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  1. #1361
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    Quote Originally Posted by LeadHeros View Post
    From the tone of intruders post, I thought the culprit would be publicly stripped of (what little) gear and ejected from the guild.
    <snicker>
    At first I was suspicious. Grondleys explanation made sense.
    With a 20K disparity in our XP totals and the fact that we are using progress as a, dare I utter the words, "Death Consequence", I wanted to make sure everyone understood. I MAY have been a bit over-dramatic.

    The VIP bonus IS a problem, but no one will allow me to buy them an "Admin Tome" to even things up. (Hey, I offered.)

  2. #1362
    Community Member Fedora1's Avatar
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    Quote Originally Posted by intruder1 View Post
    The VIP bonus IS a problem, but no one will allow me to buy them an "Admin Tome" to even things up. (Hey, I offered.)
    Oh all right, all right already. Twist my arm why don't ya? I'll take a tome. *sheesh*


  3. #1363
    Community Member Fedora1's Avatar
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    Oh yeah, and BURN THE WITCH! I mean... the cheater. Yeah, BURN THE CHEATER ANYWAY!

  4. #1364
    2015 DDO Players Council Hazelnut's Avatar
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    Smile Did someone say presents?

    Quote Originally Posted by intruder1 View Post
    <snicker>
    The VIP bonus IS a problem, but no one will allow me to buy them an "Admin Tome" to even things up. (Hey, I offered.)
    As the new girl, I will accept any gift you offer as long as I don't have to do anything yucky.

    Oh, and "Hi" everyone. I went on a trial run this past Monday with a couple of you and I rolled up a new character (as per your rules). I was told that I'm allowed to independently get to level 2 so long as I stick with the rules while questing alone (and a few other restrictions). Hopefully I'll get there in time to join the Monday static party.
    Zyinniah Hazelnut and Curissa Hazelnut on most servers.

  5. #1365
    Community Member Fedora1's Avatar
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    Quote Originally Posted by Hazelnut View Post
    As the new girl, I will accept any gift you offer as long as I don't have to do anything yucky.

    Oh, and "Hi" everyone. I went on a trial run this past Monday with a couple of you and I rolled up a new character (as per your rules). I was told that I'm allowed to independently get to level 2 so long as I stick with the rules while questing alone (and a few other restrictions). Hopefully I'll get there in time to join the Monday static party.
    What the??? I was trying to recruit you for STORM. How did intruder rope you in?

  6. #1366
    2015 DDO Players Council Hazelnut's Avatar
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    Quote Originally Posted by Fedora1 View Post
    What the??? I was trying to recruit you for STORM. How did intruder rope you in?
    Sundays are bad for me. I did reply to your PM inviting me and I did appreciate it.
    Zyinniah Hazelnut and Curissa Hazelnut on most servers.

  7. #1367
    Community Member Fedora1's Avatar
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    Quote Originally Posted by Hazelnut View Post
    Sundays are bad for me. I did reply to your PM inviting me and I did appreciate it.
    I understand. You'll have a blast with these guys. Two of them are in the Sunday night group as well (with different characters).

  8. #1368
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    Default Game Night!

    Another exciting adventure night!
    "Tear of Dhakaan"
    This Quest was chosen because it's length is clearly longer than most, but it's level compensated to the drawdown of our resources.

    We attempted this a couple months ago and ended up running out with our tails between our legs.
    We started with 1 missing player, (Rogue) . This time, the party was 1 or 2 levels stronger, things went a bit better, at least in the beginning.

    Remember, half of our group are not familiar with Quests. That is a big PLUS for our playstyle.
    Ktorr (Ranger) took point, and did a good job of warning us of potential traps. Once warned, a careful approach triggered the traps, allowing us to determine if we could bypass.
    A nasty surprise was a Lightning Trap (that thankfully, no one got hurt in) woke up a nest of Ochre Jellies, which promptly split into somewhere around 25 Jellies! when they moved thru the Lightning.

    Amidst the panic to retreat, 4 characters unleashed whatever bow shots they could muster while Calibhan (Club/Hammer wielding crazy Dwarf) decided to get "up close and personal"!

    They drove us back towards a shaft that dropped down and we made a stand at the doorway. "Stand and Deliver" was the theme, and we threw everything we had!
    The last of the Jellies died at our feet, just at the doors edge. I don't mind saying the pucker factor reached a new high.

