Preferred Mob Type?
Moderator: Game Masters
Preferred Mob Type?
So guys, for future reference what mob type would you like to see in quests? Any mob types you despise?
Personally greater mummy's and necromancers will be avoided as much as possible because as a player I hated them for their difficulty:reward ratio.
Personally greater mummy's and necromancers will be avoided as much as possible because as a player I hated them for their difficulty:reward ratio.
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Ert wrote:After a long tiring quest, Dante retires to his land of rainbows and marshmallows.
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Re: Preferred Mob Type?
no spiders!
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Re: Preferred Mob Type?
I dont like really tough monsters,give the noobs a break!
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Re: Preferred Mob Type?
Lizardmen! I want to battle it out with the Lizardman like Kirk did with the Gorn.
Personally, I'd say use whatever fits the quest story and based on their difficulty and reward, use that to gauge the pot of gold at the end of the rainbow.
Personally, I'd say use whatever fits the quest story and based on their difficulty and reward, use that to gauge the pot of gold at the end of the rainbow.
I also agree with this, there should be a full spectrum of mob difficulty, start out weak and end strong I guess or just a mash up of weak to hard that way, everyone has something to do, the more experienced players can kill off the tougher stuff while the lesser experienced players can take on the easier stuff but still have a challenge on their hands.Elsabet wrote:I dont like really tough monsters,give the noobs a break!
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Re: Preferred Mob Type?
Now that you mention... That ant queen the other day was quite annoying, to be honest. You hit it, poisoned, you're a window away, poisoned, even out of LOS, poisoned. Not every character has GM healing or an aura, I spent most of the quest out of range curing myself.Dante wrote:So guys, for future reference what mob type would you like to see in quests? Any mob types you despise?
Personally greater mummy's and necromancers will be avoided as much as possible because as a player I hated them for their difficulty:reward ratio.
Favorite mobs go something along of the line of: hit hard but still have a fighting chance kind of monster. If you make a mistake, you're instakilled, but if you're actually doing it right it won't matter. Magic, fire, frost - anything counts as long as it has LOS checks - but poison, particularly high levels, will send every non-magic character that is not a priest out of the quest.
And variety helps blending teams together and entertains everyone.
Re: Preferred Mob Type?
Imo avoid ophiotaurus, dragons and coldborn. Simply for the reason they do a lot of heavy AOE and weaker players will die a lot, which makes quest realy unpleasant.
Casters or anything that can be simply two tiled shouldnt be a problem, if it is then its time to learn how to kill them. Dont make quests too easy though, since imo they should be fun and challenging so my tip is to just avoid something that is shouldnt be killed with too large group. If you place yourself in players position and think that there are 100 other players trying to kill the same mob you quickly understand that you cannot go two tiling a dragon while there is already 2 people on it.
Casters or anything that can be simply two tiled shouldnt be a problem, if it is then its time to learn how to kill them. Dont make quests too easy though, since imo they should be fun and challenging so my tip is to just avoid something that is shouldnt be killed with too large group. If you place yourself in players position and think that there are 100 other players trying to kill the same mob you quickly understand that you cannot go two tiling a dragon while there is already 2 people on it.
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Re: Preferred Mob Type?
i've seen vid of some teks did use 4 ppl on dragonIvan wrote: If you place yourself in players position and think that there are 100 other players trying to kill the same mob you quickly understand that you cannot go two tiling a dragon while there is already 2 people on it.
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Re: Preferred Mob Type?
It isn't necessarily fighting monsters that makes the players enjoy a quest. Fighting monsters can be boring, tedious, etc. I challenge staff in particular to come up with a new concept for quests! Things that are truly unique, interesting, and in a spirit of role-play.
Why must everything be a predictable monster bash?
