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~UltimateSuperman
09-16-2010, 10:42 AM
I am new to the forums (about a week old) and have been reading a lot of posts, so if this has already been beat to death let me apologize in advance. I would love to see random encounters.

Let's say I come out of the brawling area in the Wayward Lobster. I am exhausted (didn't refill my HP/SP) when I left the tavern. I decide to run around in the Harbor (not the safest place to be with all of the pirates and Coin Lords running around...lol). I think to myself, I will just let my HP/SP regen while I go the mailbox, bank, AH, etc...all of a sudden my screen flashes and I am teleported to a small map with X number of monsters to fight. ****!!! I am not prepared for this...oh no, I forgot to bind...now I am going to rez in Korthos.

Random Encounter Ideas:

1. Make them lvl dependent (when entering encounter, game checks player/group lvl).
2. A good way to implement Rare Encounters in the Harbor, Marketplace, Houses, etc. (maybe have 10 - 15 Rare Encounters per area)
3. Maybe the only "safe" place in a city area is the tavern?
4. Random Encounters with Rares in Explorer areas as well (it is kind of easy to memorize a map and go out and get all of the Rares). Maybe have two categories of rares in an Explorer area...Rares and Random Encounter Rares? Each could have an XP reward for completing then an additional reward for completing ALL Rares.
5. XP rewards for successfully completing X number of Random Encounters.

I am sure there are a lot of things regarding Random Encounters that I haven't thought of. Feel free to add to this list. I look forward to any constructive feedback.

Sintwar
09-20-2010, 10:12 AM
I don't think this would fly, especially when someone is just walking around town selling, banking, etc., and then all of the sudden they have to deal with an ambush. especially if they are in a group that is waiting on them to begin a quest, and then on their way, they get mobbed, causing the group to have to wait even longer while you deal with the ambush, and then possibly even longer while you go and repair after the ambush.

I would definitely like to see a lot more randomness, but definitely not being randomly whisked away to some zone where I am forced to fight, etc. If there were random encounters that happened to all players in a group while in a dungeon, that would be awesome.

~UltimateSuperman
09-20-2010, 10:33 AM
Hmmm...good points...maybe with an option to run away? Or only happens in the city areas if you are not in a party? Thanks for the feedback.

die
09-20-2010, 11:50 AM
I dig the idea my self, no one said you had too fight every encounter RUNNNNN ..LOL im all for random encounters

Memnir
09-20-2010, 12:06 PM
If it were along the lines of a dialog box opening up, and the text read something like, "You see some suspicious activity in the shadows, this could be worth investigating!", and include Accept/Decline options... then it'd maybe be workable. Because otherwise, it'd be very annoying - particularly for the reasons Sintwar mentioned.

Some further refinements to the idea may be a check-box in the Gameplay section of the UI to turn them off all together, like guild or party requests. Also, an option to teleport your whole party in if you happen to be in group - again, with a dialog box akin to Greater Teleports: "Memnir wishes your assistance in a Random Encounter - Accept/Decline".


It would add a bit more of a PnP feel to the game, not to mention some down-time activity for folks who've either not yet found a group or are soloing for a bit. But, the option to decline the Encounter would be paramount for it to not be overly obnoxious.


/tentatively signed

~UltimateSuperman
09-20-2010, 12:19 PM
Great feedback. This is why I love the forums. I can have a semi-good idea and you guys can help think it out and make it great. Thanks.

richieelias27
09-20-2010, 12:25 PM
Even constant pop-up boxes would be highly annoying for some in a game where cities are safe areas and you only have to deal with encounters when you enter a quest.

I would be all for randomizing encounters inside of dungeons however.

~UltimateSuperman
09-20-2010, 12:31 PM
Even constant pop-up boxes would be highly annoying for some in a game where cities are safe areas and you only have to deal with encounters when you enter a quest.

I would be all for randomizing encounters inside of dungeons however.

Maybe instead of a pop-up there could be a "Random Encounter" chat channel (similar to Advice, Trade, etc.) which is viewable in the General Tab and there could be some kind of message like Memnir mentioned with an Accept/Deny option (similar to Invite messages).

