Power Quest Griefage!

by Shaddus

Back to Ideas.

Shaddus2009-06-05 16:16:04
Out of the four power quests, the two forests quests are totally inside their domain, and aren't able to be disrupted. On the other hand, the two city quests can be disrupted several ways (digging up sands while not enemied to Kelpies, releasing gorgogs which kill novices on Spectre Island, and so on).

I'd like to see if anyone has ideas on how to fix this, be it a counter quest to the forests power quests, or making the Isle of Light perhaps Celest territory, and so on.

I'd also like to see if the admin can attach a gold payment from Brennan for the Glomdoring power quest, unless I'm mistaken and he already pays you.
Shiri2009-06-05 16:49:46
The supplicants quest is way more rewarding than the pixie/shadow quest as I remember it.
Ilyarin2009-06-05 16:57:40
It's still a valid point that some are self-contained and some are not.
Shiri2009-06-05 16:59:42
Yes, it contributes towards balancing it out, maybe.
Shaddus2009-06-05 17:00:51
QUOTE (Shiri @ Jun 5 2009, 11:49 AM) <{POST_SNAPBACK}>
The supplicants quest is way more rewarding than the pixie/shadow quest as I remember it.

How so? More experience or gold?
Unknown2009-06-05 17:05:21
QUOTE (Shaddus Mes'ard @ Jun 6 2009, 03:00 AM) <{POST_SNAPBACK}>
How so? More experience or gold?


Both, I think
Unknown2009-06-05 17:35:36
Glom's is the easiest in a marginal sense, in that you only need the one shadowcatcher, and you don't need to give it to the shadows. That, and Glom seems smaller than Seren in terms of running around looking for flighty mobs.

That said, Seren's isn't hard by any measure!

Celest's is more convoluted, having to go through the whole process of collecting sands, turning them in, filling the orbs... and then doing seren's quest, but with supplicants rather than pixies. On the other hand, you do get experience for having the sand turned into orbs, and that's rather nice.

Mag's is a relative pain the the butt thanks to having to kill specters.

So the existing rewards somewhat reflect the effort put forward.
Zynna2009-06-05 17:52:34
I think the Isle of Light should be Celest's territory. It's much more important to us than Captain Gil. And I think Spectre Isle should be Mag's.

It's annoying that the avenger is meant to protect the innocent, but in the above areas is only protecting the griefer.
Nariah2009-06-05 17:59:53
Psh, don't touch Mag's power quest, it's perfect as it is. It's an excellent mixture of increasing mob strength, so more and more of a challenge, whilst still being available to novices; great karma, decent gold, immersion, and a taste of history.

Sure, the gorgogs can be annoying but there's usually warnings over CT and an observant novice will ask what's falling off the sky; it's also easy to avoid them. And Avenger has never been an issue there either unless someone is putting in a ridiculous amount of effort into griefing Mag so that Necromentate falls. In which case, well, deal with it! Occassions where someone bashes 'our' spectres being an issue are amazingly rare too since we'll ask for them to be handed over or keep sending people to stomp the offernders into the ground.

I can see how it can be an issue for Celest though with the limited amount of sands. Perhaps there could be a quest to be completed which temporarily annexes the territory in question (Isle of Light or Spectre Isle) to your organisation. That is, to its 'home' organisation not the opposite one, unless someone's up for some conflict quests! waggle.gif If to take all conflict options out of the equation from such quests, perhaps their reset time could be set to be much longer than the annexion they offer, at which point the only way to mess with it is pilfering/killing relevant puzzle pieces.
Unknown2009-06-05 18:43:07
What of Celestian/Magnagoran players being able to kill/influence Fae in Faethorn?
Siam2009-06-05 18:55:08
QUOTE (Shaddus Mes'ard @ Jun 6 2009, 12:16 AM) <{POST_SNAPBACK}>
Out of the four power quests, the two forests quests are totally inside their domain, and aren't able to be disrupted. On the other hand, the two city quests can be disrupted several ways (digging up sands while not enemied to Kelpies, releasing gorgogs which kill novices on Spectre Island, and so on).

I'd like to see if anyone has ideas on how to fix this, be it a counter quest to the forests power quests, or making the Isle of Light perhaps Celest territory, and so on.

I'd also like to see if the admin can attach a gold payment from Brennan for the Glomdoring power quest, unless I'm mistaken and he already pays you.


Brennan doesn't give you gold, just spam.

Seren's power quest can usually be done by at least one person most of the time, due to the leaves as a requirement to get the pixies(although the same goes for the sands)

Also, Celest's power quest is called by some as Celest's 'Xp machine,' the experience you earn is good, considering that you earn xp from turning the sands to globes, getting the supplicants and delivering the supplicants to the Tabernacles.

I haven't been to Mag.

Edit:
Glom's power quest pretty much what Akui said
Casilu2009-06-05 18:56:58
Alot of people use Mag's to get to 80 in a week or so.
Siam2009-06-05 19:05:35
QUOTE (casilu @ Jun 6 2009, 02:56 AM) <{POST_SNAPBACK}>
Alot of people use Mag's to get to 80 in a week or so.

what?! is that because there's bashin involved(from what I hear)?
Celina2009-06-05 19:18:06
Woa woa, no touching Mag's quest. It is easily the best power quest.
Shaddus2009-06-05 19:26:24
QUOTE (Salvation @ Jun 5 2009, 01:43 PM) <{POST_SNAPBACK}>
What of Celestian/Magnagoran players being able to kill/influence Fae in Faethorn?

That's not the forest's main power quest, merely a power quest in general. This is like comparing apples and peanuts.

Technically, this is a quest anyone can do. Influence fae, give to avatar/supernal/demon lords, get power/daughter/lady/demon/angel. It's not like I can walk into the Isle of Light, dig up sands, and do supplicants for Magnagora power. These are specific to the organization's novices for the most part, and it shouldn't be possible/should be very hard to disrupt it.
Bael2009-06-05 19:29:35
Mag's power quest is my favorite of the four, by far. So it's fine IMO.

Also, going from lvl 1-80 is a pretty big overstatement, especially when you say it is from the power quest alone, since spectre isle is one of the more popular bashing spots.
Razenth2009-06-05 19:29:40
To the orgs novices and their cosmic guardians. dry.gif
Nariah2009-06-05 19:47:47
I did suggest at one point that Deep Pacts shouldn't dissolve right on Smob's death but only if a certain amount of time passes and you don't get to repledge yourself (so if you're being extra slow with reviving them or, say, haven't reinforced your pledge with new offerings (spikes/supplicants)). suspicious.gif
Xenthos2009-06-05 21:35:12
Glom's power quest has no gold reward, and no bonus exp from the hunting. Magnagora's is, on both ends, far more beneficial-- with the downside that other people can hunt the spectres too. But the reward cannot be compared...
Unknown2009-06-05 21:56:01
QUOTE (Zynna @ Jun 6 2009, 01:52 AM) <{POST_SNAPBACK}>
I think the Isle of Light should be Celest's territory. It's much more important to us than Captain Gil. And I think Spectre Isle should be Mag's.

It's annoying that the avenger is meant to protect the innocent, but in the above areas is only protecting the griefer.


Actually, though, I've dug up the golden sands even while an enemy of the Inner Sea (kelpies), and even once when someone (Laranda, I think?) else was also on the Isle of Light.

Also, yes, the primary power quest of cities give much more reward that Serenwilde's (which gives gold, but the pixies can be Prime-raided, I suppose) or Glomdoring's (which gives the same experience as Serenwilde's, but without the gold).