    Again, we pressed forward, Ktorr leading the way. We eventually came to a dead end. Down the corridor we could see a lever against the wall, when Ktorr came to a halt, carefully looking left and right.
    "Trap!", he hissed. We all took a step back.

    Inch by inch he crept closer till the trap erupted in torrents of flame. 3 or 4 of them, reaching down the corridor.
    We debated a few seconds deciding how best to handle this when Ktorr muttered an incantation and sprang over the first trap. Standing on the other side, his burnt and smoking Leather Armor could easily be seen.
    Another incantation and off he went again, bounding over the flames. He was at the Lever, and quickly pulled it over.

    Now he had to get back. He began his acrobatics again and made it to the last column of flame. This is where his luck ran out.
    He burst into flame and he began to slam his body into the wall in an effort to put it out.
    Tukcc (Cleric/Fighter), caught by surprise, began the incantations to heal the Ranger, but it was too late. His body crumpled to the floor.

    As is the guild rule, Ktorr recalled from the adventure and his ghost bid us goodnight, and he signed off for the night.
    He COULD have stayed in party to hear and offer taunts, but he decided to call it an early night.
    Though he forfeited the remainder of the Quest, we are not Perma-Death, so he will be back next week after he tends to his wounds.

    With one down, caution asserted itself with the remaining party members. We didn't see many more traps, but the Hobgoblin forces began to intensify.
    What they lacked in toughness, they made up with in numbers. We conducted combat the way we always do....divide and conquer.

    It felt good to be able to stand in a pack of Hobgoblins and mow them down. At least until some of their more capable Bowmen started firing Acid Arrows!

    We had gotten used to ducking in and out of cover to pick off the Bowmen. Grondley (Wizard) had recently obtained an enchanted bow and was putting it to good use via "Master's Touch".
    The one thing he probably didn't count on was his low AC and being hit by multiple Acid Arrows.

    We all were engaged in a ranged assault on multiple Archers when Grondley was struck (as i vaguely recall....I WAS busy myself) by several arrows.
    The Wizard continued to attack and didn't call for help.

    When it was over, we heard the groans of Grondley behind us. When we turned, it wrenched our stomachs to see the man kneeling there.....blood and flesh melting off his torso.
    Tukcc feverishly rushed to his side and cast healing spell after healing spell on him, but the rate of the Acid damage was too great and the Wizard collapsed.

    Grondley wished us well and recalled and logged off.

    We were now down to three..........
    Intermission.................to be continued..........
    Last edited by intruder1; 07-25-2013 at 10:55 AM.

  9. #1369
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    Monday night (730-930EST) THAC0 group would like to invite able-bodied adventurers to see what it's like to play what we call "Classic D&D".
    Level range is between 2-4.
    Races would be Human, Elf, Dwarf, Halfling, or Half-Elf.
    Classes include the 4 Cores (FTR, WIS, CLR, ROG), Ranger, Druid (w/o companion), or Sorcerer.

    This invite is meant as kind of a PUG. If it ends up being interesting, you might have found a new home.
    Contact me for details.

  10. #1370
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    Default Gamenight! Finale

    From here on out, we chose our battles as wisely as possible. The key was to draw any fighters away from Spellcasters and (hopefully) one by one.
    What we discovered was we could lure monsters away from others where we could “ping” one in the ear with an arrow.
    We then could ambush it when it came. Bowmen could be handled the same way, but they were more cautious and would be slow to close, preferring their ranged attacks,
    Spellcasters, we saved for last, and were easy to bring down with bow-fire, as long as they could be seen.
    When all else failed, a basic assault was the order.

    We were hopelessly lost in the labyrinth. We KNEW not to try to cross the main village again. Way too many to deal with.
    Eventually we were fortunate enough to stumble across the guarded quarters of the Warchanter we were looking for.
    Again, divide and conquer was the theme. We lured the guards, one by one, to their deaths and finally assaulted the Hobgoblin Mage.

    It was over faster than I anticipated and we accomplished the mission.
    With the help of Keirik (Halfling Sorcerer), we escaped via his "Dimension Door" spell, back to the entrance.

    All tolled, the adventure promised 10 opportunities to gather Treasure (Chests). As it turned out, we realized 2 of those opportunities and collected 6-7 Magic Items and quite a few gems, plenty of coin, not to mention a number of potions.
    Someone during the adventure stumbled over an enchanted Mace, buried under debris in one of the rooms.
    That Mace was offered to me and it was a good replacement for the Masterwork Morningstar that I have wielded for more than 4 years (1 year game time), and had accumulated more than 50% permanent damage.