Memnir
09-20-2010, 12:34 PM
//constant pop-up boxes would be highly annoying//Yeah, I agree - and that's why I only gave it a tentative signed.
They'd have to be pretty rare in order for them to not be more bother then they'd be worth. And also in that same line of thought - there would need to be some kind of reward for doing them other then just something neat to have happen every once in a while.

My thought for that would be to add a chance for a True Heart of Wood to drop in a chest at the end of a Random Encounter - but give them the same drop rate as a Bloodstone. Good incentive to try the Encounter if/when you spawn one, but not so easily farmed that it would devalue the other ways to gain a True Heart.

Sure, you could turn the Encounter down... but what if? :)

Spoonwelder
09-20-2010, 12:37 PM
I like randomness - I like having to keep on my toes. But.....

Most of the quests in the game are crafted to provide a level of challenge commensurate with rewards. Yes there are exceptions to that but at least the attempt to craft to a specific difficulty is there.

Assuming you want reasonably difficult random encounters, then adding random encounters in a dungeon can skew the balance between SP/HP of the party and overall Mob strength. This could in an unbalanced set of encounters result in a significant skew in the difficulty level of a quest. Also if random encounters add no reward to a quest then they are even less desirable. And I don't mean more trash loot.

My preference would be for the dungeons to be crafted with more creatures wandering around - not just on patrol but randomly leaving their main rooms to go to the bathroom or just the kitchen. Anything but sitting in the same rooms everytime. More of a narrative setup for the quest that lets the bosses even move around and if you don't catch them in the right room it may make the quest more difficult....and if/when they get a warning then they retreat to more defensible rooms AND buff up. Low level example, but think of Tangleroot - Chief Yarkuch should hear the outer doors open and know his mini-bosses got tagged. So he immediately buffs up and gets his mobs to door block so HIS mage can firewall the punks trying to get in. The quest would be a bit more challenging but not overtly so.....This assumes of course that the spells through doors bug is fixed.

~UltimateSuperman
09-20-2010, 12:48 PM
...there would need to be some kind of reward for doing them other then just something neat to have happen every once in a while.

My thought for that would be to add a chance for a True Heart of Wood to drop in a chest at the end of a Random Encounter - but give them the same drop rate as a Bloodstone. Good incentive to try the Encounter if/when you spawn one, but not so easily farmed that it would devalue the other ways to gain a True Heart.

Sure, you could turn the Encounter down... but what if? :)

Some of the reward options I mentioned are in points 4 and 5 of the OP, but of course not all Random Encounters would be a Random Rare Encounters...not sure what the odds should be. I do like the idea of the Random Rare Encounters being rare enough to warrant special items. Also, the 'what if' scenario is something I was thinking as well. What did you think of this:

Maybe instead of a pop-up there could be a "Random Encounter" chat channel (similar to Advice, Trade, etc.) which is viewable in the General Tab and there could be some kind of message like Memnir mentioned with an Accept/Deny option (similar to Invite messages).

~UltimateSuperman
09-20-2010, 12:52 PM
I like randomness - I like having to keep on my toes. But.....

Most of the quests in the game are crafted to provide a level of challenge commensurate with rewards. Yes there are exceptions to that but at least the attempt to craft to a specific difficulty is there.

Assuming you want reasonably difficult random encounters, then adding random encounters in a dungeon can skew the balance between SP/HP of the party and overall Mob strength. This could in an unbalanced set of encounters result in a significant skew in the difficulty level of a quest. Also if random encounters add no reward to a quest then they are even less desirable. And I don't mean more trash loot.

My preference would be for the dungeons to be crafted with more creatures wandering around - not just on patrol but randomly leaving their main rooms to go to the bathroom or just the kitchen. Anything but sitting in the same rooms everytime. More of a narrative setup for the quest that lets the bosses even move around and if you don't catch them in the right room it may make the quest more difficult....and if/when they get a warning then they retreat to more defensible rooms AND buff up. Low level example, but think of Tangleroot - Chief Yarkuch should hear the outer doors open and know his mini-bosses got tagged. So he immediately buffs up and gets his mobs to door block so HIS mage can firewall the punks trying to get in. The quest would be a bit more challenging but not overtly so.....This assumes of course that the spells through doors bug is fixed.

