Lomshir Progress Thread
Re: Lomshir Progress Thread
[quote="Amnath"]The tradeoff would be in the respawn, so that plant would go up to 30 minutes[/quote]No, no, no. Do not make any object take 30 minutes to respawn unless it's a Named for a higher level quest or something. Normal objects should not take more than a minute or two. Otherwise you're just gonna get someone else coming in after another player and not being able to find anything, and just leaving the area or even quitting all together.
Re: Lomshir Progress Thread
Maybe not thirty, but wouldn't it be fairly standard for it to be more than just a couple minutes?
I am thinking for example, of the mushrooms you could collect for Celestine Wardship faction. They weren't exclusive, because you could repeat this as many times as you wanted (or maybe they were exclusive and it reset per quest turn in). People would post maps of the routes they would run to pick them up and say something like "usually by the time I'm done, they'll come up again". The Horseberries are not repeatable, but, similarly, they are spread all over the chunk, so it seems like the idea is you get one or two and then move along. I guess that could also be achieved by making each plant an exclusive credit. But it's more of a thing where you might grab one while you are doing other quests than you have to have them all at once. In any case, I've never changed any timers.
And, I found another quest that you might not want to pick plants during. Horse Rescue was sitting in the list with zero information, but this is the one pertaining to the Injured Horse which is an escort. I can use By Night as an example for this, as it should be the same kind of thing, get the horse to town while protecting it from hyenas that pop out.
Looking around Hag's Coastline, nobody ever spawned Raxalis, so he's missing from the mob population. You are supposed to loot an essence and when you turn it in, there's a clear implication that something else is to be done, as the whole point of the Kazduma Treasure Company is to find the "Tear of the Three Sisters" using this essence. But so far I've not seen anything saying that the live game ever had that part in it. There is an altar of Sihari here; I have a vague memory it's used for something from somewhere else.
I am thinking for example, of the mushrooms you could collect for Celestine Wardship faction. They weren't exclusive, because you could repeat this as many times as you wanted (or maybe they were exclusive and it reset per quest turn in). People would post maps of the routes they would run to pick them up and say something like "usually by the time I'm done, they'll come up again". The Horseberries are not repeatable, but, similarly, they are spread all over the chunk, so it seems like the idea is you get one or two and then move along. I guess that could also be achieved by making each plant an exclusive credit. But it's more of a thing where you might grab one while you are doing other quests than you have to have them all at once. In any case, I've never changed any timers.
And, I found another quest that you might not want to pick plants during. Horse Rescue was sitting in the list with zero information, but this is the one pertaining to the Injured Horse which is an escort. I can use By Night as an example for this, as it should be the same kind of thing, get the horse to town while protecting it from hyenas that pop out.
Looking around Hag's Coastline, nobody ever spawned Raxalis, so he's missing from the mob population. You are supposed to loot an essence and when you turn it in, there's a clear implication that something else is to be done, as the whole point of the Kazduma Treasure Company is to find the "Tear of the Three Sisters" using this essence. But so far I've not seen anything saying that the live game ever had that part in it. There is an altar of Sihari here; I have a vague memory it's used for something from somewhere else.
Re: Lomshir Progress Thread
The smidge of Hag's Coastline is taking shape, to an extent. Dialogs in place.
What will happen is that as you wrap up at Dark Horse Downs, they will send you south and north. If you go up to the coast to Shar Mordual, it will branch. On one side, she gives you Pirate's Favor, a bribe to Captain Roberts. He doesn't respond to it, but he and his officer will offer The Holy Potion, Skulls, and The Black Book versus mobs on the other side of that small island. The content is available but mobs not adjusted yet.
The other branch is Proving Your Worth where you kill some Mordesh officers and wind up with Farsed Kazamir. This is where it starts getting unclear. Very late in the game, they added a quest called Keeping in Tune, which is to retrieve a tuning crystal he uses for a teleport spell. It was stolen by someone who headed towards Grotto of the Sea Hags. He doesn't give you a name, and I haven't found anyone around there. It's possible it meant someone *inside* the Grotto, although this would not be sensible, as it would be a teens level quest sending you into a dungeon they tuned to 22+.
The teleport would be minorly useful for the other quest branch. He sends you ashore to speak to Captain Kazduma, who first offers Collect the Raxalis Shard. The text specifically says "the" shard which is in the tent of the leader of the Mordesh Syndicate, Mr. Mordesh. But there are multiple shards.
