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Thread: Quest Levels!

  1. #1
    Community Member FranOhmsford's Avatar
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    Default Quest Levels!

    I've made these suggestions a number of times on the forums BUT I'm goingto put them all together here in this thread {Yes they may be different to something posted earlier today - This thread will take precedence!}.


    I feel that the Adventure Compendium Needs a Complete Re-Work! From the Ground Up!
    The game has changed so much over the years that this has become a virtual necessity for Quality of Life!

    This is how I feel the Adventure Compendium should be:

    Lvl 1
    ----

    Storehouse's Secret
    The Cannith Crystal
    Heyton's Rest
    The Collaborator

    Lvl 2

    Stopping the Sahaugin
    Necromancer's Doom
    Redemption
    Sacrifices
    Misery's Peak
    Bringing the Light
    Arachnophobia
    Information is Key
    Haverdasher
    The Miller's Debt
    An Explosive Situation
    Home Sweet Sewer {Move Scragg outside Leaky Dinghy}
    Recovering the Lost Tome {Move Questgiver outside Leaky Dinghy}
    Baudry Cartamon Chain {Move Baudry into the Leaky Dinghy}
    Kobold's New Ringleader {Move Guard Jung to Leaky Dinghy}

    Lvl 3

    Durk's Got a Secret
    Garrison's Missing Pack
    Butcher's Path
    Stealthy Reposession
    Smuggler's Warehouse
    The Captives
    Where There's Smoke
    Kobold Assault
    Waterworks Pt 1-4
    Missing in Action
    The Sunken Sewer

    Lvl 4

    Irestone Inlet
    Redfang
    The Swiped Signet
    The Sacred Helm
    STK Pt 1&2
    The Sharn Syndicate {Full Chain}
    The Catacombs {Full Chain}
    Tangleroot Pt 1-4

    Lvl 5

    Halls of Shan to Kor
    Freshen the Air
    Proof is in the Poison
    Rest for the Restless
    Depths of Despair/Darkness/Discord & Doom {Depths of Despair will need work}
    Dead Predators
    Tangleroot Pt 5&6
    Tomb of the Sanguine Heart
    Tomb of the Immortal Heart
    Tomb of the Crimson Heart
    Tomb of the Burning Heart
    The Snitch
    Guard Duty

    Lvl 6

    Archer Pt
    Ghost of a Chance
    Prove Your Worth
    The Legend of Two Toed Tobias
    The Scoundrel's Run
    The Stones Run Red
    Brood of Flame
    The Bloody Crypt
    The Chamber of Insanity
    The Lair of Summoning
    The Ruined Halls
    The Forgotten Caverns
    Mirra's Sleepless Nights
    Mystery of Delera's Tomb
    Return to Delera's Tomb
    Tangleroot Pt 7-10
    A Small Problem
    Partycrashers
    Under the Big Top
    Devil Assault

    Lvl 7

    Purge the Heretics
    Caged Trolls
    The Chronoscope
    Redwillow's Ruins
    The Missing Party
    Free Delera
    Thrall of the Necromancer
    Valak's Mausoleum
    Sorrowdusk Pt 1-4 {Grey Moon}
    Gladewatch Outpost
    Gwylan's Stand
    Tear of Dhakaan
    The Troglodyte's Get
    Old Grey Garl
    The Graverobber
    The Bounty Hunter

    Lvl 8

    Taming the Flames
    Caverns of Korromar
    The Haunted Library
    Bargain of Blood
    Storm the Beaches
    The Black Loch
    Spies in the House
    The Tide Turns
    Sorrowdusk Pt 5&6
    Stromvauld's Mine
    Stormcleave Outpost

    Lvl 9

    Tomb of the Shadow Knight
    Tomb of the Shadow Guard
    Tomb of the Shadow Lord
    Tomb of the Shadow King
    Sorrowdusk Pt 7&8
    The Tharashk Arena
    The Prisoner
    The Path to Madness
    The Xorian Cypher
    Claw of Vulkoor
    The Last Stand
    Fathom the Depths
    The Giant Lieutenants
    The Giants' Lair
    The Giants' Supplies
    Faithful Departed

