Sandy Posted April 25, 2013 Author Posted April 25, 2013 First of all, I want all of you to understand that I am never offended when people give constructive criticism or advice for this game. Everything you guys have said about Quest#50 so far has been justified and much appreciated. The issues you had with the quest are exactly the problems it had, and now I know better than to repeat those problems. I have to admit that I was a bit shocked about the abrupt ending, only because I wasn't given any sign that you players were bored, fatigued out, or desperate. Always remember that your QM is a human being too, not a computer game - you can actually reason with him or her, explain how you feel and hope that he or she understands and does something about it. I know communication is sometimes difficult when you're in a completely different time zone, but in the future, please talk to me if you feel iffy about a quest. We're in this together, aren't we? I had no intention for this quest to run for so long, and I didn't even realize it had been that long. I can totally understand you players being bored, while I had plenty of stuff to do in the meanwhile (like participate in a couple of quests with Ellaria etc. ). I can only apologize for the gaps in the updates, too. This really was a monster of a quest, and when I started it I had no idea it would take so much time just to build and photograph and roll for battle results. Anyway, I'm glad you see potential in the concept of continuous battles, as I wanted to test it out in this quest. I realize there was just too many enemies and locations for it to work properly. As far as the loot goes, I admit there's a lot of equipment there, but very few of them actually have unique effects. Most of the weapons are effectless or are merely elemental, and the artefacts are pretty straightforward as well. I just had to compensate the time that the players spent on the quest somehow. My intention wasn't to give Hybros enough gold to buy the whole of Eubric to his name, though, but that couldn't be helped. As I said, I now know better about my limits as a QM and the limits of this game as a whole, so these five months weren't spent for nothing from my perspective, and I hope the players feel the same way regardless of how it ended. Players of Q#50, please check the Quest-topic one last time for important info about the quest items - plus a little bonus for you. Love you all! Quote
Chromeknight Posted April 26, 2013 Posted April 26, 2013 Players of Q#50, please check the Quest-topic one last time for important info about the quest items - plus a little bonus for you. Love you all! That is one massive figbarf! And some very creative combinations of torsos/legs/headgears. Quote
Darkdragon Posted April 26, 2013 Posted April 26, 2013 Great to see all the figs in one place like that, awesome designs. Quote
Cutcobra Posted April 26, 2013 Posted April 26, 2013 That is one massive figbarf! And some very creative combinations of torsos/legs/headgears. I second that! It's too bad I don't remember some of them in battle. Quote
Rumble Strike Posted April 26, 2013 Posted April 26, 2013 We certainly took care of a lot of business in the pagoda. I think everyone appreciates the time and effort you put in to creating so many different characters, Sandy. Quote
JimBee Posted April 28, 2013 Posted April 28, 2013 I have to admit that I was a bit shocked about the abrupt ending, only because I wasn't given any sign that you players were bored, fatigued out, or desperate. Always remember that your QM is a human being too, not a computer game - you can actually reason with him or her, explain how you feel and hope that he or she understands and does something about it. I know communication is sometimes difficult when you're in a completely different time zone, but in the future, please talk to me if you feel iffy about a quest. We're in this together, aren't we? Yes, you are correct. I didn't realize that this wasn't made clear to you, and honestly some of us thought that you yourself were getting bored because of the spaced out updates. But yes, things could have been different if we the players had better communication with the Quest Master. On a completely separate note, I've had a few quest ideas written down. - An Uland Scavenger Hunt - This one is pretty well along in its development stages, and I plan to host it this summer. Basically it will be puzzle-based, and involve a lot of locations around Eubric and the surrounding areas. I hope to orient this one towards more experienced players, preferably ones with a good amount of knowledge about the ins-and-outs of Eubric, Uland, and their locations and people. I've also been playing around with the idea of giving experience for puzzles as well as battles since there won't be as many of the latter in this quest. - A Mystery of Chima quest - Just an idea that I had, focusing on the land of Chima that hosts many of the werefolk that we've seen throughout quests in Heroica so far. I'm not sure if Sandy or anyone else have made plans for this, but I for one would like to explore the origins and mysteries surrounding all of the werepeople in Olegaia. I'm hoping this one will be another mystery-oriented quest, although battles will have their place as well. I do not have any Chima sets (nor do I plan on buying any), though, so I've considered partnering up with another QM or just someone who can build with Chima sets for this one. Quote
