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Author Topic: Plague Island Tejeda Feedback thread  (Read 5317 times)

herkles

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Plague Island Tejeda Feedback thread
« on: May 08, 2024, 08:53:24 PM »
Please use this thread for the new Dungeon,Tejeda;   Bugs, typos, glitches, balance, loot - the lot.


Snapped Fingers

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Re: Plague Island Tejeda Feedback thread
« Reply #1 on: May 08, 2024, 10:27:18 PM »
Cleared on a low spawn of the dungeon.

The DCs for the auras and spells are too low, need to be bumped up to 20~ or so.

The loot was meddling at best in the low spawn of the dungeon.

The final boss how very low AC and HP compared to other things, may have not been touched since we didn't test that on the test server.

Feedback outside of mechanics is: it's one of the best dungeons for RP and Lore by far I think.

Snarling_Badger

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Re: Plague Island Tejeda Feedback thread
« Reply #2 on: May 09, 2024, 01:24:46 PM »
What is the intended level range for this dungeon?

herkles

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Re: Plague Island Tejeda Feedback thread
« Reply #3 on: May 09, 2024, 01:25:44 PM »
What is the intended level range for this dungeon?
12 to 14 or so.


bloodless

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Re: Plague Island Tejeda Feedback thread
« Reply #4 on: May 12, 2024, 07:22:35 AM »
The npc captain which brings you to the island reportedly reacts to ocr. Per EO that's not a bug to be fixed which fair enough, but then the npc should be moved to someone or somewhere without that restriction. No other dungeon has this limitation barring outcasts, in fact we've recently been doing the exact opposite by giving bypass routes to Port, VoB, and Berez. The captain that gets you to Nailat similarly doesn't care who he ferries.
« Last Edit: May 12, 2024, 07:26:04 AM by bloodless »

Desident

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Re: Plague Island Tejeda Feedback thread
« Reply #5 on: May 12, 2024, 10:14:30 AM »
I love the multiple big sections. City, church, hospital, etc. after you clear out the mobs, you're tired and there is such impactful set dressings it naturally feels like a place that should be impacting you emotionally. Best dungeon for letting your PC just experience how they feel about this sort of tragedy.


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Re: Plague Island Tejeda Feedback thread
« Reply #6 on: May 12, 2024, 11:07:31 AM »
The npc captain which brings you to the island reportedly reacts to ocr. Per EO that's not a bug to be fixed which fair enough, but then the npc should be moved to someone or somewhere without that restriction. No other dungeon has this limitation barring outcasts, in fact we've recently been doing the exact opposite by giving bypass routes to Port, VoB, and Berez. The captain that gets you to Nailat similarly doesn't care who he ferries.

+1 to this

herkles

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Re: Plague Island Tejeda Feedback thread
« Reply #7 on: May 12, 2024, 11:35:59 AM »
I am working on some alternatives. don't worry!


EO

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Re: Plague Island Tejeda Feedback thread
« Reply #8 on: May 12, 2024, 01:34:27 PM »
We'll add mistway entrances to Tejeda and Naillat, and fix an issue with the ship captains that ignored OCR.

softdrink

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Re: Plague Island Tejeda Feedback thread
« Reply #9 on: May 12, 2024, 01:57:38 PM »
We'll add mistway entrances to Tejeda and Naillat, and fix an issue with the ship captains that ignored OCR.

Does this mean there will be an access point nearby or will you have to enter the mists to get there as an outcast?




Zyemeth

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Re: Plague Island Tejeda Feedback thread
« Reply #10 on: May 12, 2024, 07:26:08 PM »
You could just double the travel fee for outcasts since these captains are clearly smuggling questionable people to questionable places for questionable purposes anyway.

EO

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Re: Plague Island Tejeda Feedback thread
« Reply #11 on: May 12, 2024, 07:49:43 PM »
Does this mean there will be an access point nearby or will you have to enter the mists to get there as an outcast?

They'll be accessible via the mist areas, like Perfidus, as an alternative to the ferries. There will be mist entry/exit points in both Naillat and Tejeda.

Wilkins1952

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Re: Plague Island Tejeda Feedback thread
« Reply #12 on: May 12, 2024, 08:29:10 PM »
Does this mean there will be an access point nearby or will you have to enter the mists to get there as an outcast?

They'll be accessible via the mist areas, like Perfidus, as an alternative to the ferries. There will be mist entry/exit points in both Naillat and Tejeda.

Just gonna say this basically renders the entire dungeons essentially off limits for Outcasts then. Mist walking is unreliable and tedious on an OOC level at the best of times. Better option IMO would be a Ferry from Blaustein that takes people there.
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EO

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Re: Plague Island Tejeda Feedback thread
« Reply #13 on: May 12, 2024, 08:30:12 PM »
Quote
Just gonna say this basically renders the entire dungeons essentially off limits for Outcasts then. Mist walking is unreliable and tedious on an OOC level at the best of times. Better option IMO would be a Ferry from Blaustein that takes people there.