    Lvl 10

    Sorrowdusk Pt 9&10
    The Shadow Crypt
    Gateway to Khyber
    The Jungle of Khyber
    Haywire Foundry
    Sykros' Jewel
    Reclamation
    Tempest Spine
    In Need of Supplies
    The Rescue
    Secure the Area
    The Library of Threnal
    Escort the Expedition
    Hold for Reinforcements
    Into the Deep
    Church & the Cult

    Lvl 11

    The Missing Expedition
    Entering the Gate Chamber/The Gate Chamber
    The Vault of Night
    The Plane of Night
    The Chamber of Rahmat
    The Chamber of Kourush
    Purge the Fallen Shrine
    Maraud the Mines
    Raid the Vulkoorim
    Relic of a Sovereign Past
    The Keeper's Sanctuary
    The Threnal Arena
    Hiding in Plain Sight

    Lvl 12

    Slavers of the Shireking Mines
    Bring Me the Head of Ghola Fan
    The Spawn of Whisperdoom
    And the Dead Shall Rise
    From Beyond the Grave
    Dreams of Insanity
    Offering of Blood
    Chains of Flame
    The Chamber of Raiyum
    Made to Order
    Diplomatic Impunity
    Tomb of the Blighted
    Tomb of the Tormented
    Tomb of the Unhallowed
    Tomb of the Forbidden

    Lvl 13

    The Twilight Forge
    The Titan Awakes
    Frame Work
    Eyes of Stone
    Against the Demon Queen
    Zawabi's Revenge
    Mired in Kobolds
    Trial by Fire
    Feast or Famine
    The Maze of Madness
    The Cursed Crypt

    Lvl 14

    A Cabal for One
    A Cry for Help
    Foundation of Discord
    Madstone Crater
    Prison of the Planes
    Assault on Summerfield
    Blockade Buster
    Undermine
    Siegebreaker

    Lvl 15

    Delerium
    Acid Wit
    The Crucible
    Gianthold Tor
    The Reaver's Fate
    Desecrated Temple of Vol
    Inferno of the Damned
    The Fleshmaker's Laboratory
    Ghosts of Perdition
    The Lords of Dust
    The Missing
    Sinister Storage
    Fear Factory

    Lvl 16

    In the Flesh
    Servants of the Overlord
    The Spinner of Shadows
    Rainbow in the Dark
    Running with the Devils
    Ritual Sacrifice
    The Coalescence Chamber
    Let Sleeping Dust Lie
    Beyond the Rift
    Litany of the Dead

    Lvl 17

    Murder by Moonlight
    Outbreak
    Overgrowth
    Thorn & Paw
    Finding the Path
    Prey on the Hunter
    The Thirteenth Eclipse
    Ascension Chamber

    Lvl 18

    Acute Delirium
    The Sane Asylum
    Lord of Stone
    Lord of Eyes
    The Druid's Curse
    The Riddle
    Enter the Kobold
    Monastery of the Scorpion
    Vision of Destruction
    Hound of Xoriat
    Dream Conspiracy

    Lvl 19

    Stealer of Souls
    I Dream of Jeets
    The Shipwrecked Spy
    The Mindsunder
    In the Demon's Den
    Eye of the Titan
    Reclaiming Memories
    Raiding the Giant's Vault
    Mining for Ancient Secrets
    Wrath of the Flame

    Lvl 20

    The Dreaming Dark
    The Weapons Shipment
    Genesis Point
    Sins of Attrition
    A New Invasion
    Bastion of Power
    Blown to Bits
    Schemes of the Enemy
    Power Play

    Lvl 21

    Tower of Despair
    The Master Artificer
    The Lord of Blades
    The Lost Thread
    Impossible Demands
    The Unquiet Graves

    Lvl 22

    The Battle for Eveningstar
    House of Rusted Blades
    House of Broken Chains
    House of Death Undone
    Deal & the Demon
    Reclaiming the Rift
    The Portal Opens
    Trial By Fury

    Lvl 23

    A Stay at the Inn
    Detour
    Lost in the Swamp
    Rest Stop
    The End of the Road

    Lvl 24

    Caught in the Web
    Return to A Cabal for One
    Return to Madstone Crater
    Return to Prison of the Planes

    Lvl 25

    The Fall of Truth

    If I've missed anything please let me know.
    Last edited by FranOhmsford; 04-08-2013 at 01:13 AM.