I personally am not as interested in seeing random encounters in quests as I am in explorer areas and cities. I would, however, love to see randomly generated mobs, traps, etc. in dungeons that scale according to difficulty. That would be cool. Thanks for the feedback.

Sintwar
09-20-2010, 12:58 PM
If it were along the lines of a dialog box opening up, and the text read something like, "You see some suspicious activity in the shadows, this could be worth investigating!", and include Accept/Decline options... then it'd maybe be workable. Because otherwise, it'd be very annoying

Like this, totally signed!

dragonmane
09-20-2010, 04:15 PM
There was a thread about what monsters you would like to see and someone wrote MIMIC. Its the chest mimic where it looks like a chest but then becomes an encounter with a monster. That idea is great, have it random and then it gets a little more fun when you want to open the chests. Have it like 4% of the time being a mimic.

CrescentCalling_5
09-20-2010, 04:55 PM
If it were along the lines of a dialog box opening up, and the text read something like, "You see some suspicious activity in the shadows, this could be worth investigating!", and include Accept/Decline options... then it'd maybe be workable. Because otherwise, it'd be very annoying - particularly for the reasons Sintwar mentioned.

Some further refinements to the idea may be a check-box in the Gameplay section of the UI to turn them off all together, like guild or party requests. Also, an option to teleport your whole party in if you happen to be in group - again, with a dialog box akin to Greater Teleports: "Memnir wishes your assistance in a Random Encounter - Accept/Decline".


It would add a bit more of a PnP feel to the game, not to mention some down-time activity for folks who've either not yet found a group or are soloing for a bit. But, the option to decline the Encounter would be paramount for it to not be overly obnoxious.


/tentatively signed

/signed to that

~UltimateSuperman
09-20-2010, 04:59 PM
There was a thread about what monsters you would like to see and someone wrote MIMIC. Its the chest mimic where it looks like a chest but then becomes an encounter with a monster. That idea is great, have it random and then it gets a little more fun when you want to open the chests. Have it like 4% of the time being a mimic.

I really like this idea too. Thanks.

donfilibuster
09-20-2010, 05:07 PM
Well, stormreach isn't one of those cities where u can't get mugged in the alleys, it's indeed pretty safe for visitors.
The deneith guard probably frowns at the horde of lv 20 players walking around but the coin lords are quite happy to have all the trade we bring.

Only the devil's invasion had made a dent on the city, otherwise the twelve is powerful enough to deal with anything, throw a warforged titan or two at any vandals.
The banks have strong wards and the crime is organized, a pick pocketer would quickly find there's four to five dragons among the people walking near the bank.

Adventurers both npc and pc alike come from khorvaire via airship with the main purpose to explore the ruins of xendrik.
Talk to the funny beholder in the subterranean who speak of all the explorers like they are 'the' random encounter and also a common pest.

Background aside, there's room for more things to do, even without resorting to (more) quests to find multiple collectibles.
The upcoming public area fighting event in delera's graveyard is a step towards that, maybe in the future random stuff can happen on any instance.

Perhaps smaller stuff can be added, after all the barkeeper passing you the quest's gossip is traditional and not done beyond korthos.
The newer 'wanted' posters are well written but seems to be there just to help new players and often like mere advertising of the packs.
Perhaps when you go to the tavern you notice the typical visitor in the corner or some guard approach you on a street to ask questions.
That's the kind of things you find on the PnP encounter tables for cities.

CrescentCalling_5
09-20-2010, 05:47 PM
There was a thread about what monsters you would like to see and someone wrote MIMIC. Its the chest mimic where it looks like a chest but then becomes an encounter with a monster. That idea is great, have it random and then it gets a little more fun when you want to open the chests. Have it like 4% of the time being a mimic.

4% is a little off in D&D :/ why not fit the usual D&D mechanics and have it at 5% or a roll of 1 on a d20?