    The adventure yielded 8672 XP for non-VIP’s and 9534 XP for VIP’s.
    Our Ranger was the first to fall, and the consequence was 296 XP earned.
    Our Wizard fell some time later and netted 1480 XP.
    Tukcc (Valenar Elf Cleric/Fighter) has been granted "Undying Call" by his Faith!

    Our Guidelines for Treasure and Death seems to fit well with our playstyle.

    Now we turn our gaze to next week.
    What will it be? Vampires? Mummies? DRAGONS!? Who knows.
    Last edited by intruder1; 07-26-2013 at 09:38 AM.

  11. #1371
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    Quote Originally Posted by intruder1 View Post

    Now we turn our gaze to next week.
    What will it be? Vampires? Mummies? DRAGONS!? Who knows.
    Great recap.

  12. #1372
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    Default Another vote for customer created Modules

    Below are the highlights of a recent conversation concerning the level of quality DDO Quests seem to be taking.
    These are not my oppinions because I have not seen any quest higher than 9.
    It IS another good reason to "outsource" Quest development via something akin to a Foundry.
    I realize 99% of these customer created quests will not live up to the quality a good PnP Module will, but that 1% will be made by people who actually care.
    And that's the 1% I would like to see (and possibly contribute to).
    It is my hope that this post will be seen by the people who make a difference.


    Quote Originally Posted by Someone
    In the last few updates we have noticed an unfortunate turn for the worse in the content in this game.

    ......there is a very real problem that has started occurring with DDO. For the most part, ever since the launch of the Forgotten Realms, turbine has done a complete 180 on their quest designs. Turbine has stopped producing environments with things occurring in them for us, and started producing plays in which we are puppets.

    It used to be that quests were frameworks whereupon OUR stories were told, objectives were given to us and a miniature world was created for us, and we were set loose upon those worlds to do as we willed in the pursuit of our objectives. If we wanted to stealth, we stealthed, we stealthed. If we wanted to massacre, we massacred. There were secret passage ways, alternate routes, hidden bosses, kobolds you could bribe to steal your foes armor, and so much more!

    I wish that turbine will reconsider their direction for how they design their quests and start moving back to the old environments of occurrences rather than the new interactive movies we are getting now.
    And therein lies the goal of a good D&D Module!

    Quote Originally Posted by Someone
    I loved how complexe and elaborated the quests were in DDO. The most recent update (MotU and few quest available of Shadowfell) just dont feel... fun to play? I mean, they look like they were made on the go; linear, no secret, trick, nor different approach (cant sneak around most of the time... a barrier block the way until all mobs are killd = its pretty much a "Room A; kill all mob, move to room B, kill all mob, lever, go back to Room A to get into Room C and.... Mobs! again") Those make the game feel more like a "Hack and slash" than DDO.
    Ah! That good 'ol term...."Hack and Slash".

    While I can not really agree with what you said before this, I have to agree whole heartedly with the core of your message here. When I play Gwylan's Stand, I feel like I am playing D&D. Playing quests released over the last year, it feels like playing 'Generic Fantasy MMO'. Which is not to say that they are bad quests, or poorly designed. Just that it does not feel like they belong in DDO. Using the Dungeons and Dragons name sets a certain type of expectation for many people, and I really feel like things are fighting against that license, rather than building on it.
    Bravo!

    Quote Originally Posted by Someone
    All of them ends up with a bitter winning, a complete failure, or some NPC showing up to get the credit for your victory. The only exception to this rule thus far is the first MotU chain (Battle for Eveningstar).
    Quote Originally Posted by Someone
    It used to be common for there to be multiple paths and options to the end, now most quests are move down a path, kill pack of enemies, move further down the path, rinse and repeat.
    Quote Originally Posted by Someone
    ...yes, I agree with most of the new quests they are just kinda flat. Visually they're nice, but it's just run from one room to the next and kill everything.
    Quote Originally Posted by Someone
    I have to agree with the recent direction in quest design. There are a few notable quests, but I find that more often than not, I'm being led through a very linear dungeon with very clear and immersion destroying "stops" put in to slow me down.
    A well designed quest can do all these things and the beauty of it all is that I'll never know that I'm being led because of good quest design.

