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  1. #21
    Community Member Fedora's Avatar
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    I'm with danzig - for nostalgic purposes I'd like to see some of the original modules made into quests.

    Example - my very first module ever - Keep on the Borderlands

    This could be made into a wilderness area like 3BC or Tangleroot. You have a Keep, and then the a wilderness area that leads to the Caves of Chaos, where there are entrances to Kobold Lairs, Bugbears, Ogres, Goblin/Hobgoblin, etc.

    I think my other favorite would be the Against the Giant series:
    Steading of the Hill Giant Chief
    Glacial Rift of the Frost Giant Jarl
    Hall of the Fire Giant King

    I think this was the opening to the Drow series, can't recall the name.

    Another good one would be the 4 Slave Lords quest chain.

  2. #22
    Community Member brian14's Avatar
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    Quote Originally Posted by mmitch5 View Post
    Would like to have a random maze dungeon with difficult puzzles and no end fights ( we always have one ... )
    Let's say a trial by fury with no big boss at the end and light puzzle I mean with rotating paving stones
    I know some will hate that but ..
    I would say Crucible is that already. It has an end fight, but it is pretty easy compared to the rest of the quest. And you can make it easier through Diplomacy.

    And yes, some hate Crucible.
    Last edited by brian14; 12-21-2012 at 01:45 PM.
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  3. #23
    Community Member Onetunge's Avatar
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    Would be fun to have a guild raid required to buy a new ship. Raid happening on ship, or a proces of aquiering a ship (for smaller ships). Would restrict to guild players only.

  4. #24
    Community Member AzB's Avatar
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    I'd like to see a couple of rogue specific quests... not just quests with a lot of traps, but quests specifically designed for stealth. Similar to Claw, but with a payoff that would not be impossible to achieve with a couple of rogues.

    Similarly, it would be nice if the "end boss is immune to everything" mechanic would go away. It's very video game to have "end bosses" who are tough fights. How about a quest where the end boss can be FoD'ed or assassinated, or whatever? It wouldn't be that hard to make end bosses impossible to assassinate because of quest mechanics like guards, wards, traps, etc. But it sure would be nice to have a rogue quest or two that could be completed without the rogue hacking and slaying like a barbarian to achieve the victory.

    Stealthy Repossession is a good example of something very close.

    And why can't end bosses be FoD'ed? It's not that hard to give end bosses deathblock, so it wouldn't be a rampant thing, but sometimes it makes no sense that the only spells you can use on an end boss are dots. It seems like sometimes an enchantment or FoD or some other different spell should be able to be possible. If anything else, it keeps the players guessing and trying different things.

    The same could be said for Druids. All kinds of neat spells for dealing with animals, and not a single occasion where it's worthwhile to use them.

    There's so much potential with nearly every toon that doesn't require hacking and slaying, and it's very rarely exploited.

    Just an idea.

  5. #25
    Community Member Hawkston's Avatar
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    I would like to see, not so much a quest, but random "invasions" of Stormreach. Imagine the Droaam army landing in the middle of the harbour. We, as players would have to react as a community, with our more powerful members taking on the foes, and the lower level characters doing what they can, running soulstones to safe areas where resurrection takes place, etc.

    Of course the lag would be horrible with all that happening in one zone, but man, it would be fun.

  6. #26
    Community Member ThePrincipal's Avatar
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    in the challenges you can drop barrels and torches from inventory. what about making objects solid so that you can say, drop and then stand on a barrel to reach a ledge. I prefer this to using a jump clickie. its truer to D&D to use objects in the environment to solve problems. how about carry rope or a rope ladder to drop down to a party member.

    more quests that are dark and require torches like rainbow. i would also add to this the ability to hand items to each other without using a trade window. just a basic command that lets you trade your equiped item into the hand of someone (who has an empty slot that would then be equiped). some kind of "reach" animation like passing a relay baton. it's impossible to pass a scroll or item during combat the why it is now with the entire screen getting blocked by the trade box.

    quests that force you to give up one of your weapon slots. such as instead of escorting Arlos out, you carry him out over your shoulder (taking up a weapon slot). or you are hands are bound behind your back and you have to escape from a prision without the use of your hands (sneak, verbal spells, kicks, etc).

    quests where you get captured as part of the story arc and are "naked" for a portion of the quest while you track down your things and escape.

    I'd like to see buried treasure. Use spot/search to dectect and an animation to dig into the ground for a chest, key, book, or whatever. Also some chest locations should be randomized.

    How about a mid level quest where we have to clear out or protect a area from hundreds of low level monsters. say youre level 12 group and have defend against charging waves of hundreds of goblins 50+ per wave. they have a special overrun attack and can pull you down if you dont kill them fast enough. monster would be low CR, basically one or two shot kills but it would be an endurance quest.

    mirror fight. you fight your clone, same looks and gear.
    Last edited by ThePrincipal; 03-06-2013 at 06:15 PM.

  7. #27
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    Default Partycrashers 2

    Partycrashers 2: The Crimson Pillow

    In the opulent halls of The Crimson Pillow help Cyan find the assassin bringing unwanted attention to this secret brothel.

