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Post by Dank on Nov 12, 2008 3:58:37 GMT -5
I liked the theme a lot. Thought it was funny that the first mob I saw was a Pride, which i attempted with a 600 hp edrained M30 and a pack of wods. Laugh. That went well.
Welcome to HalloweenMUD 2008!
Was able to take down all mobs solo (except Greed/Pride) with B30 in rather rapid order. I liked the mix of procs over the width of the mobs types. Pretty cool.
I wish that there were more usuable parts like in Halloween 2006 quest. Would love to see a mix of loads in a series... so of the five parts necessary for the constructible:
1:1 load is trash 1:8 load is treasure 1:16 load is potion/scroll/wand 1:32 load is stat mod eq, and 1:64 load is regen eq control
Everyone wins no matter whether they build the construct or not. (I still use the black eyemask, metal disc for leveling, for example.)
Gratz on a great quest.
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Mal
Full Member
Posts: 231
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Post by Mal on Nov 12, 2008 21:36:29 GMT -5
Thank you very much for this quest! Below is what feedback I have to offer...
Mobs: The mobs were amazingly great! Such an assortment of classes could run in this quest making it absolutely awesome. I wish I had a properly eq'd pal and see how well Wrath would stand up to em.
This resulted in lots of players running through a lot of zones, and learning new areas (and perhaps some DTing). I know I definitely learned a lot. I personally know a few people learned how to get inside the dwarven mines to play with the mazekeeper.
Pride was a fun group mob to kill with some interesting tweaks, the only complaint I have about him was... too many mudders choose to solo instead of risking a 1:5 chance of winning a great item that was very difficult (in theory) to load. This is no fault of the quest designers, it is a fault of the "solo" attitude of the jedi community. Although, a few groups did run and I was lucky enough to be part of most of those groups.
Items: cauldron - love it, great souvenir
pumpkin carving knife - holdable, great - with dice will be cool too if I can wield it. I didn't like that pumpkin was a keyword shared between the knife and the inflated pumpkin that we were supposed to junk everytime we kill a quest mob. I used the keyword bag to junk the brown paper bag, but it also had keyword 'paper' which was shared with 'toilet paper' I believe.
I liked all the quest items but Greeds. It is probably because I do not play a class that can actually use them effectively. My warrior uses molys, which are better. I agree with someone elses statement, Greed should have loaded Envy's item. Greed was harder to kill but having it load on Envy gave more people chances at one of the nicer items. I realize there is always game balancing in mind, I would have liked to see these bracelets just a tiny bit better then molys to make them more useful. Not very many ran Greed once they knew the stats of his item. (thus people complaining not enough mobs, when they can only see Greeds/Prides) but I always managed fine with my hunting.
A more specific look at Wrath's item - the 10 ac bonus vs. -5hp on cham cloak is nice - they are not 'the same' as some people suggested. I quite like it.
All items having no class restrictions, from a balance point of view, makes it difficult to make attractive items but you have managed quite well. Those involved in creating the items should pat themselves on the back!
Canned magic loading on quest mobs was very neat too. I liked that deviation from standard quests.
Timeline At first, way too many mobs were loading, but this was tweaked, thankfully. After the initial tweak to make it so there wasn't 20 Prides in every zone, I was quite happy. Some complained it went too low, etc, the very end had about the best balance possible. Tweaking happens during quests - too many mudders complained about this. Everyone is in the same boat at least, whichever way it goes too many or too few - however, with only a few quest mobs, it will give more opportunity to the more jedi 'elite' as they know there way around and can think of more zones (and ones that are split into pieces).
If I only made it for the first five days in the quest, I would have left without a cauldron, and I would have had one pumpkin carving knife, and this was playing quite a bit. The latter half of the quest, these loaded quite a bit easier - so people who played for only the first half of the quest would be left at a disadvantage of leaving without any souvenir at all. This was only my personal experience but I am glad I left with a few of each!
Creativity: big big plus - everything was well done, idea was creative, and exciting.
A future suggestions for difficult mobs: Something I very much liked that was done previously, the super-tough mob (Santa/Pride) would load a secondary "souvenir" item that is quite useful. I am very happy that I took the optical targetting scanner over the cleric weapon piece (at the time I didn't know it was the cleric weapon piece). This makes it more fun to run Santa knowing that there is a chance at a nifty item that may not be the great super Vanity Mirror that we all are drooling about, but something just a tad better then what is currently available.
A future suggestion to our wonderful coder: Make items that are !locate entirely !locate so people cannot locate a waybread called 'CD' or 'monster' or 'eyeballs' to see if the item is currently loaded since you bought the named waybreads. This has been around a long time, but it would be nice to see it squished.
I have not made any complaint about this quest, if you consider this 'a complaint', then I have failed in my intent.
Thank you all for a great quest, especially all the effort and time put in. This quest was very different then any quest I have ever run, and I loved it. I hope to see similar quests like this one in the future. As always, every mudder has his own opinion of the ideal quest, but for me, this hit quite close to the mark.
Cheers, Aaron
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