Simple, but necessary change to UW/FoW

FVC

Academy Page

Join Date: Aug 2005

Mo/W

I consider myself a veteran of both UW and FoW... especially FoW. I have made countless trips there, many of which were some great times with my guild, and some with some pretty good PuGs where I met some good people. I have finished every quest in FoW and nearly every quest in UW, and been to nearly every corner of both.

That said, a few too many trips are cut short early, and not because the group was poor. Anyone who has spent much time in either place knows what I am talking about - the quests. Well, not the quests, but people taking them too early. Some of the quests in these areas are very challenging and groups need to be prepared for them; but if even one person takes it, the entire group is forced to take it whether they are ready or not. Then, if the quest is failed you are ejected from the area.

The classic example of this is the "Unwanted Guests" quest in UW. This quest is not impossible, and I have finished it before - but it is a quest I would rarely want to attempt, and most would agree with me. Only a very strong, well prepared group can tackle it. The problem is that sometimes, even if you remind them, one person cannot seem to resist talking to that Reaper and gobbling up every single quest from it. Then you are faced with near certain doom. The halls are blocked off, you cannot escape the area, and that is the end of what might have been a great trip.

This is not as much of a problem in FoW, but there are a few spots where it causes problems there as well. Sometimes you just want to go back and get your reward for the Wailing Lord without those griffons tagging along and dying, you know?

So, what is the solution? It is very simple. Make it so at least 50% of the group must take a quest in UW or FoW before the quest is activated. Such a very, very simple fix - and yet this would prevent so much needless aggravation. I can't see any reason why this should not be implemented. Any thoughts on this are welcome.

mortalis doleo

mortalis doleo

Wilds Pathfinder

Join Date: Sep 2005

my house

The Cutting Edge [TCE]

N/

i think it should just be a voting thing, where everyone needs to agree on taking the quest...

but nvm,
/signed

octaviancmb

octaviancmb

Frost Gate Guardian

Join Date: May 2005

Me/

Some system like this one would certainly cut down on the ability of players to grief you. At least a dozen times, when I've formed a group to do some of the later quests in the area, a jerk will take all the quests when I remind them that we're not down there to just kill smites. Game over.

It would help *so* much if they'd simply move that insane Unwanted Guests quest to a different Reaper. Pairing it with the Escort quest is just a recipe for disaster when mixed with clueless idiots or vindictive ass holes.

cmb

Nighteye

Academy Page

Join Date: Jul 2005

/signed

Sagaris

Sagaris

Wilds Pathfinder

Join Date: Aug 2005

Netherlands.

/signed

Krazax

Krazax

Academy Page

Join Date: Sep 2005

/signed

Ghost.

Banned

Join Date: Oct 2005

California Best State In the World

Undead Poet Society

R/Me

/signed
i think it should be for only FoW and UW because these places are the hardest places in the game,

Carinae

Carinae

Forge Runner

Join Date: Jun 2005

Inside

Fifteen Over Fifty [Rare]

Just make it so only the party leader can accept a quest for the group.

Savio

Savio

Teenager with attitude

Join Date: Jul 2005

Fifteen Over Fifty [Rare]

Quote:
Originally Posted by Carinae Dragonblood
Just make it so only the party leader can accept a quest for the group.
Problem is the party order gets tossed around a bit when entering, so sometimes a new person is at the top of the list.

One and Two

One and Two

Jungle Guide

Join Date: Aug 2005

It doesn't get randomly tossed, but tossed in the order of who connects and loads first.

Krazax

Krazax

Academy Page

Join Date: Sep 2005

Quote:
Originally Posted by Carinae Dragonblood
Just make it so only the party leader can accept a quest for the group.
Yeah, but then what happens when the leader leaves or looses link?

Original idea is nice. 50% have to agree to take a quest. Perhaps it should be 50% of those still connected/part of the party?

aron searle

aron searle

Jungle Guide

Join Date: Aug 2005

Mo/

/signed

Deamon

Deamon

Academy Page

Join Date: Aug 2005

Order of the Dark Angel

N/Mo

/signed

cheers m8 , gr8 idea

Bahumhat

Bahumhat

Krytan Explorer

Join Date: May 2005

Somewhere

C A K E[YuM]

/signed

FFF_WarRaven

FFF_WarRaven

Frost Gate Guardian

Join Date: Apr 2005

Behind the black shroud.

FFF

R/Me

need more ectos, need more shards..whatever happened to balance.
(random rant)

/signed

:::End Transmission:::

htb723

htb723

Frost Gate Guardian

Join Date: Jul 2005

Holy Patriots

Mo/W

/signed

Venus

Venus

Lion's Arch Merchant

Join Date: Aug 2005

Boston, MA

Me/Mo

/Signed

knives

knives

Jungle Guide

Join Date: Jun 2005

USA

Grenths Rejects [GR]

Me/

/signed.

RoF

RoF

Academy Page

Join Date: Aug 2005

My hammer is stained with the blood of countless assassins.

We Eat Pancakes [Yumy]

W/

That's a great idea! I want to expand upon it a little bit. Being not as familiar with UW and FoW as most of you probably are, I and certainly other less familiar players would like a NOT SUBTLE warning from the quest giver, telling me that this particular quest will make the zone extremely difficult if I accept. I mean... in the regular game, there is pretty much no reason not to accept a quest, so why should new people to UW and FoW have to fall into a trap by accepting a quest. That's just evil

One and Two

One and Two

Jungle Guide

Join Date: Aug 2005

Okeydokey. Lets break this down.