Sandy Posted April 29, 2013 Author Posted April 29, 2013 - An Uland Scavenger Hunt - This one is pretty well along in its development stages, and I plan to host it this summer. Basically it will be puzzle-based, and involve a lot of locations around Eubric and the surrounding areas. I hope to orient this one towards more experienced players, preferably ones with a good amount of knowledge about the ins-and-outs of Eubric, Uland, and their locations and people. I've also been playing around with the idea of giving experience for puzzles as well as battles since there won't be as many of the latter in this quest. Sounds like fun. Most of Uland has been covered in the quests, so revisiting those locations would probably be fun for experienced players. - A Mystery of Chima quest - Just an idea that I had, focusing on the land of Chima that hosts many of the werefolk that we've seen throughout quests in Heroica so far. I'm not sure if Sandy or anyone else have made plans for this, but I for one would like to explore the origins and mysteries surrounding all of the werepeople in Olegaia. I'm hoping this one will be another mystery-oriented quest, although battles will have their place as well. I do not have any Chima sets (nor do I plan on buying any), though, so I've considered partnering up with another QM or just someone who can build with Chima sets for this one. You should definitely get the minifigs, at least. They're gorgeously detailed, even if they are somewhat cartoony. But I personally have no plans for a Terra Chima quest yet, so you or someone else can go ahead with it. Quote
Pyrovisionary Posted April 29, 2013 Posted April 29, 2013 I want to do a stealth and assassin based quest. But I'm not sure if the heroes would do anything but walk up to the target and commence battle. Quote
Flipz Posted April 29, 2013 Posted April 29, 2013 - An Uland Scavenger Hunt - This one is pretty well along in its development stages, and I plan to host it this summer. Basically it will be puzzle-based, and involve a lot of locations around Eubric and the surrounding areas. I hope to orient this one towards more experienced players, preferably ones with a good amount of knowledge about the ins-and-outs of Eubric, Uland, and their locations and people. I've also been playing around with the idea of giving experience for puzzles as well as battles since there won't be as many of the latter in this quest. Ooh, sounds awesome! I know I mentioned something about "small tasks all around Uland", glad to hear something like that is nearing fruition! Quote
Dannylonglegs Posted April 29, 2013 Posted April 29, 2013 I want to do a stealth and assassin based quest. But I'm not sure if the heroes would do anything but walk up to the target and commence battle. Intrigue Quests are totally possible. (In fact, as you may guess, I'm quite a fan of them. They don't fit my character very well, but I always find them... Intriguing.) I'm not sure what the problem is. You have a general idea, now fit a plot to it to make it funner. What's the Plot? The Party is hire to kill an assassin. First, why must they kill him? What is he doing? What's the Assassin's goal? Who hired him? Where is he? What kind of minions/lackeys does he have? Do the Party members only have a certain amount of time to stop him? Is he trying to kill someone? Is he trying to escape? How can the Party get to him? So you want it to involve stealth? A. make a stealth challenge with consequences for failure. It can either be RP related, a puzzle, or some mechanics like those incorporated in the Brickbay writeboard thing. (like what I did with Karie's Pick-Pocket attempt.) If the Party fails at sneaking, they are discovered by (more) Guards (than would be otherwise encountered), or their employers, or their employers' enemy, giving the Assassin enough warning to get away or something. B. Discreteness can be handled in other ways too. They can lie to get their way close-enough to the Assassin to kill him, infiltrating the enemy. ~Insectoid Aristocrat Quote
