Unique quest dungeons

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Re: Unique quest dungeons

Postby Fierce_Deity » Tue Dec 12, 2017 9:41 pm

jorb wrote:
Whenever we do make things truly rare, we get complaints about accessibility, and how noobs can't get XYZ. Was definitely the case for gemstones, for example.



I say to hell with those people, rare items are awesome. I'd go so far as to argue you should flood the game with unique items that do more than just have stats. Weapons or armor that gives some bullshit effect. One time use blueprints for certain structures(more advanced siege machines, defensive buildings, pond, uber tower) would be a cool dungeon reward later on. Or even limited use schematics for unique items or gear would be neat. In a permanent world, unique items become part of the lore we players create.

Also make a level 6 cave layer that cant be mined or built in and is a giant ever changing labyrinth.
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Re: Unique quest dungeons

Postby dafels » Tue Dec 12, 2017 9:50 pm

jorb wrote:
ven wrote:There are no truly rare items in haven.


Whenever we do make things truly rare, we get complaints about accessibility, and how noobs can't get XYZ. Was definitely the case for gemstones, for example.

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Re: Unique quest dungeons

Postby MrPunchers » Tue Dec 12, 2017 10:18 pm

I think some sort of unique items should be able to be dropped, like weapon or armor parts with some certain buffs or attributes (dmg reflection, increased resistance to x opening, fancy stuffs), that when you get all the parts for an item, you can smith them together with their respective ingot (aka bronze sword hilt can't stick to steel sword). The parts would have qualities, but wouldn't effect weapon q, the quality would be used to effect the strength of attributes/perks/whatever, ex. Q 500 steel sword blank being forged into Q 200 steel ingots at a q300 Anvil with a q250hammer would drop the strength of the perk by alot. These parts would drop from dungeons at mostly random qs, although stronger dungeons would drop stronger parts. This would provide an item sink for noobies, stuff to grab mid fight after a ko, reasons for continual questing, and a little game in terms of how to craft the best sword (assuming multipliers and stuff are in the parts and not just straight +'s).
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Re: Unique quest dungeons

Postby Amanda44 » Tue Dec 12, 2017 10:51 pm

jorb wrote:
ven wrote:There are no truly rare items in haven.


Whenever we do make things truly rare, we get complaints about accessibility, and how noobs can't get XYZ. Was definitely the case for gemstones, for example.

Case in point.

Then why associate rare items only with teams, combat or stats ... you could make some rare items that are dropped randomly from quests or associate them with intelligence, perseverance, luck even, in some way. It doesn't always have to be centred around end-game or factions.
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Re: Unique quest dungeons

Postby jorb » Tue Dec 12, 2017 11:12 pm

Amanda44 wrote:Then why associate rare items only with teams, combat or stats ... you could make some rare items that are dropped randomly from quests or associate them with intelligence, perseverance, luck even, in some way. It doesn't always have to be centred around end-game or factions.


Wouldn't mind either. Just sayin'.
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Re: Unique quest dungeons

Postby ven » Tue Dec 12, 2017 11:30 pm

jorb wrote:
ven wrote:There are no truly rare items in haven.


Whenever we do make things truly rare, we get complaints about accessibility, and how noobs can't get XYZ. Was definitely the case for gemstones, for example.

Case in point.


Yeah but, look: why does that matter?

Even if those complaints were valid, there's also many people who defend the opposite, as threads like this show. Also, the point is not making stuff more difficult to get, but simply making them rarer. Possession of rare items leads to all kinds of new dynamics.

And in a similar reasoning of what Amanda and the op said, some quests could include checks of intelligence and other skills, and rare items could be then tied to each one of them, not just mob combat. For example, getting boots of stealth could depend on a stealth check while sneaking around in a new dungeon, witch hat a psyche check against stuff in a weird dungeon, etc.
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Re: Unique quest dungeons

Postby jorb » Tue Dec 12, 2017 11:36 pm

I'm not against rarer items. That wasn't the point. I'm just saying that there is a balance to be struck, I guess.
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Re: Unique quest dungeons

Postby razfen » Wed Dec 13, 2017 11:26 am

I mean i think most ppl dont even know rusalka boots exist, let alome what they do. Something similar would be amazing in my opinion
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Re: Unique quest dungeons

Postby Ozzy123 » Wed Dec 13, 2017 11:39 am

jorb wrote:I'm not against rarer items. That wasn't the point. I'm just saying that there is a balance to be struck, I guess.


Yeah but you gotta be realistic man, obviously if someone doesn't put the effort required he won't get a rare item and he will complain on the forums, just like poor people complain that it's unfair people are rich while they do absolutely nothing to become rich. But more items like these boots that give u swimming speed would be great, let noobs complain if they don't want to get good and instead keep farming carrots in their hermitages.
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Re: Unique quest dungeons

Postby jordancoles » Wed Dec 13, 2017 11:56 am

Potential ideas for rare items that I just pulled out of my ass:
-When plucking any bird you have the chance to get an odd feather, several different odd feathers added to a headband could make a feathered headdress which increases CHA by a percentage (good for questing, porting, leadership combat moves if we ever get them)

-When mining out a cave galley you could have a chance of uncovering a treasure room which would have: ancient torchposts, a stone throne and a small chest containing things like gems, skull goblets, troll pieces, or on rarer occasions, a sword hilt which you could bind to any sword for an alternate look an additional affects such as a boost to the sword's base damage, or just a flat buff to stats such as +20 str on the sword. The ancient furniture itself could also be looted for our bases.
(Mining galleys could reveal dungeon entrances rather than treasure rooms, that'd be cool too)

-Incredibly rare white bears that are double the size of regular bears. Makes white bearcape, potentially double stats bearcape stats or a percentage boost to str.

-Giant boars that can spawn in with several normal boars around it. Multi-agro. Drops a large boar tusk which can be used for a handful of nice symbol items and perhaps a new talisman with some interesting effect

-Leader's sceptre could be created out of several parts which can be obtained as rare drops in various dungeons. Wearing the sceptre could double the wearer's authority generation for a kingdom, or something like that :ugeek:


Tons of cool things to be had, but I do like the idea of traveling to different areas or doing different dungeons/quests to form one complete item that everyone wants, even just for an epeen enlargement
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