When you turn that in, he mixes it into a potion and offers Of Sundials and Elementals, which is to summon and defeat Raxalis (the missing mob) and retrieve his essence. He then claims he is the only one who knows how to use the essence to get at the treasure "Tear of the Three Sisters", but so far I'm unable to determine such a quest ever existed.
The actual Grotto of the Sea Hags quests come from Dark Horse Downs, which again is a bit obscure. If you do all these dungeons, you may make it to 20, but on a solo basis, with the existing game data, I'm skeptical about it. Sea Hags quests are not set up but I see no obstacle in doing so. Very basic, no special spawns or anything like that.
Concerning the Horseberry plants, there are currently 399 of those. Mostly they are in rings of about a dozen, as they had a way to make them spawn in a slightly shifted position. At the worst, if each ring were reduced to a single plant, there would easily still be thirty of them, so, it's not possible for anyone to hog them all. On the other hand, if they had individual lockouts, what's more likely is that I would grab four or five of them while doing other quests, return to the outpost, logout, then when I came back tomorrow and tried to get one of the same ones and it wouldn't give me it, I would at least find that rather strange, and possibly /bug it. The individualized mechanic is great but it seems situationally different.
What will happen is that as you wrap up at Dark Horse Downs, they will send you south and north. If you go up to the coast to Shar Mordual, it will branch. On one side, she gives you Pirate's Favor, a bribe to Captain Roberts. He doesn't respond to it, but he and his officer will offer The Holy Potion, Skulls, and The Black Book versus mobs on the other side of that small island. The content is available but mobs not adjusted yet.
The other branch is Proving Your Worth where you kill some Mordesh officers and wind up with Farsed Kazamir. This is where it starts getting unclear. Very late in the game, they added a quest called Keeping in Tune, which is to retrieve a tuning crystal he uses for a teleport spell. It was stolen by someone who headed towards Grotto of the Sea Hags. He doesn't give you a name, and I haven't found anyone around there. It's possible it meant someone *inside* the Grotto, although this would not be sensible, as it would be a teens level quest sending you into a dungeon they tuned to 22+.
The teleport would be minorly useful for the other quest branch. He sends you ashore to speak to Captain Kazduma, who first offers Collect the Raxalis Shard. The text specifically says "the" shard which is in the tent of the leader of the Mordesh Syndicate, Mr. Mordesh. But there are multiple shards.
When you turn that in, he mixes it into a potion and offers Of Sundials and Elementals, which is to summon and defeat Raxalis (the missing mob) and retrieve his essence. He then claims he is the only one who knows how to use the essence to get at the treasure "Tear of the Three Sisters", but so far I'm unable to determine such a quest ever existed.
The actual Grotto of the Sea Hags quests come from Dark Horse Downs, which again is a bit obscure. If you do all these dungeons, you may make it to 20, but on a solo basis, with the existing game data, I'm skeptical about it. Sea Hags quests are not set up but I see no obstacle in doing so. Very basic, no special spawns or anything like that.
Concerning the Horseberry plants, there are currently 399 of those. Mostly they are in rings of about a dozen, as they had a way to make them spawn in a slightly shifted position. At the worst, if each ring were reduced to a single plant, there would easily still be thirty of them, so, it's not possible for anyone to hog them all. On the other hand, if they had individual lockouts, what's more likely is that I would grab four or five of them while doing other quests, return to the outpost, logout, then when I came back tomorrow and tried to get one of the same ones and it wouldn't give me it, I would at least find that rather strange, and possibly /bug it. The individualized mechanic is great but it seems situationally different.
Re: Lomshir Progress Thread
Uh, yeah. Everything is situational. You wouldn't use individual lockouts on something like the flowers. Partly since that'd be a ton of extra scripts that would need to be individually set up, and more work for the server dealing with the individual objectives. Not even sure how the system would handle 30+ objectives. That quest would call more for longer respawns to encourage the player to keep moving.
Setting up individual lockouts on most quests will just greatly increase the number of scripts on the server, and objectives that the server has to handle and search through all the time. They would be more for cases where you need to prevent the player from spam clicking one object (though spawn swapping would also deal with this without needing more scripts/objectives), or if it's in a dungeon with a few objects to find and want to make the player search through it so they can't hunker in one corner for all the updates.
You need to figure out which setup is best for the case at hand. No one setup is gonna work for the majority of quests. One way might be more accurate to the quest/lore, but is frustrating to the player or not worth the time/hassle to set it up.