    Turbine seems to be stuck in a two step quest design process. Either A: kill all mobs, move on, kill all mobs, move on. Or B: guard X (person, item, etc.) move on. This is an extremely narrow view to have heading into quest design. People complain about too many hack and slash quests but at the same time people complain about protect/escort quests but there are hundreds or other unexplored design spaces, yet we keep getting the same old things due to a lack of imagination.
    Quote Originally Posted by Someone
    Yes. I like to call it the LOTROfication of DDO. I blame Ganda... Elminster. (It really does feel as if a significant amount of the design and writing team has been shifted to DDO. And Lotro's team got replaced by interns.)

    Good news! It's still way (waywaywayway) less linear than Neverwinter.


    Quote Originally Posted by Someone
    Not linear in the literal sense. We're not talking about a straight hallway on a map, but linear progression in terms of complex paths and obectives.

    For example, Tear of Dhakaan: A multi-level quest with traps, hidden passages, a side quest worth a big chunk of xp. It's set up so that a group can split and grab all the shards, do the easy ones, skip it and hack and slash straight to the end, or sneak around and bypass sections. The shards themselves require multiple tricks to get to (runes, traps, etc.), so often you've got to think your way around the obvious if you don't have full complement party.

    Compare that to most of the post-MOTU quests, which is as someone said "room A kill mobs, room B kill mobs, repeat 3-4 times, boss fight, end chest, FO". It's great for farming with a nuker, terrible for enjoyment.

    And no, not all the older quests were like that. But there were enough to break up the monotony.

  13. #1373
    Community Member Fedora1's Avatar
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    I just for ther first time ran the quest "Tomb of the Shadow King". To do it right takes multiple players (3 or more would be best), but it can be done by 1 player with a hireling, however it ain't easy. This would be your kind of adventure intruder, especially the end fight. You have to do a couple of certain things in a certain order and a certain way in order to kill the end boss, and all the while undead continue to spawn around you.

    Frustrating but satisfying when you actually get it done. lol

  14. #1374
    Community Member Postumus's Avatar
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    Quote Originally Posted by someone


    .....there is a very real problem that has started occurring with DDO. For the most part, ever since the launch of the Forgotten Realms, turbine has done a complete 180 on their quest designs. Turbine has stopped producing environments with things occurring in them for us, and started producing plays in which we are puppets.

    It used to be that quests were frameworks whereupon OUR stories were told, objectives were given to us and a miniature world was created for us, and we were set loose upon those worlds to do as we willed in the pursuit of our objectives. If we wanted to stealth, we stealthed, we stealthed. If we wanted to massacre, we massacred. There were secret passage ways, alternate routes, hidden bosses, kobolds you could bribe to steal your foes armor, and so much more!

    SOMEONE, has a very, very, very short memory if they think this was a change with FR content. Some of the oldest quest chains in DDO such as Tangleroot, Sorrowdusk, and Threnal are not only 'shotgun' quests where you have to run through a linear map killing everything, but you have to run through the SAME quest map over and over and over. At least with the new quest chains you get map variation and a more interesting story line :Chief Ungurz says "ur, go back into Splinterskull AGAIN..." Bruku says "now go back to the exact same map AGAIN but this time open the door you couldn't open last time..." These are some of the worst 'story' lines in the game.

    SOMEONE's complaint also conveniently ignores that many of the MotU quests do have alternate routes with secret doors and hidden/optional bosses, heck the demonweb is one big alternate route all by itself.


    SOMEONE is suffering from a 'good old days' delusion of a game that never existed.
    Last edited by Postumus; 07-29-2013 at 11:16 AM.

  15. #1375
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    Quote Originally Posted by Postumus View Post
    SOMEONE, has a very, very, very short memory...........
    Ha, people do that when they wanna make a point, even if it's not true.
    It was a rant quite a few joined in with and seemed to be from power players.

    My point in re-posting is cause we want to be able to make our own.

  16. #1376
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    Greetings THAC0 Fellowship.
    My name is Ezeikiel, and I have been tasked by Tukcc to act as a provider of some Magical Items you may require.
    My current inventory is listed below.
    In order to purchase these items, send a mail message to me containing <GEMS> whose total base value meets my price for said item.
    I will return your message with item(s) attached.