  2. #2
    Community Member FranOhmsford's Avatar
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    Lol - Forgot Ringleader!

    Added.

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    Um, why?

    Also you missed the church and the cult and the faithful departed that I noticed.

  4. #4
    Community Member DrNuegebauer's Avatar
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    Yeah, I don't get it. Why?

    I can understand changing the a few of the 'less run' quests to a different level, but can't see the sense in what you're suggesting.

  5. #5
    Community Member Vellrad's Avatar
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    Why move questgivers from lobster to other side of harbor?
    Quote Originally Posted by Originally Posted by Random Person #2 View Post
    People who exploit bugs in code are cheaters cheaters cheaters. And they are big fat ****yheads too.

  6. #6
    Community Member FranOhmsford's Avatar
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    Quote Originally Posted by Vellrad View Post
    Why move questgivers from lobster to other side of harbor?
    When I started this game I didn't even know the Cerulean Hills was there till my first two characters had outlevelled the slayer!

    If Ringleader, Baudry, The Lighthouse and Scragg's Sewer Questgivers are moved to the Dinghy newbies will catch them in a better order than the current situation.

    And I'm sure no-one here is going to disagree when I say that Durk's, Butcher's, Garrison's, Stealthy Repo and Smuggler's Warehouse Are significantly more difficult than Ringleader, Baudry and the Lighthouse!

    I'm simply suggesting that those 3 quests {and Scragg's Sewer} are bracketed with BtL, Info is Key, Haverdasher and the other 3 Solo Quests rather than hidden on the opposite side of the Harbour.


    Quote Originally Posted by Gremmlynn View Post
    Um, why?

    Also you missed the church and the cult and the faithful departed that I noticed.
    Thank you - Have added them both.
    Moved them both up one level too - I know this leaves Lvl 8 looking light but that's more to do with having to move Threnal up than anything else {and Threnal hasn't been NEEDED for XP since I've been playing}.

    As to why - There are many, many quests in the game that do feel like they've been shoe-horned into the wrong level.
    I'm simply making a comprehensive list so that it can be referred back to when posting about this issue in the future as every time I talk about this issue I mention 2 or 3 quests but really want a comprehensive re-work of the Adventure Compendium.

    At the Mid-Levels my main issue is BB and how it has impacted on Tier 2 Prestiges {The likes of HotD being basically heavily nerfed for Shadow Crypt was an annoyance}.
    If I thought the Devs'd go for it I'd ask for the Shadow Flags to be moved to Lvl 10 rather than 9 BUT I expect that would be too much to ask.
    Last edited by FranOhmsford; 04-07-2013 at 03:44 PM.

  7. #7
    Community Member Spoonwelder's Avatar
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    I get where you are coming from ....other changes I would make....

    Get all of Tangleroot in the same level range or at most two levels - I'd say 4 myself since 5 is pretty populated whlle 4 is light.

    Same thing for Delera's shift it all to L7 - then move Tear to L8 to spruce that category up - I would even bump up the Troll and Heretics quests from 6-8 to help out L6.

    I know this would all be a nice to have but will never happen but I can't help but think they could do a bit of tweeking to make these old packs fit the new single level mold.
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  8. #8
    Community Member voxson5's Avatar
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    Why why why would you want to make the bauldry chain more of a run?

    Apart from Kobold Assault, Irestone and the two cerulean hills quests; the harbour follows a nice and easy progression as you work from the leaky dinghy, around the outside of the map, then up the middle to the marketplace.

  9. #9
    Community Member redspecter23's Avatar
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    As far as moving quest givers around is concerned, I'd personally like to see more of them in taverns from a flavor point of view. It's an extra loading screen, which adds a bit of annoyance, but consolidating at least the harbor quest givers in 2 locations would make it easier for new players as well as make the taverns more like early game "hubs" for questing.