Random quest for a little bit of XP and gold? Not worth dealing with individual lockouts and let the player idle in one spot if they want. Especially if there are lots of the items. Also not worth the server load increase.
Quest to gather/search/destroy a few items that's part of a dungeon crawl, where it makes more sense to keep them moving? Especially if it fits the lore better that the item they're getting needs to be from different places? Individual lockouts is more likely to work.
Setting up individual lockouts on most quests will just greatly increase the number of scripts on the server, and objectives that the server has to handle and search through all the time. They would be more for cases where you need to prevent the player from spam clicking one object (though spawn swapping would also deal with this without needing more scripts/objectives), or if it's in a dungeon with a few objects to find and want to make the player search through it so they can't hunker in one corner for all the updates.
You need to figure out which setup is best for the case at hand. No one setup is gonna work for the majority of quests. One way might be more accurate to the quest/lore, but is frustrating to the player or not worth the time/hassle to set it up.
Random quest for a little bit of XP and gold? Not worth dealing with individual lockouts and let the player idle in one spot if they want. Especially if there are lots of the items. Also not worth the server load increase.
Quest to gather/search/destroy a few items that's part of a dungeon crawl, where it makes more sense to keep them moving? Especially if it fits the lore better that the item they're getting needs to be from different places? Individual lockouts is more likely to work.
Re: Lomshir Progress Thread
Set up directions available from hailing the guards.
Forgive me for being low key right now, our little dog got hit by a car, and that type of thing takes a lot of the wind out of my sails.
Forgive me for being low key right now, our little dog got hit by a car, and that type of thing takes a lot of the wind out of my sails.
Re: Lomshir Progress Thread
Adjusted and set up mobs around Hag's Coastline.
On a closer look, I don't believe Grotto of the Sea Hags will work for a small group, I think it will take a full one. There were not enough worms to get the quest drops, so I added one and made it an automatic drop. From there I think there are actually two ways to get to the undead area. Enough of those guys to use a variable drop rate for the Essence. And then, the Sea Hags, it's hard to see very well in there, but if you get a good look at them, they do kind of turn the stomach. If you get through them, it looks like some pretty serious fireworks planned for the end. So basically each chamber gets progressively more difficult.
Since those quests all originate from Dark Horse Downs at a point where you'd be done there, I'm thinking of adding a clue to one of the Kazduma npc's to prompt you to go check for them.
On a closer look, I don't believe Grotto of the Sea Hags will work for a small group, I think it will take a full one. There were not enough worms to get the quest drops, so I added one and made it an automatic drop. From there I think there are actually two ways to get to the undead area. Enough of those guys to use a variable drop rate for the Essence. And then, the Sea Hags, it's hard to see very well in there, but if you get a good look at them, they do kind of turn the stomach. If you get through them, it looks like some pretty serious fireworks planned for the end. So basically each chamber gets progressively more difficult.
Since those quests all originate from Dark Horse Downs at a point where you'd be done there, I'm thinking of adding a clue to one of the Kazduma npc's to prompt you to go check for them.
Re: Lomshir Progress Thread
Injured Horse (escort quest) is working. It lacks the elegance of By Night of being able to start from a third person's dialog, so, if the horse gets eaten up, you have to abandon and redo. Currently missing the POI, until that is in, the horse is located east by northeast of Dark Horse Track. Since it's attackable, you do not want to use AoE on this one either.
Edit: found a way to not need to abandon the quest, so if you don't make it, you can just go back to the original horse location.
Edit: found a way to not need to abandon the quest, so if you don't make it, you can just go back to the original horse location.
Re: Lomshir Progress Thread
Now that I understand what "Blanks" are, I was able to find out that one set of them is the magical prison around Theria Menelope/The Arcane Hostage. They have no appearance, it's just a tiny little hitbox on the ground or something, but, theoretically, that's what you would remove by killing the wizards. Also, another set of them are something that's inside the objects in Haekemish Excavation.
We have a new tool that helps determine what quest objectives are, and as I was searching for clues, I saw that "Keeping in Tune" is set up. On this one, it turns out to be the same target I would have guessed they intended, and it seems to fit in better with the levels of things adjusted. Since this makes it an "inside the dungeon" quest, I added a note to suggest looking for the other quests at Dark Horse Downs. In this way, Sea Hag's Grotto is no longer an irrelevant 22+ thing based from an outpost you wouldn't be going back to, but instead, it meshes fairly well with the area around it.