Kintobor Posted April 29, 2013 Posted April 29, 2013 (edited) So you want it to involve stealth? A. make a stealth challenge with consequences for failure. It can either be RP related, a puzzle, or some mechanics like those incorporated in the Brickbay writeboard thing. (like what I did with Karie's Pick-Pocket attempt.) If the Party fails at sneaking, they are discovered by (more) Guards (than would be otherwise encountered), or their employers, or their employers' enemy, giving the Assassin enough warning to get away or something. B. Discreteness can be handled in other ways too. They can lie to get their way close-enough to the Assassin to kill him, infiltrating the enemy. ~Insectoid Aristocrat Actually, I have a stealth based quest planned for my story arc. The continuous battle system could work wonders here. With guards potentially fleeing to get more guards. If you were to grid out a fortress or a prison and gave the guards movement patterns, it could work rather well. A Secret Under Eubric is nearing completion. It's going to be a rather short quest, but there's quite a few interesting characters sprinkled about. I'm thinking of having it be one big maze with small encounters along the way. I'm hoping it'll run for a three week period. Edited April 29, 2013 by Kintobor Quote
Professor Flitwick Posted April 29, 2013 Posted April 29, 2013 - A Mystery of Chima quest - Just an idea that I had, focusing on the land of Chima that hosts many of the werefolk that we've seen throughout quests in Heroica so far. I'm not sure if Sandy or anyone else have made plans for this, but I for one would like to explore the origins and mysteries surrounding all of the werepeople in Olegaia. I'm hoping this one will be another mystery-oriented quest, although battles will have their place as well. I do not have any Chima sets (nor do I plan on buying any), though, so I've considered partnering up with another QM or just someone who can build with Chima sets for this one. But do all the werepeople hail from Chima? I remember that Werepanthers come from the Mistlands, Wereturtles come from Njago, and Werelions appear to come from Miranda. Isn't it just the Werecrocodiles that come from Terra Chima? Quote
Sandy Posted April 29, 2013 Author Posted April 29, 2013 But do all the werepeople hail from Chima? I remember that Werepanthers come from the Mistlands, Wereturtles come from Njago, and Werelions appear to come from Miranda. Isn't it just the Werecrocodiles that come from Terra Chima? In my head, Terra Chima is inhabited by werepeople of various kinds. They have just spread across the world. Werelions and weregators definitely come from Terra Chima (Captain Mumbasa of my current quest is an immigrant). Quote
Flipz Posted April 29, 2013 Posted April 29, 2013 But do all the werepeople hail from Chima? I remember that Werepanthers come from the Mistlands, Wereturtles come from Njago, and Werelions appear to come from Miranda. Isn't it just the Werecrocodiles that come from Terra Chima? I seem to recall that either Njago is near to Terra Chima, or else that a lot of Terra Chima residents migrated to Njago, helping to found the land. It's also not hard to imagine that whatever makes werepeople werepeople originated in Terra Chima and then used the forms of the native wildlife as it spread. Quote
Brickdoctor Posted April 29, 2013 Posted April 29, 2013 I was under the impression that the Terra Chiman species were just defined as the minifigs from Legends of Chima. Quote
Dannylonglegs Posted April 29, 2013 Posted April 29, 2013 Actually, I have a stealth based quest planned for my story arc. The continuous battle system could work wonders here. With guards potentially fleeing to get more guards. If you were to grid out a fortress or a prison and gave the guards movement patterns, it could work rather well. A Secret Under Eubric is nearing completion. It's going to be a rather short quest, but there's quite a few interesting characters sprinkled about. I'm thinking of having it be one big maze with small encounters along the way. I'm hoping it'll run for a three week period. I agree! That sounds like a great Idea. I still think it would be fun to think of mechanics or RP that could work for avoiding combat, which is what I would have attempted had Dreyrugr gone off alone. Guard Movement Patterns could work like, "Note: In 6 Rounds another squad of guards will get within hearing range of a fight here, and will join combat 2 rounds after hearing the noise." giving the party 6 rounds to wrap it-up, or else get involved in another combat 2 rounds later. Enemy healers would be devastating . Not to give anything away, but the Fight or Flight, the confrontation with Fleur, is potentially two-tiered in a similar, but different, way. ~Insectoid Aristocrat Quote