    MAGIC WANDS
    (2) Cure Moderate Wounds-(Lvl 3)----500
    (1) Cure Serious Wounds--(Lvl 5)---1150
    (1) Magic Missle---------(Lvl 3)----500
    (2) Resist Energy--------(Lvl 3)----300
    (2) Web------------------(Lvl 3)----500
    (1) Remove Curse---------(Lvl 5)---1150
    (1) Blur-----------------(Lvl 5)---1150
    (2) Lightning Bolt-------(Lvl 5)---1150
    (3) Fireball-------------(Lvl 5)---1150
    (1) Stoneskin------------(Lvl 7)---2500
    (1) Magic Missle---------(Lvl 7)---2500
    (1) Charm Monster--------(Lvl 7)---2500

    ENCHANTED AMMUNITION
    (1000) +1 Arrows 40 per 100
    (1000) +1 Bolts 40 per 100
    (100) +1 Throwing Daggers 20 per 50
    (100) +1 Darts 20 per 50
    (100) +1 Throwing Axes 20 per 50
    Last edited by intruder1; 07-29-2013 at 08:14 PM.

  17. #1377
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    Quote Originally Posted by intruder1 View Post
    Greetings THAC0 Fellowship.
    My name is Ezeikiel, and I have been tasked by Tukcc to act as a provider of some Magical Items you may require.
    My current inventory is listed below.
    In order to purchase these items, send a mail message to me containing <GEMS> whose total base value meets my price for said item.
    I will return your message with item(s) attached.


    MAGIC WANDS
    (2) Cure Moderate Wounds-(Lvl 3)----500
    (1) Cure Serious Wounds--(Lvl 5)---1150
    (1) Magic Missle---------(Lvl 3)----500
    (2) Resist Energy--------(Lvl 3)----300
    (2) Web------------------(Lvl 3)----500
    (1) Remove Curse---------(Lvl 5)---1150
    (1) Blur-----------------(Lvl 5)---1150
    (2) Lightning Bolt-------(Lvl 5)---1150
    (3) Fireball-------------(Lvl 5)---1150
    (1) Stoneskin------------(Lvl 7)---2500
    (1) Magic Missle---------(Lvl 7)---2500
    (1) Charm Monster--------(Lvl 7)---2500

    ENCHANTED AMMUNITION
    (1000) +1 Arrows 40 per 100
    (1000) +1 Bolts 40 per 100
    (100) +1 Throwing Daggers 20 per 50
    (100) +1 Darts 20 per 50
    (100) +1 Throwing Axes 20 per 50
    Grondley, would you like a loan?

  18. #1378
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    Looks like I'm going to miss tonight's adventure.

  19. #1379
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    The second Giant fell to the ground with a loud "THUD".
    Ktorr, Cali and Tukcc stood over the two bodies, blood dripping from their weapons.
    "For a minute there, I wasn't sure if we were going to make it!' spat Ktorr.

    Carefully the trio began to search the room.
    "I'm sensing a Trap!" muttered the Ranger, "but I can't find it!".
    Tukcc stood in the center of the room, weapon at the ready, reaching for the Wand of Healing just in case.

    "There's a very large lever over here against the wall." Cali said. "One of the Giants was trying to reach for it".

    The burly Dwarf grabbed the huge lever and began to move it.

    "WAIT!....."

    The warning came too late as large jets of searing flame lept from four opposite points in the room, aimed at the center.
    Unfortunately......Tukcc was holding that position.

    The Elf was engulfed and blinded by the flames. He instinctively tried to back up, his body on fire from head to toe.
    Before anything could be done, Tukcc's motionless body lay on the ground, charred and still burning.

    The next thing he remembered was waking in the Tavern, bandaged from head to toe.

  20. #1380
    Community Member LeadHeros's Avatar
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    Default The survivors looked at each other...

    Now what? Tukcc just got Undying Call and is the first one to die. Arrrrgh.
    Well, we press on, what's the worst that can happen? We can handle this.

    We find 2 giants in a hallway. A quick battle rages, but they are losing, and will quickly be dispatched. As the last one teeters and fall, I breath a quick sigh of relief, but it is short lived because as he lands, more jets of flame roar out of the walls, engulfing the hallway from end to end. The fighters at the front, drop and I can't back out fast enough to avoid the jets at the far end.

    Party wipe.

    After the second disastrous quest of the evening 'Church and the Cult' in which traps again played a prominent part; Tukcc and I returned to asses the utility of Resist and Protection. Resist blocks a fixed 20 points per attack, while Protection absorbs 72 points before being dissipated. Of course the best thing would be for resist to work first but Protection gets used up before Resist starts. Both use a good amount of mana to cast and you have to 'know' which Resist to cast, unless someone finds it the hard way.
    No Char left behind; original join date, Oct 2010

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