Subsequently, it would then make sense to tune Raxalis Island around the strength representing completion of the Grotto.
As a note towards setting up proper rewards for the area, currently, in terms of leg armor, you get a Scorpion one and a Soul one at about the same time, and they are almost identical, so this is redundant. Suggest keeping only one kind, make the Ten'drayl ones the upgrade, and dispense with the overpowered handout currently available for three kills. Arcane Hostage will be the nice shoulder armor, and Elemental Altars the pre-eminent chest piece. This is just from looking at the auto designations from the collects, and not every quest came up with stuff tacked onto it.
We have a new tool that helps determine what quest objectives are, and as I was searching for clues, I saw that "Keeping in Tune" is set up. On this one, it turns out to be the same target I would have guessed they intended, and it seems to fit in better with the levels of things adjusted. Since this makes it an "inside the dungeon" quest, I added a note to suggest looking for the other quests at Dark Horse Downs. In this way, Sea Hag's Grotto is no longer an irrelevant 22+ thing based from an outpost you wouldn't be going back to, but instead, it meshes fairly well with the area around it.
Subsequently, it would then make sense to tune Raxalis Island around the strength representing completion of the Grotto.
As a note towards setting up proper rewards for the area, currently, in terms of leg armor, you get a Scorpion one and a Soul one at about the same time, and they are almost identical, so this is redundant. Suggest keeping only one kind, make the Ten'drayl ones the upgrade, and dispense with the overpowered handout currently available for three kills. Arcane Hostage will be the nice shoulder armor, and Elemental Altars the pre-eminent chest piece. This is just from looking at the auto designations from the collects, and not every quest came up with stuff tacked onto it.
Re: Lomshir Progress Thread
Taking a bit of a look as a regular player, as on a GM some things aren't noticed as much.
So, the Cackler is no longer on the roof of the tavern. Dropped the level on the Agitated Grub. Adjusted a few issues with quests not displaying on Npc's, and added the POI for the Injured Horse.
So, the Cackler is no longer on the roof of the tavern. Dropped the level on the Agitated Grub. Adjusted a few issues with quests not displaying on Npc's, and added the POI for the Injured Horse.
Re: Lomshir Progress Thread
Back on topic to Actual Lomshir stuff, here's some info on the original starting area for the Kura (Which is missing, but this helps)
http://vanguard.gamepressure.com/location.asp?id=586
01 Hunting Grounds
Spot Description: Kurashasa Starting Location (Coordinates: -52958, 63043, -141920)
npc: Hunter Citasan
quest: Trapped!
quest: Depths of the Mind
quest: Qur'xa Temple
npc: Hunter Bhidrata
quest: Spirit to Sartholas
npc: Hunter Draahi
npc: Hunter Harasa
npc: Hunter Carpra
npc: Huntress Gastina
quest: Killing is Hungry Work
04 Ghran'ful'une
(Coordinates: 44927,57054, -144971)
npc: Ghran'ful'une
quest: The Yothkai Dreg [E]
quest: Parasite Dawn
quest: Free Spirits
quest: Striking Home
quest: The Capture
quest: The Change
quest: The Return
Qurxa Temple:
02 Qur'xa Temple
submit new info about this location
(Coordinates: 8259,-2875)
npc: Dursani Arutin
quest: Qur'xa Temple [E]
quest: Psion Sakari
quest: Training
npc: Gatekeeper Cakdrahi (Portal to Hunting Grounds)
npc: Ati Baramtu Light Fighter Instructor
quest: Training [E]
npc: Barira Cankhi Heavy Fighter Instructor
quest: Training [E]
npc: Sakras Bhatra Healer Instructor