  8. #28
    Community Member brian14's Avatar
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    Quote Originally Posted by Vellrad View Post
    House Kundarak wizards and artificers seek adventurers to provide extremally rare component needed to cast a powerful spells used to store and secure property. They hired planescaller to transport adventurers to Xoriat, the Plane of Madness, the only place where components can be found...

    We got a Taken Workers who collect Xorian Fungus (worth 1 point)moving plants (worth 5 points) and speaking earth (worth 10 points). Each taken worker can collect two objects and extra Taken Worker Arms can be purchased at Mindflayer Foreman. Arms are used by targeting Taken Worker and using item from hotbar. Players must use Taken Bait to lead Taken Workers to fungus, plants and earth. Taken who collects an object is taking it back to Foreman. Players may also purchase Taken Food which works like bait, but is healing taken a little, Mutation Enchancements which are used to increse speed, defence and AI of Taken Workers, Xorian Portals which can be used by takens, players or monsters to instantly travel through Xoriat, to reach Mindflayer Foreman more quickly. Monsters we face are inhabitants of Xoriat: beholders, mind flayers, tharak hounds, reavers etc. Action takes place in typical Xorian envirovement: organic walls, floors and ceilings, creepy voices can be heard everywhere etc.

    Takens, mindflayers, monsters and collectibles are talking in specific manners; Mindflayer Foreman regards us with contempt, takens can't be understood, and sometimes laughs maniacally, fungus are laughing when collected, plants carried by Takens are trying to escape, earth is begging to be left alone.

    Each heroic challenge share basic objective: collect components worth of 100 points, and 4 extra objectives varying from variant to variant, for example, to kill specific amount of specific monster, gather some amount of specific object (for exaple, avoid collecting earth, or collect only fungus), or doing other challenging things. Each of special objectives is worth a star, with an extra for completing challenge at CR20.
    Epic variants got the same objectives, but numbers required to get star are doubled (for example gather 200 fungus instead of 100, and gather 500 points in 2 minutes instead of 250 in 4),

    Each star awards 1 point of House Kundarak favor, allowing players to reach 400 favor and next rank, for extra bank tab. Depending on score, players gets ingredients to trade for rewards. They can choose some new insane weapons (applying various effects to mobs, or having chance to add extra effect to each casted spell), some potions (XP, crafting XP, guild XP, +10 insane bonus to 1 chosen spell power, +1 insane bonus to hit, +1 insane bonus to weapon damage etc). Epic ingredients can be traded for more potent weapon and potions, epic dungeon tokens, and for new Insane Epic Augments to epic items (for example, Red Slot: 10% chance to deal 2d6 insane damage on each hit, or Yellow Slot: 5% to deal 1d6 chaotic damage on each offensive spell).
    Also, players may purchase 2 different one time character bank upgrades: first, costing 2,000 heroic ingredients of each kind increases size of each bank tab (free, favor and DDO Store) by 5 slot. Second upgrade is the same, but costs 3,000 epic ingredients of each kind.

    Edit: also, one of those challenges should be raid size, to ensure maximum level of insanity.
    I would absolutely love it!

    +1!
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  9. #29
    Community Member LeadHero5's Avatar
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    Quote Originally Posted by mmitch5 View Post
    Would like to have a random maze dungeon with difficult puzzles and no end fights
    Sounds a bit like Prove Your Worth in Three Barrel Cove. Recently did that, great time!! A changeable mechanism of some sort so it's not the same each time you go through.

    Something like Guard Duty, where your guild ship is attacked by another ship of monsters. Or could be a generic guild ship so all could do it.


    Originally posted by Aeryyn "I don't play this game for xp/min, I play for fun/hour. "

  10. #30
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    - More alternate paths. Being able to work around to the side and come at an encounter from a different angle for an advantage is a nice feeling.

    - MOAR 3D PLATFORMING! I love Sacrifices and The Pit for this if nothing else. It's a welcome break, and makes excellent use of DDO's engine. Most MMOs don't support anything of the kind, but it's a fun change of pace without being a "puzzle" per se.

    - Nonlinearity isn't actually an issue. Really, all a truly "nonlinear" quest means is a fair amount of confusion and backtracking until you work out a preferred (and, in microcosm, linear) route. Choice is good, but it has to be meaningful choice. For example, something like Stopping the Sahuagin. That's a meaningful choice, even though the segment is small. I'd love more quests with Narrators talking about how "to the left is a corridor filled with traps and obstacles, while to the right is a corridor filled with powerful monsters".

    - Less "requires XYZ to complete". I got 40 minutes into soloing Delera's #2 before I found out you needed a second person to even hope of completing it. And last time I tried with a hireling, he teleported to me after pulling the lever for the first time, trapping us both. These things rob you of all the time and energy and resources you'd put into the quest, and snatch victory from your fingers on a basis other than personal skill. That's terrible game design.