    I will give the OP points for trying, but as pointed out, I think most of the quests are ok for the level they are at. The biggest offenders, in my opinion, are the early chains like STK, Delera's, TR, etc. I'd put them all within a 2 level range, either raising or lowering as necessary. I'd add a second version of 3bc and title it "Paragon 3BC" to keep in line with epic naming conventions. Paragon 3BC would be level 15-16 versions of the same quests with new higher level named loot. I think the quests and explorer might be run more often if they were in a level range that has few other options. I'd also eventually revamp Titan into an epic version as well with the new versions of the quests at level 26-27 (new raid like what was done in GH) with level 25+ versions of the raid loot dropping in the new raid. At the same time I'd raise heroic Titan and it's quests to level 15, again, in order to fill in the xp and quest gaps in that range and promote people running it for xp.
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  10. #10
    Community Member FranOhmsford's Avatar
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    Quote Originally Posted by voxson5 View Post
    Why why why would you want to make the bauldry chain more of a run?
    Sorry, No idea what you mean?

    I've left the Baudry Chain at Lvl 2!
    Putting Baudry in the Dinghy is so that Newbies from Korthos hit that chain BEFORE rather than AFTER the likes of Durk's, Garrison's, Butcher's & Stealthy Repo {all much harder quests}.

    Quote Originally Posted by voxson5 View Post
    Apart from Kobold Assault, Irestone and the two cerulean hills quests; the harbour follows a nice and easy progression as you work from the leaky dinghy, around the outside of the map, then up the middle to the marketplace.
    No - It really doesn't!

    Standard progression as of now {and for the past 3+ years} is:

    BtL, Info is Key, Haverdasher, Durk's, Garrison's, Ringleader, Baudry, Smuggler's, Stealthy.

    The Lighthouse may get missed entirely as it's out of the way!
    Butcher's tends to get hit last!

    I'm simply suggesting that Newbies should be directed to the easier quests FIRST!


    Quote Originally Posted by Spoonwelder View Post
    I get where you are coming from ....other changes I would make....

    Get all of Tangleroot in the same level range or at most two levels - I'd say 4 myself since 5 is pretty populated whlle 4 is light.

    Same thing for Delera's shift it all to L7 - then move Tear to L8 to spruce that category up - I would even bump up the Troll and Heretics quests from 6-8 to help out L6.

    I know this would all be a nice to have but will never happen but I can't help but think they could do a bit of tweeking to make these old packs fit the new single level mold.
    I've tried to stay within the realms of Putting quests where they belong for their CURRENT Difficulty.

    Moving Delera's Pt 1 to 7 would require beefing said quest up {slightly - though the Devs would probably over-do it}.
    Lvl 6 fits though as is - By my List the whole chain would be 6-7 rather than 5-8 {a definite improvement}.

    Tangleroot:
    I've moved Pt 1 & 2 up to Lvl 4
    I've moved Pt 9 & 10 down to Lvl 6
    So we'd have 4 Lvl 4 quests, 2 Lvl 5 and 4 Lvl 6 - A definite Improvement on the current 2 per lvl and 3-7 Lvl range!
    Again - Doing this would NOT require any changes to the quests themselves!

    STK:
    Again I've moved Pt 1 {And the Sacred Helm} up one level!
    Pt 3 remains Lvl 5.
    Still better than the current 3-5 arrangement!

    Moving Trolls and Heretics to Lvl 7 as Lvl 6 has way too many quests on my list and these do just about meet the standard for Lvl 7 f2p!

    Quote Originally Posted by redspecter23 View Post
    I'd add a second version of 3bc and title it "Paragon 3BC" to keep in line with epic naming conventions. Paragon 3BC would be level 15-16 versions of the same quests with new higher level named loot. I think the quests and explorer might be run more often if they were in a level range that has few other options.
    No, No, No!

    I like 3 Barrel Cove just the way it is thank you very much!

    Yes I've made small changes to the quest levels BUT NOT 10 Levels worth!
    Last edited by FranOhmsford; 04-08-2013 at 01:12 AM.

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    Of the only qualms I see thus far might be Proof is in the Poison. At Normal, it can be a pretty difficult quest, but it's deceptively and...erm...positively?...EVIL at Elite. Even with a decent party to work with, you can have a complete wipe thanks to the bunch of casters around and the massive acid pits.

    Something around N6/H7/E8 or N5/H7/E9 would fit it better, and maybe make it give unique named loot. As of now, the only real reason why to take it is because of the great XP for its level, but it's not...say, the Pit, which has other incentives aside from its great XP. An Eternal Wand of Melf's Acid Arrow would be pretty awesome, though the amount of uses should differ (8-10 charges, recover all with rest). Lots of loot related to the Quickfoot would be pretty nice.