quest: Training [E]
npc: Ekaram Bhiuli Spellcaster Instructor
quest: Training [E]
npc: Huntress Illakhi
npc: Huntress Bhita
npc: Baetu Dagghasa Ranged Weapon Vendor
npc: Ekaprai Druila Light Armor Vendor
npc: Grasatin Dhuaka Heavy Armor Vendor
npc: Asaja Gajakari Weapon Vendor
npc: Prasya Siksa General Goods Vendor
npc: Drahan Ghaiva Medium Armor Vendor
npc: Huntress Daviva
npc: Huntress Gajta
npc: Eznorax the Ashen Hand Pyrelord Magus
npc: Xethamir the Despoiler Pyrelord of Infernus
npc: Sybarite Obliterator
npc: Magnate Nargol Royal Magnate of Sybaris
npc: Effigy of Pain
npc: Effigy of Rage
npc: Zoranul Flesh Shaper of Zhal
npc: Abirax Flesh Shaper of Zhal
npc: Durzahl Flesh Shaper of Zhal
npc: Magnate Gurz Royal Magnate of Sybaris
npc: Hunter Bhai
npc: Hunter Bhai
npc: Huntress Yamkhi
npc: Aresha Al'Nafir Diplomacy Instructor
quest: The Art of Words
quest: The Art of Flattery
npc: Hunter Druras
npc: Hunter Sanjahta
npc: Magnate Rikzik Royal Magnate of Sybaris
npc: Magnate Uzek Royal Magnate of Sybaris
npc: Hunter Durahi Royal Magnate of Sybaris
npc: Huntress Sakila Royal Magnate of Sybaris
npc: Psion Sakari
npc: Gatekeeper Canrasi (Portal to Yothkai Dreg)
npc: Gatekeeper Ekadra (Portal to Rachis)
npc: Prince Hrod
Other quests listed here, including the Varanthari quests http://vanguard.gamepressure.com/maps.asp?ID=70
http://vanguard.gamepressure.com/location.asp?id=586
01 Hunting Grounds
Spot Description: Kurashasa Starting Location (Coordinates: -52958, 63043, -141920)
npc: Hunter Citasan
quest: Trapped!
quest: Depths of the Mind
quest: Qur'xa Temple
npc: Hunter Bhidrata
quest: Spirit to Sartholas
npc: Hunter Draahi
npc: Hunter Harasa
npc: Hunter Carpra
npc: Huntress Gastina
quest: Killing is Hungry Work
04 Ghran'ful'une
(Coordinates: 44927,57054, -144971)
npc: Ghran'ful'une
quest: The Yothkai Dreg [E]
quest: Parasite Dawn
quest: Free Spirits
quest: Striking Home
quest: The Capture
quest: The Change
quest: The Return
Qurxa Temple:
02 Qur'xa Temple
submit new info about this location
(Coordinates: 8259,-2875)
npc: Dursani Arutin
quest: Qur'xa Temple [E]
quest: Psion Sakari
quest: Training
npc: Gatekeeper Cakdrahi (Portal to Hunting Grounds)
npc: Ati Baramtu Light Fighter Instructor
quest: Training [E]
npc: Barira Cankhi Heavy Fighter Instructor
quest: Training [E]
npc: Sakras Bhatra Healer Instructor
quest: Training [E]
npc: Ekaram Bhiuli Spellcaster Instructor
quest: Training [E]
npc: Huntress Illakhi
npc: Huntress Bhita
npc: Baetu Dagghasa Ranged Weapon Vendor
npc: Ekaprai Druila Light Armor Vendor
npc: Grasatin Dhuaka Heavy Armor Vendor
npc: Asaja Gajakari Weapon Vendor
npc: Prasya Siksa General Goods Vendor
npc: Drahan Ghaiva Medium Armor Vendor
npc: Huntress Daviva
npc: Huntress Gajta
npc: Eznorax the Ashen Hand Pyrelord Magus
npc: Xethamir the Despoiler Pyrelord of Infernus
npc: Sybarite Obliterator
npc: Magnate Nargol Royal Magnate of Sybaris
npc: Effigy of Pain
npc: Effigy of Rage
npc: Zoranul Flesh Shaper of Zhal
npc: Abirax Flesh Shaper of Zhal
npc: Durzahl Flesh Shaper of Zhal
npc: Magnate Gurz Royal Magnate of Sybaris
npc: Hunter Bhai
npc: Hunter Bhai
npc: Huntress Yamkhi
npc: Aresha Al'Nafir Diplomacy Instructor
quest: The Art of Words
quest: The Art of Flattery
npc: Hunter Druras
npc: Hunter Sanjahta
npc: Magnate Rikzik Royal Magnate of Sybaris
npc: Magnate Uzek Royal Magnate of Sybaris
npc: Hunter Durahi Royal Magnate of Sybaris
npc: Huntress Sakila Royal Magnate of Sybaris
npc: Psion Sakari
npc: Gatekeeper Canrasi (Portal to Yothkai Dreg)
npc: Gatekeeper Ekadra (Portal to Rachis)
npc: Prince Hrod
Other quests listed here, including the Varanthari quests http://vanguard.gamepressure.com/maps.asp?ID=70