Brickdoctor Posted April 29, 2013 Posted April 29, 2013 Sounds like a combination of Quest 7's dungeons and the Dastan Trilogy's final battle. But you don't tell the players when an enemy will be alerted to them. You give them a subtle hint, and if they fail, then they get attacked. (For example: Teuthisal head sticking out from behind a box.) Quote
Dannylonglegs Posted April 29, 2013 Posted April 29, 2013 Sounds like a combination of Quest 7's dungeons and the Dastan Trilogy's final battle. But you don't tell the players when an enemy will be alerted to them. You give them a subtle hint, and if they fail, then they get attacked. (For example: Teuthisal head sticking out from behind a box.) Hmm, yes, that's an even better idea, but maybe you could let them know the rounds if the took time before-hand to memorize the guard schedule, or if they interrogate a guard! So many options! I think I'm in love with this concept. ~Insectoid Aristocrat Quote
joeshmoe554 Posted April 29, 2013 Posted April 29, 2013 I agree! That sounds like a great Idea. I still think it would be fun to think of mechanics or RP that could work for avoiding combat, which is what I would have attempted had Dreyrugr gone off alone. If think if you implement an RP means of avoiding combat you should try to associate a reward with doing so (1 pt of XP and/or some loot). Avoiding combat may often be in character for players, but missing out on loot and experience can push players to fight anyway. If the players are rewarded either way, then they will be more likely to avoid those fights. Perhaps if the characters objective is to sneak in and assassinate someone, there could be a bonus reward for not alerting the guards, or their reward could be tied to the number of guards they killed. (For every guard killed the reward drops by x gold) Quote
Dannylonglegs Posted April 29, 2013 Posted April 29, 2013 If think if you implement an RP means of avoiding combat you should try to associate a reward with doing so (1 pt of XP and/or some loot). Avoiding combat may often be in character for players, but missing out on loot and experience can push players to fight anyway. If the players are rewarded either way, then they will be more likely to avoid those fights. Perhaps if the characters objective is to sneak in and assassinate someone, there could be a bonus reward for not alerting the guards, or their reward could be tied to the number of guards they killed. (For every guard killed the reward drops by x gold) I concur. I was going to give XP for successfully completing the Maze in 62, but they got into a combat instead. ~Insectoid Aristocrat Quote
Pyrovisionary Posted April 29, 2013 Posted April 29, 2013 Intrigue Quests are totally possible. (In fact, as you may guess, I'm quite a fan of them. They don't fit my character very well, but I always find them... Intriguing.) I'm not sure what the problem is. You have a general idea, now fit a plot to it to make it funner. What's the Plot? The Party is hire to kill an assassin. First, why must they kill him? What is he doing? What's the Assassin's goal? Who hired him? Where is he? What kind of minions/lackeys does he have? Do the Party members only have a certain amount of time to stop him? Is he trying to kill someone? Is he trying to escape? How can the Party get to him? So you want it to involve stealth? A. make a stealth challenge with consequences for failure. It can either be RP related, a puzzle, or some mechanics like those incorporated in the Brickbay writeboard thing. (like what I did with Karie's Pick-Pocket attempt.) If the Party fails at sneaking, they are discovered by (more) Guards (than would be otherwise encountered), or their employers, or their employers' enemy, giving the Assassin enough warning to get away or something. B. Discreteness can be handled in other ways too. They can lie to get their way close-enough to the Assassin to kill him, infiltrating the enemy. ~Insectoid Aristocrat Thanks for the help but I've already got it covered. You are the assassin. Quote
Brickdoctor Posted April 29, 2013 Posted April 29, 2013 No, you make the guards powerful enough that they impede the party's progress towards the goal enough that they're not worth fighting. Quote
Scubacarrot Posted April 29, 2013 Posted April 29, 2013 No, you make the guards powerful enough that they impede the party's progress towards the goal enough drop little to no loot so that they're not worth fighting. Fixed. Quote
Brickdoctor Posted April 29, 2013 Posted April 29, 2013 Fixed. You have to do both. A weaker enemy, even with little to no loot, represents free XP. Quote
Scubacarrot Posted April 29, 2013 Posted April 29, 2013 Well, of course they shouldn't be weak. Give them a decent amount of SP, decent health, annoying specials, refuse to auto-do rounds. Quote
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