you are close" messaging, but eliminate the shifting aspect of the maze instead. Sure the messaging makes it easier, but it just doesn't make sense to me. I'd rather it be made easier by making the place easier to map. Just have it randomly layout to begin with so that people can't just mow through it 6 times. That way, we would feel a lot more like we were making progress, rather than just wandering aimlessly, waiting for the messaging so we could search in earnest.
I would also eliminate the RT associated with the loresongs entirely, as it doesn't really add anything to the quest.
The disarming critters should also be eliminated from the mix. It really is going to ruin someone's day when their prized possession gets disarmed and then imploded in short order. Why should we fear taking our favorite weapons on a quest? That sort of situation isn't the kind of thing that is going to convince people to pony up a few extra bucks.
I had great fun either way: releasing tons of undead, raising a couple of corpses, and just having fun with my friends. What's best about this quest is that you can do it with your friends.
Kerl
I would also eliminate the RT associated with the loresongs entirely, as it doesn't really add anything to the quest.
The disarming critters should also be eliminated from the mix. It really is going to ruin someone's day when their prized possession gets disarmed and then imploded in short order. Why should we fear taking our favorite weapons on a quest? That sort of situation isn't the kind of thing that is going to convince people to pony up a few extra bucks.
I had great fun either way: releasing tons of undead, raising a couple of corpses, and just having fun with my friends. What's best about this quest is that you can do it with your friends.
Kerl