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Re: new quest idea

Posted: Sat Nov 02, 2013 8:12 pm
by tom1250tom
My last story update/post covered that

Re: new quest idea

Posted: Sun Nov 03, 2013 1:31 pm
by rijackson741
I like the idea a lot, in principle. Without Blackwater misery those weapons would be overpowered though, especially that early in the game. The quest could be pushed out to later in the game by having Lodar identify the brew for what it is, and then you have to go to Two-teeth. At that point I think the sword would be OK (compared to the BSS you get +18% AC and +5% BC). The daggers still seem overpowered though. Dual wielding them would give +90% AC, as well as an increase in BC and/or poison, and you would get 6 strikes per round! Maybe the pending change in how AD will work will balance them better though.

Re: new quest idea

Posted: Sun Nov 03, 2013 2:49 pm
by Antison
PK17 wrote:Do not allow players to have access to both cities, instead have the potionmaker mock you but only help you because two tooth is his old friend/cousin or something.
I agree! +1

Re: new quest idea

Posted: Sun Nov 03, 2013 4:14 pm
by tom1250tom
Don't u get both villages anyways if u end the conflict peacefully with out killing the battle master?

Re: new quest idea

Posted: Mon Nov 04, 2013 5:08 am
by Pyrizzle
The Blackwater Items would be WAAAAY overpowered if there was a way to remove Blackwater Misery from them.

-1

Re: new quest idea

Posted: Mon Nov 04, 2013 6:03 am
by Covenant
@rijackson741 and @Pryizzle - I think everyone wants the "Ultimate" weapon that is "intentionally" overpowered. But I do agree it would take away from the game a bit (make it too easy perhaps). But there must be a sweet spot in the middle: a weapon that's more powerful than anything else, but only by a bit, but immensely difficult to get (or alot of work). So, if you're willing to put in the effort/time, you get the small benefit.

So, for the BW Sword and Dagger, perhaps the "curing" of these items has the side effect of diluting their AC (bring down to 20 or 30 from 50).

Re: new quest idea

Posted: Mon Nov 04, 2013 12:46 pm
by rijackson741
Maybe keep the general idea, but drop the idea of removing Blackwater misery from the Blackwater weapons. For example (as just a real sketch of a possible quest), you find the potion on the way to Remgard. The potion maker in Remgard tells you it's dangerous rat poison, and if you give it to him he'll destroy it for you. If you choose to do that you get a couple of nice potions as a reward and some XP. End of quest. If you keep it, when you get to Lodar he tells you what it really is (because he's a master of potions). Then when you cure Two-teeth you find he's an ex-weapon smith from somewhere (doesn't matter where?) and as a reward he will add an actor effect to ONE weapon of your choice, for example 20% chance of Fear x2 for 3 rounds. Pick the weapon wisely, because there is no second chance! You get some XP, end of quest.

Re: new quest idea

Posted: Mon Nov 04, 2013 10:53 pm
by Mayweed
rijackson741 wrote:... he will add an actor effect to ONE weapon of your choice ...
But that would mean, that there must be two versions of each single weapon in the game, wouldn't it?

Why not reduce the misery instead of dropping it?
==> Chosen BWM weapon gets Lesser BW misery condition (put stats here:...)
So the weapon would be better, but not op.
If used with other BWM gear, the greater of the miseries counts.

Re: new quest idea

Posted: Mon Nov 04, 2013 11:15 pm
by tom1250tom
I agree that having two weapon codes for each weapon would be a lot, (I'm not a writer but can imagine) how every I think only BW sword and dagger are required for this quest. the idea of not dropping the negative effect but rather leasing it is genius. but on the location of the potion I think now that it must be far... maybe in a new map next update? But the true identity search must start at BW (for it is a special BW brew) were it's destroyed or to lodar u go for reference to a village where a witch brews a faulty weaker version.

---------------------------------------------------combined posts-----------------------------

Lessening*

Re: new quest idea

Posted: Mon Nov 04, 2013 11:30 pm
by rijackson741
Mayweed wrote:But that would mean, that there must be two versions of each single weapon in the game, wouldn't it?
Yes, that's a very good point. In this version, I think that is true. More scripting capability has been proposed (by Zukero) for later versions, so maybe then any weapon could be changed without having more than one predefined version of it. Without such a capability modifying any weapon would not be realistic though.
Mayweed wrote:Why not reduce the misery instead of dropping it?
I think it would still leave the Blackwater set as an all or nothing deal, and therefore of benefit to a limited number of players. IMO the underlying idea is a really good one, so it would be nice to make the rewards appeal to the majority, not the minority. The problem seems to be how to do that. The devil is in the details :)

Edit: suppose he was an armorer, and could fix the armor, not the weapons. So you could get the leather armor or the cap (not both) with Blackwater misery removed. If that can only happen far enough in the game I think those items would be powerful, but not excessively so.