  12. #12
    Community Member voxson5's Avatar
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    Quote Originally Posted by FranOhmsford View Post
    Sorry, No idea what you mean?
    Think about it. How far is Cartamon's warehouse from the Lobster?
    Now, how much FURTHER away is the Dinghy?

    Quote Originally Posted by FranOhmsford View Post
    Standard progression as of now {and for the past 3+ years} is:

    BtL, Info is Key, Haverdasher, Durk's, Garrison's, Ringleader, Baudry, Smuggler's, Stealthy.

    The Lighthouse may get missed entirely as it's out of the way!
    Butcher's tends to get hit last!

    Who's "standard progression" are you talking about? Because its not mine.

    If you simply follow the path of all the level 2 quests, you go in a nice circle around the harbour.

  13. #13
    Community Member Vellrad's Avatar
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    Newbies should learn that (by default) M is for map, and gold challices are quest givers. No need to place all questgivers in one tight space, especially that its non convinient for vets.
    Quote Originally Posted by Originally Posted by Random Person #2 View Post
    People who exploit bugs in code are cheaters cheaters cheaters. And they are big fat ****yheads too.

  14. #14
    Community Member Vellrad's Avatar
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    Quote Originally Posted by TGOskar View Post
    Of the only qualms I see thus far might be Proof is in the Poison. At Normal, it can be a pretty difficult quest, but it's deceptively and...erm...positively?...EVIL at Elite. Even with a decent party to work with, you can have a complete wipe thanks to the bunch of casters around and the massive acid pits.

    Something around N6/H7/E8 or N5/H7/E9 would fit it better, and maybe make it give unique named loot. As of now, the only real reason why to take it is because of the great XP for its level, but it's not...say, the Pit, which has other incentives aside from its great XP. An Eternal Wand of Melf's Acid Arrow would be pretty awesome, though the amount of uses should differ (8-10 charges, recover all with rest). Lots of loot related to the Quickfoot would be pretty nice.
    Its actually easy quest, if everyone got shield or nigthshield.
    Hovewer, clickies are usually out of newbies' reach, because they tendt to cost a lot (from newbies' point of viev).
    Quote Originally Posted by Originally Posted by Random Person #2 View Post
    People who exploit bugs in code are cheaters cheaters cheaters. And they are big fat ****yheads too.

  15. #15
    Community Member redspecter23's Avatar
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    Quote Originally Posted by FranOhmsford View Post
    No, No, No!

    I like 3 Barrel Cove just the way it is thank you very much!

    Yes I've made small changes to the quest levels BUT NOT 10 Levels worth!
    I was suggesting a second version as well as keeping the one as it is right now. I'm wondering if you misread or of you're against two versions of 3bc, similar to epic and non epic versions of many packs currently. I understand many players do like 3bc even if it's not something I enjoy at all. That's why I suggested to keep what is there currently and add a second version for higher level player.
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  16. #16
    Community Member FranOhmsford's Avatar
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    Quote Originally Posted by TGOskar View Post
    Of the only qualms I see thus far might be Proof is in the Poison. At Normal, it can be a pretty difficult quest, but it's deceptively and...erm...positively?...EVIL at Elite. Even with a decent party to work with, you can have a complete wipe thanks to the bunch of casters around and the massive acid pits.

    Something around N6/H7/E8 or N5/H7/E9 would fit it better, and maybe make it give unique named loot. As of now, the only real reason why to take it is because of the great XP for its level, but it's not...say, the Pit, which has other incentives aside from its great XP. An Eternal Wand of Melf's Acid Arrow would be pretty awesome, though the amount of uses should differ (8-10 charges, recover all with rest). Lots of loot related to the Quickfoot would be pretty nice.
    I've moved Proof from 4-5.

    As a Lvl 5-7 Elite BB it would still be an Extreme Challenge quest for most Pugs.
    As a 6-8 the Extreme Challenge would be gone and it would be just another Lvl 6 quest.

    I've also moved a number of Lvl 5 quests to Lvl 6 and frankly I've overpopulated Lvl 6.

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