In my experience, it's not the monsters that leave players going, "wow that was epic!" It is more about the total experience, story and quality of the entire quest from start to finish. There are more ways to challenge a player Make them fight their way uphill to capture an objective across narrow catwalks. Show us new places...make us track down the enemy by following clues. Show us a new and exciting place...weave a story into it. Lead up to your quest with small roleplay encounters and events. Challenge us and involve us in ways that are only role-play. Wow us with your ingenuity and creativity when we thought we've seen it all and done it all The whole art of events and quests is making UO fresh and new for the players and showing us a world outside of our ordinary experiences in game.
Dying a lot does not make a quest better. If you have to resort killing us all the time to make people feel challenged something is off.
How about this, there are some old vets here who love fighting monsters...teleport them into cages *put them in small groups so they have to work together as a team*. For added hilarity put different religions together, or known rivals...ha! Make the figure out how to open the cage door with a hidden item, riddle or something...then they have to fight their way through narrow corridors full of heavy damage mobs, all the while working together for mutual survival. For added angst, add a few traps, teleporters, and surprises...Meanwhile in the main chamber where the rest of us are calmly roleplaying with the main antagonist who didnt see the rest of us as much of a threat
Why must everything be a predictable monster bash?
In my experience, it's not the monsters that leave players going, "wow that was epic!" It is more about the total experience, story and quality of the entire quest from start to finish. There are more ways to challenge a player Make them fight their way uphill to capture an objective across narrow catwalks. Show us new places...make us track down the enemy by following clues. Show us a new and exciting place...weave a story into it. Lead up to your quest with small roleplay encounters and events. Challenge us and involve us in ways that are only role-play. Wow us with your ingenuity and creativity when we thought we've seen it all and done it all The whole art of events and quests is making UO fresh and new for the players and showing us a world outside of our ordinary experiences in game.
Dying a lot does not make a quest better. If you have to resort killing us all the time to make people feel challenged something is off.
How about this, there are some old vets here who love fighting monsters...teleport them into cages *put them in small groups so they have to work together as a team*. For added hilarity put different religions together, or known rivals...ha! Make the figure out how to open the cage door with a hidden item, riddle or something...then they have to fight their way through narrow corridors full of heavy damage mobs, all the while working together for mutual survival. For added angst, add a few traps, teleporters, and surprises...Meanwhile in the main chamber where the rest of us are calmly roleplaying with the main antagonist who didnt see the rest of us as much of a threat
Re: Preferred Mob Type?
Requires a lot more than random bunch of people to do that.aldath c'om wrote:i've seen vid of some teks did use 4 ppl on dragonIvan wrote: If you place yourself in players position and think that there are 100 other players trying to kill the same mob you quickly understand that you cannot go two tiling a dragon while there is already 2 people on it.
But yeah so far i've not seen since T2A closing quest any other quest type except riddle races or pvm quests. Also pvm quests usualy are yada yada yada kill the boss monster and thats it, go to a correct dungeon and kill a monster etc. most of them are even poorly rp'd (not that i could do better myself most likely), but the stories are not enjoyable and its always 20 ppl vs bunch of monsters. Variety in the setup of a quest or the way it must be completed wouldnt hurt, lets say half of the people get trapped and rest have to save them, or people are made into entertainment for some sort of monsters so that they have to fight each others for the fun of the monsters... in the end the best one gets to challenge best of the monsters or something... etc.
Re: Preferred Mob Type?
There could be a thread thrown up by the players of how they would want the quests to be run.
There are lots of mechanics which need a second look. Our quests have been only a stressing kill/ress/look for your stuff contests. I've personally given up on questing since i know what's waiting ahead.
But i do despise;
* Big/fast mobs in small spacing.
* Overcrowded critters in small spacing.
* Overclocked mobs vs. players showing up <- That's the line which needs to be looked in, seconds before spawning anything.
There are lots of mechanics which need a second look. Our quests have been only a stressing kill/ress/look for your stuff contests. I've personally given up on questing since i know what's waiting ahead.
But i do despise;
* Big/fast mobs in small spacing.
* Overcrowded critters in small spacing.
* Overclocked mobs vs. players showing up <- That's the line which needs to be looked in, seconds before spawning anything.