Your plan? Newb control. Newb comes and takes quest, not knowing it will kill him. Sooooo you need to stop that.

Let's make a vote for quests! Yay!

Wait, back up.

Will the vote really stop some newb from messing up your experience? If this guy would randomly talk to NPC's and try and take ALL the quests, then wouldn't this be the same newb to...dare I say Leeroy!?!

Thing about newbs is, they don't say they are newbs in fear of being kicked. Therefore, most newbs don't even have the appropriate skillbar. I've seen a ranger in my trap team bring...a storm bow and barrage.

Conclusion: a noble attempt to try and stop nubbish errors. Yet, even if this is implemented, it will not stop your friendly neighborhood noob from potentially ruining your mission.

My plan would actually have a method of helping newbs to UW/FoW and have a more friendly community.

Good day, and /not signed

FVC

Academy Page

Join Date: Aug 2005

Mo/W

Quote:
Originally Posted by One and Two
Will the vote really stop some newb from messing up your experience? If this guy would randomly talk to NPC's and try and take ALL the quests, then wouldn't this be the same newb to...dare I say Leeroy!?!
The problem is that you are saying everyone who would take a quest is a poor player who would ruin the group anyway by doing something stupid, when that is obviously not true. I've taken guildmates in there on their first trips, and they fought brilliantly, yet I just didn't remind them about the quests (namely because I am used to going with mostly people who have been there a lot) and they didn't realize the consequences of taking them. Sometimes people click on the wrong quest, too - think about it. The first 3 quests the Reaper gives you? The buttons are fairly close together. If they are clicking fast they might not even realize they did it. Either that or they get the quest names mixed up. And, you even have the problem of people deliberately sabotaging the group by taking a quest, perhaps because they didn't like something someone said to them earlier - I have seen this too. I've seen it too many times, unfortunately. I saw it again just a few days ago which led me to post here.

Besides all of that... "randomly talking to NPCs and taking quests" is not a typical newbie mistake; in fact it is a big part of the PvE game. Players are conditioned way back in presearing to talk to everyone and take every quest when that little exclamation point appears. So unless someone knows that the UW/FoW quests are totally different, why wouldn't they take the quest?

The quests in UW/FoW are different, therefore the method of starting them should be as well.

Unkillable Cat

Unkillable Cat

Frost Gate Guardian

Join Date: Sep 2005

New Dragons

Mo/R

/signed

LifeInfusion

LifeInfusion

Grotto Attendant

Join Date: May 2005

in the midline

E/Mo

YES please

FVC

Academy Page

Join Date: Aug 2005

Mo/W

Well, this seems to be near unanimous so far. Just one thing to comment on,

Quote:
Originally Posted by mortalis doleo
i think it should just be a voting thing, where everyone needs to agree on taking the quest...
Quote:
Originally Posted by Carinae Dragonblood
Just make it so only the party leader can accept a quest for the group.
The problem with both of those methods is that one person still has too much control over the situation (in the first, one person could purposely refuse to take a quest that the party wants).

Also, a voting system would slow things down a little and possibly irritate some people.

I still think simply requiring half the party to take the quest is the best way to do it, but I welcome any more suggestions.

Nighteye

Academy Page

Join Date: Jul 2005

Maybe make it so that in those areas there can only be 1 quest active at any one time? The first player to take a quest decides which quest becomes active, and all other quests become greyed out until that quest is finished.

Sister Rosette

Sister Rosette

Lady Fie

Join Date: Aug 2005

Sapporo

Tha Skulls [Ts]

D/W

*Ahem*

/SIGNED FOR GREAT DELICIOUS JUSTICE.

Undivine

Undivine

of Brackenwood

Join Date: Oct 2005

Ontario, Canada

Actually I like the leader idea, where only the leader takes the quests. This may not be good for any normal quest, but in UW & FoW the leader tends to be someone who's done it before. After all, he's the one who knows to give 1K to Balthazar. If you know the procedure to get into FoW, you probably know the rest.

Beleive me, it took me forever to find out how to get into those places. Everybody acts as though it's common knowledge. I went through the entire game and never found out about the relevance of continent favor and giving 1K to the avatars of the gods.

I was introduced to those areas the way I'm sure most people get introduced to them; through a friend who's been there before.

nimloth32

nimloth32

Lion's Arch Merchant

Join Date: Oct 2005

Celestial Order

W/Mo

/signed

lanfear

Academy Page

Join Date: Oct 2005

Awaiting A Worthy Opponent [RanK]

E/Mo

*cough more ecto and shards*
/signed

cataphract

cataphract

Forge Runner

Join Date: Aug 2005

Ashford Abbey

Hey Mallyx [icU]

Mo/Me

/signed


Quote:
Originally Posted by One and Two
Thing about newbs is, they don't say they are newbs in fear of being kicked. Therefore, most newbs don't even have the appropriate skillbar. I've seen a ranger in my trap team bring...a storm bow and barrage.
as for this: so you're saying that a person bringing barrage is a noob? that's just dumb.

FVC

Academy Page

Join Date: Aug 2005

Mo/W

Quote:
Originally Posted by cataphract
as for this: so you're saying that a person bringing barrage is a noob? that's just dumb.
I think he meant a ranger bringing barrage to a trapping group.