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Scavenger Hunt

Posted: Sun Feb 24, 2019 12:15 am
by Firefly84
A small idea for the early mid-levels.

Small riddles hidden by children (or perhaps Andor) around Crossglen and Fallhaven.
This could start with Andor's notice in the basement of Crossglen, like a part of the notice is missing, perhaps a rat has brought it to its nest?
The next one is somewhere in the rat cave, you earn some XP and the next hint.

With this you can use the little holes or treestumps in this area, but they must be found in order with rising XP and difficulty, like the real game with descriptions of the general area but not too easy.

For later hints you may need some basic loot to reveal them, like glass to magnify the letters or coal to reveal them.
Such a quest can even be progressed with later updates as long as we update the last quest entry with the next hint.

Re: Scavenger Hunt

Posted: Sun Feb 24, 2019 2:07 am
by CUCHULAINN3
By doing this, would this tell us what order we should go to each village and or quest? If so, I think it would help out many who are lost on where to go next at their level.

Re: Scavenger Hunt

Posted: Sun Feb 24, 2019 2:22 am
by ghormoon
Yeah, especially if you don't notice Flagstone in the beginning, what makes you think you should go that way after Vilegard etc, when you don't yet have the levels to go further?

Re: Scavenger Hunt

Posted: Sun Feb 24, 2019 1:30 pm
by rijackson741
AT is supposed to be non-linear. Within reason, of course. Some areas have to be harder than others, but it is up to the player to figure out where they can or can't go at a given level. I am opposed to any "guide" that induces the players to do things in a specific order.

Re: Scavenger Hunt

Posted: Sun Feb 24, 2019 2:04 pm
by Firefly84
I thought about those only in that area, not over the whole game. It just should fill the grindy gap between the levels 11-20.
This is the area I suggest:
Grossglen
Fallhaven
Maps before Flagstone Prison (SW area of Crossglen)
Wolves' Cave and Vileguard (S of Fallhaven)
Gargoyle Cave and the hut at the current end of the Dulein Road (SE of Fallhaven)
Dulein Road until the start of the Charwood area (E of Fallhaven)
Loneford and perhaps the dry-out riverbed (NE of Fallhaven)
Crossroads and the easier Sheep Paddocks (N of Crossglen)

But a Scavenger Hunt should be linear (or it would not be a scavenger hunt), but the hints shouldn't be too easy or the XP to high.
Those hints should invite the player to explore and not to think only about grinding around those levels.
That quest is not supposed to be a guide, the hints can be everywhere.

Re: Scavenger Hunt

Posted: Sun Feb 24, 2019 3:26 pm
by Nut
I think such a Scavenger hunt is a nice thing, different and independant of quest or legendaries :)
Good idea

Re: Scavenger Hunt

Posted: Sun Feb 24, 2019 5:10 pm
by rijackson741
To be clear, I am not against the scavenger hunt, only the suggestion that it should somehow guide players through a particular sequence of places/quests.

I'm all for variety in the game, and I also like this idea. We already started adding more "stuff" that you can randomly find if you explore enough, and this would be kind of an extension of that. As long as the area is restricted to "starter areas" it would be a good thing to fill the early game stages.

Re: Scavenger Hunt

Posted: Sun Feb 24, 2019 5:28 pm
by Antison
rijackson741 wrote: Sun Feb 24, 2019 1:30 pm AT is supposed to be non-linear. Within reason, of course. Some areas have to be harder than others, but it is up to the player to figure out where they can or can't go at a given level. I am opposed to any "guide" that induces the players to do things in a specific order.
non-linear is one, if not number one best part of this game.

Re: Scavenger Hunt

Posted: Sun Feb 24, 2019 8:34 pm
by Zukero
Antison wrote: Sun Feb 24, 2019 5:28 pm
rijackson741 wrote: Sun Feb 24, 2019 1:30 pm AT is supposed to be non-linear. Within reason, of course. Some areas have to be harder than others, but it is up to the player to figure out where they can or can't go at a given level. I am opposed to any "guide" that induces the players to do things in a specific order.
non-linear is one, if not number one best part of this game.
From a game design standpoint, it's funny how the static nature of AT helps a lot in making it feel non-linear. The predefined difficulty of a given area is all we need to "ensure" (or at least give guidance) that you should do this before that. You feel free, but we can sketch the path. Win-win!