Oct 23, 2005, 08:57 AM // 08:57
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#1
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Academy Page
Join Date: Aug 2005
Profession: Mo/W
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Simple, but necessary change to UW/FoW
I consider myself a veteran of both UW and FoW... especially FoW. I have made countless trips there, many of which were some great times with my guild, and some with some pretty good PuGs where I met some good people. I have finished every quest in FoW and nearly every quest in UW, and been to nearly every corner of both.
That said, a few too many trips are cut short early, and not because the group was poor. Anyone who has spent much time in either place knows what I am talking about - the quests. Well, not the quests, but people taking them too early. Some of the quests in these areas are very challenging and groups need to be prepared for them; but if even one person takes it, the entire group is forced to take it whether they are ready or not. Then, if the quest is failed you are ejected from the area.
The classic example of this is the "Unwanted Guests" quest in UW. This quest is not impossible, and I have finished it before - but it is a quest I would rarely want to attempt, and most would agree with me. Only a very strong, well prepared group can tackle it. The problem is that sometimes, even if you remind them, one person cannot seem to resist talking to that Reaper and gobbling up every single quest from it. Then you are faced with near certain doom. The halls are blocked off, you cannot escape the area, and that is the end of what might have been a great trip.
This is not as much of a problem in FoW, but there are a few spots where it causes problems there as well. Sometimes you just want to go back and get your reward for the Wailing Lord without those griffons tagging along and dying, you know?
So, what is the solution? It is very simple. Make it so at least 50% of the group must take a quest in UW or FoW before the quest is activated. Such a very, very simple fix - and yet this would prevent so much needless aggravation. I can't see any reason why this should not be implemented. Any thoughts on this are welcome.
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Oct 23, 2005, 11:46 AM // 11:46
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#2
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Wilds Pathfinder
Join Date: Sep 2005
Location: my house
Guild: The Cutting Edge [TCE]
Profession: N/
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i think it should just be a voting thing, where everyone needs to agree on taking the quest...
but nvm,
/signed
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Oct 23, 2005, 02:55 PM // 14:55
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#3
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Frost Gate Guardian
Join Date: May 2005
Profession: Me/
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Some system like this one would certainly cut down on the ability of players to grief you. At least a dozen times, when I've formed a group to do some of the later quests in the area, a jerk will take all the quests when I remind them that we're not down there to just kill smites. Game over.
It would help *so* much if they'd simply move that insane Unwanted Guests quest to a different Reaper. Pairing it with the Escort quest is just a recipe for disaster when mixed with clueless idiots or vindictive ass holes.
cmb
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Oct 23, 2005, 08:01 PM // 20:01
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#4
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Academy Page
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/signed
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Oct 23, 2005, 08:17 PM // 20:17
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#5
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Wilds Pathfinder
Join Date: Aug 2005
Location: Netherlands.
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/signed
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Oct 23, 2005, 10:36 PM // 22:36
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#6
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Academy Page
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/signed
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Oct 23, 2005, 11:37 PM // 23:37
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#7
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Banned
Join Date: Oct 2005
Location: California Best State In the World
Guild: Undead Poet Society
Profession: R/Me
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/signed
i think it should be for only FoW and UW because these places are the hardest places in the game,
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Oct 24, 2005, 03:26 AM // 03:26
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#8
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Forge Runner
Join Date: Jun 2005
Location: Inside
Guild: Fifteen Over Fifty [Rare]
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Just make it so only the party leader can accept a quest for the group.
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Oct 24, 2005, 06:23 AM // 06:23
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#9
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Teenager with attitude
Join Date: Jul 2005
Guild: Fifteen Over Fifty [Rare]
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Quote:
Originally Posted by Carinae Dragonblood
Just make it so only the party leader can accept a quest for the group.
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Problem is the party order gets tossed around a bit when entering, so sometimes a new person is at the top of the list.
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Oct 24, 2005, 06:25 AM // 06:25
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#10
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Jungle Guide
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It doesn't get randomly tossed, but tossed in the order of who connects and loads first.
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Oct 24, 2005, 07:55 AM // 07:55
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#11
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Academy Page
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Quote:
Originally Posted by Carinae Dragonblood
Just make it so only the party leader can accept a quest for the group.
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Yeah, but then what happens when the leader leaves or looses link?
Original idea is nice. 50% have to agree to take a quest. Perhaps it should be 50% of those still connected/part of the party?
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Oct 24, 2005, 10:02 AM // 10:02
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#12
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Jungle Guide
Join Date: Aug 2005
Profession: Mo/
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/signed
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Oct 25, 2005, 12:57 AM // 00:57
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#13
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Academy Page
Join Date: Aug 2005
Guild: Order of the Dark Angel
Profession: N/Mo
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/signed
cheers m8 , gr8 idea
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Oct 25, 2005, 01:01 AM // 01:01
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#14
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Krytan Explorer
Join Date: May 2005
Location: Somewhere
Guild: C A K E[YuM]
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/signed
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Oct 25, 2005, 01:48 AM // 01:48
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#15
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Frost Gate Guardian
Join Date: Apr 2005
Location: Behind the black shroud.
Guild: FFF
Profession: R/Me
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need more ectos, need more shards..whatever happened to balance.
(random rant)
/signed
:::End Transmission:::
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Oct 25, 2005, 01:51 AM // 01:51
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#16
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Frost Gate Guardian
Join Date: Jul 2005
Guild: Holy Patriots
Profession: Mo/W
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/signed
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Oct 25, 2005, 01:52 AM // 01:52
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#17
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Lion's Arch Merchant
Join Date: Aug 2005
Location: Boston, MA
Profession: Me/Mo
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/Signed
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Oct 25, 2005, 02:35 AM // 02:35
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#18
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Jungle Guide
Join Date: Jun 2005
Location: USA
Guild: Grenths Rejects [GR]
Profession: Me/
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/signed.
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Oct 25, 2005, 03:34 AM // 03:34
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#19
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Academy Page
Join Date: Aug 2005
Location: My hammer is stained with the blood of countless assassins.
Guild: We Eat Pancakes [Yumy]
Profession: W/
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That's a great idea! I want to expand upon it a little bit. Being not as familiar with UW and FoW as most of you probably are, I and certainly other less familiar players would like a NOT SUBTLE warning from the quest giver, telling me that this particular quest will make the zone extremely difficult if I accept. I mean... in the regular game, there is pretty much no reason not to accept a quest, so why should new people to UW and FoW have to fall into a trap by accepting a quest. That's just evil
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Oct 25, 2005, 03:51 AM // 03:51
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#20
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Jungle Guide
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Okeydokey. Lets break this down.
Your plan? Newb control. Newb comes and takes quest, not knowing it will kill him. Sooooo you need to stop that.
Let's make a vote for quests! Yay!
Wait, back up.
Will the vote really stop some newb from messing up your experience? If this guy would randomly talk to NPC's and try and take ALL the quests, then wouldn't this be the same newb to...dare I say Leeroy!?!
Thing about newbs is, they don't say they are newbs in fear of being kicked. Therefore, most newbs don't even have the appropriate skillbar. I've seen a ranger in my trap team bring...a storm bow and barrage.
Conclusion: a noble attempt to try and stop nubbish errors. Yet, even if this is implemented, it will not stop your friendly neighborhood noob from potentially ruining your mission.
My plan would actually have a method of helping newbs to UW/FoW and have a more friendly community.
Good day, and /not signed
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