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Quest Hubs? Game areas, defined

A forum to discuss our favorite game features we do not want to forget.

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Apaelias
Content Designer
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Posts: 102
Joined: Mon Jul 14, 2014 10:44 am
Re: Quest Hubs? Game areas, defined
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Post by Apaelias » Sat Mar 14, 2015 6:26 pm

I only had lik 17 at the end and needed 22

That's why I think they needed to change the stat cap formula or whatever. For attribute points it was 18*level. They shoulda changed it and made it harder to reach. As well as changing the % that 1 rating point got you so it was harder to hit caps
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Kilsin
Posts: 525
Joined: Sun Apr 27, 2014 6:53 pm
Location: Australia
Re: Quest Hubs? Game areas, defined
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Post by Kilsin » Sat Mar 14, 2015 6:45 pm

[quote="Jakkal"]I think Apaelias hit the nail on the head with the level cap. If we went up in levels as things came out, then it was okay that older stuff was 'trivial' but also unnecessary for us to take down.

What I didn't like about the augs is that with the way buff and stat caps were, everyone was scrambling for specific augs in the end. *cough* RORR *cough*[/quote]

Augs and itemisation are part of the 51+ changes that I would be happy to leave out of this Emu, they contributed greatly to us being too powerful.
Community & Web Manager | Visionary Realms, Inc.
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Amnath
Posts: 387
Joined: Tue Aug 05, 2014 9:49 pm
Re: Quest Hubs? Game areas, defined
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Post by Amnath » Fri Mar 20, 2015 8:16 pm

I think it is mostly a term of convenience.

One of the last "hubs" I played was around Lost Cove or Poison Cove--an area southeast of where swamp armor stuff is done. There were no breadcrumbs or any kind of links to guide you there. Chances are you would never see it, maybe unless you were doing swamp and decided to take a detour, but at that point you had outleveled it. So, without any clues to find it, no real spiffy loot for temptation, it may be a hub, but not in the same way I can look at a level 20 rift, pop over and they are right there.

One thing that threw me for a long time was "RI helm quest"--I looked and never found any such thing because it was the Zull quest line, so an easy-to-find quest hub with great content can be totally ignored when you're misled by terms.

Simpler games only offer linear quests with not much room for variation, which makes hubs crucial there. Vanguard takes this and builds on it, since you can go so many ways, and some things only unlock through a dialogue or discovery.

The thing is, this being an experienced crowd, there's nothing really left for us to explore. I know for example that at level 29, I can't use the rift or get any quests, but I can walk up to Northern Highlands and the challenge per fight and xp per mob is going to smoke whatever I was doing before. Actually, the last time I did this, I wanted to run the remade Falgarholm, but the quest line was broken, and by the time it was fixed, I had outleveled it.

Griffon was the mother of all quests. Zull quest for RI helm is pretty extensive. Shadowhound/Unicorn, pretty big. Comparatively, Graystone is easily manageable, and I can one shot Dargun's Tomb.
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Amnath
Posts: 387
Joined: Tue Aug 05, 2014 9:49 pm
Re: Quest Hubs? Game areas, defined
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Post by Amnath » Tue Mar 24, 2015 5:27 pm

Would have to add Xennumet key as a pretty hefty chain quest.

Technically, you could say something like Wardship has tiers, thinking of the catalysts as tier levels, but it has more to do with games that have had several level expansions where one day you want to get t9 and then a little further down the road you're looking at t12. So the most prominent meaning would be gear levels at character level cap, where Vanguard has t3 for six person grouping but, it doesn't quite seem to have raiding tiers.

I guess the way I see the "Flow" is with the variety of multiple leveling paths converging into a common end, something like:

Pre-raid: Graystone, swamp armor, RI helm--you can do the APW key at 48, so plausibly in the 40s you'd want to complete this content even if you never finished anything before.

Individual power: Magi Hold, around 49-50 you'd want to be pretty spiffy at soloing this. You can also do Abammisi Lake for more xp, but the quest system that unlocks MH raids is pretty good.

Solid groups: to start getting Hillsbury manor, kdq faction, griffon quests, you just won't be able to do it with a partial or underperforming group that might have worked with some things before.

If you have 12 people you can go into Vi'rak which is considered to have 3 tiers. Not with new ungeared 50s though.

If you can then get a raid of people who have pretty much gotten good at this stuff and farmed a lot of the gear from it, you can do APW and some of the easier overlands such as Jagund and Nerksawl. As the raid progressed you could add Bridge of Destiny, Isle of Garuzamat and some of the easier MH overlands. To move on to high end raid targets you'd need this down and PotA progress.

Anyone could do the key quest, but to realistically do PotA inside without a handful of t3s running an extra character through it, you'd probably want no less than 53 and decently geared for a healer or dps and in terms of a tank lasting through the Cyclops on the key quest or something like Hoarn without 55 and some good gear, it's not likely to happen.

If you have slow leveling from 50-55 and no characters hanging around that already geared through it, this will probably be a lot more visible than people burning OT for the experience and then beating down PotA because it's already been done.
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