  11. #31
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    A quest a long the lines of crucible maybe with optionals for every class and style. They wouldnt be required to complete the quest but would add a chance at loot and exp. Such as an area requirng stealth or lockpicking, arcane or divine magic Special fighter or other melee skills. Something extra for all classes to show their stuff.

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  12. #32
    Community Member Bacab's Avatar
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    I think if you use Caves of Korromar or Wiz-King as your template...you can't help but be successful.

    Different "wings" to a dungeon.

    Korromar makes you do all the "wings".

    Wiz-King you can get lucky and get the Wiz-King on your first tower...but most groups do all 3 towers for the chests and XP.

    I just love the feel of those two quests.

    Caves of Korromar is probably my favorite quest in the game...though its at a level where XP is not hard to find.
    Because of it is level 8...it often gets skipped due there being other great XP/Min quests.

    I wish there was an Epic Caves of Korromar or a higher level version.

    Invaders also has a similar feel btw.
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  13. #33
    Community Member Bacab's Avatar
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    STK and Tear of Dhakaan are also great.

    Love the feel of running through a Hobgoblin village to get to the end.
    Bacab Warforged 18 Arty (Active) Hjealer Dwarven Battle Cleric 10CLR/1FTR
    Atropine Human 11 WIZ/1ROG (Active)
    Member of THACO on Ghallanda

  14. #34
    Community Member ThePrincipal's Avatar
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    After finally playing the expansion, I still don't like running through large wild areas to get to quest entrances. It's an obvious time sink that does nothing to add to the gameplay.

  15. #35
    Community Member bartharok's Avatar
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    Anything BIG that cant be soloed easily.
    Dystopia = utopia achieved

  16. #36
    Community Member bloodnose13's Avatar
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    what i would like to see is the quest series involving time travel through the chronoscope, to witness yourself the mometn when giants and dragons were changed into crystals, to see ancient threnal, war of drow with devils in red fens from which it takes it name, basicaly chronoscope gives lot of oportunity for interesting stories.

    and i wish for second part of shavrath, with archon controled side of battlefield

    and maybe some small planar slayer areas added to the planescaller in the twelve, with some mini quests in them, i realy would like to see how daanvi looks like, or mabar, or real lammania.

    from forgotten realms i would love to see severed hand/seldarine hand tower that appeared in icewind dale games, remade in ddo.....
    Last edited by bloodnose13; 03-31-2013 at 09:04 AM.
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  17. #37
    Community Member Kilbar's Avatar
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    An absolutely MASSIVE jungle valley wilderness area preferably in Chult in the Forgotten Realms, but if Eberron has a similar place, that'll work too.

    The valley has a central outpost area similar to Gianthold but instead of exiting to just one wilderness instance, it exits to three or four. Each of these has either another outpost waypoint to be discovered or a friendly native village. Again, this would be an enormous place, easily the size of all current wilderness areas combined.

    Why? Because it would have access to as many quests as all those wilderness areas too! These would be focused on Yuan-Ti, evil cannibal tribesmen, jungle giants, gargantua, and best of all, DINOSAURS!!!

    Ideally, it would cover a wide range of levels, from around 8th to 28th.

    The overall ambiance of the quests should evoke Alan Quatermain, Doc Savage, Arthur Conan Doyle's The Lost World, King Kong, Indiana Jones, Romancing the Stone, and similar fare.

  18. #38
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    for eberron: shavarath demon side, shavarath angel side, finally dealing with the house of Vol in xen'drik once and for all, and finally some thing in house j for more house j favor.

    for forrgotten realms: working to be able to create a character and level them to 20 with just realm content

  19. #39
    The Hatchery Scraap's Avatar
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    http://ddowiki.com/page/The_Shadow_Crypt
    http://ddowiki.com/page/The_Jungle_of_Khyber
    http://ddowiki.com/page/Partycrashers

    What I would truly, truly love to see mechanically is them using their wilderness encounter tech in a few places per quest, so sometimes you hit a larger than normal mob of mobs, sometimes it's a colored-named, sometimes it's a trap, ect.

  20. #40
    Community Member Viciouspika's Avatar
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    I second the invasion of Stormreach and the Chronoscope ideas expressed earlier in the thread. Or combine both of them.

    One idea: Eliminster comes to Eberron and using the work laid down by Venn in Vault of Night and the chronoscope to solve the mystery of the Dragon Prophecy. Word leaks out to the dragons, minions of Xoriat, Droam, and other various enemies of Stormreach. Thus, leading to the invasion of the Stormreach. While Eliminster was using the chronoscope, the chronoscope caused the various houses, marketplace, and harbor to shift in time. Close down all the quests for a week or two and just use the public areas for the invasion and time change.(during the down time they can work on some of the lag and bug issues ).

    Example: The harbor is transformed into its beginning years where you have to fight off pirates, kobolds, dragons, and other mobs that are trying to get to Eliminster. You would be in instances with people of similiar levels which spawn CR equivalant mobs. You get xp by kill mobs and finding shard or cystals to fix the chronoscope. Have random spawning bosses that offer xp and chests. Set rest shrines in various shops and a couple of res shrines in the public area.

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