Blausteiners aren't any more tolerant of outcasts than other people; they're even less welcoming of outsiders. We haven't yet fully implemented OCR in that domain but it's not exactly the kind of place you'd go as an outcast.
« Last Edit: May 12, 2024, 08:35:24 PM by EO »

McNastea

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Re: Plague Island Tejeda Feedback thread
« Reply #14 on: May 12, 2024, 08:35:40 PM »
Does this mean there will be an access point nearby or will you have to enter the mists to get there as an outcast?

They'll be accessible via the mist areas, like Perfidus, as an alternative to the ferries. There will be mist entry/exit points in both Naillat and Tejeda.

I think the dev team should consider other options as a means for outcasts accessing those locations.
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Wilkins1952

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Re: Plague Island Tejeda Feedback thread
« Reply #15 on: May 12, 2024, 08:38:47 PM »
Quote
Just gonna say this basically renders the entire dungeons essentially off limits for Outcasts then. Mist walking is unreliable and tedious on an OOC level at the best of times. Better option IMO would be a Ferry from Blaustein that takes people there.

Blausteiners aren't any more tolerant of outcasts than other people; they're even less welcoming of outsiders. We haven't yet fully implemented OCR in that domain but it's not exactly the kind of place you'd go as an outcast.

While understandable. Having a Caliban ship captain that's docked at Blaustein and willing to take you (Not a Blausteiner native.) Would be more fitting and still give OCR people a way to experience and RP in these dungeons without requiring to run around the mists for hours hoping to find it. Which OOC I have seen people up and leave the game when that was presented as an option. Because it is Unfun.
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nerdevar

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Re: Plague Island Tejeda Feedback thread
« Reply #16 on: May 12, 2024, 08:39:28 PM »
Does this mean there will be an access point nearby or will you have to enter the mists to get there as an outcast?

They'll be accessible via the mist areas, like Perfidus, as an alternative to the ferries. There will be mist entry/exit points in both Naillat and Tejeda.

I think the dev team should consider other options as a means for outcasts accessing those locations.

+1, you can spend ten hours trying to find a location through the mists and still never come across it, not to mention this would require a party with an outcast to ALL take the mists to get there. not fond of this solution.

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Re: Plague Island Tejeda Feedback thread
« Reply #17 on: May 12, 2024, 08:42:18 PM »
I hope the dev team reconsiders the mistway solution and favors something more accessible.

Yes, I know the disadvantages of playing an outcast. Just double or triple the cost or something.
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Desident

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Re: Plague Island Tejeda Feedback thread
« Reply #18 on: May 12, 2024, 08:49:30 PM »
Why would level 12-14 characters be mist walking? That's obscenely dangerous. Sure they can, but they will die more often than not trying to do so... Using the same route you do to fight Pit Fiends is extremely inappropriate.

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Re: Plague Island Tejeda Feedback thread
« Reply #19 on: May 12, 2024, 09:06:33 PM »
Isn't greed being a powerful motivator a key staple of gothic horror? If that was so, I would think a higher price for outcast characters would make sense for the ship captains to accept.

myrddraal

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Re: Plague Island Tejeda Feedback thread
« Reply #20 on: May 13, 2024, 12:08:02 AM »
Loved the layout, loved the disease constant threat, awesome XP, loot wasnt stellar but it was a lot.  Really did feel like a zombie apocalypse type of island.  Looking forward to going back!

FunkeyMonkey

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Re: Plague Island Tejeda Feedback thread
« Reply #21 on: May 13, 2024, 02:43:05 AM »
Nice lay out, went as a level 13 with a balanced party.
Nobody made it past injured, wack'a'zombie, can jack their ab in my opinion.

Lock/trap dcs could be upped a little to ensure rogues/beguilers are involved, not that a multi skilled wiz can handle the lot instead.

Awesome place, get the grimey vibes, scouring nooks and cranies to scrounge whatever you can like a true zombie apocalypse. Gantry rolling around the joint was cool.

As for the outcasts being shunned, makes sense. Ravenloft is about hardship. Maybe make it so that with sufficient influence you can sway a ferry boat captain. In past attempts I couldn't sway the captain on lake zarovich with all influence gear and glibness. A reasonable but difficult to achieve dc 25 or so, disguise could also be applicable
« Last Edit: May 13, 2024, 02:49:19 AM by FunkeyMonkey »

bloodless

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Re: Plague Island Tejeda Feedback thread
« Reply #22 on: May 13, 2024, 05:54:19 AM »
Unless the passageway to these two dungeons is guaranteed open 50% of the time (ship captains do go to bed), I would strongly advise against using the mists for this. Perfidus has an extra reason to be difficult to reach given its high end resource farming and also status as actual hell on earth. Two random islands for the mid levels do not make nearly as strong of a case for being hit with the "you knew what you were signing up for, outcast" baton. Devs, please, we have literally had the opposite be done several times over to accommodate outcast access to dungeons and content, don't start walking the other way now. Who were the bypass routes made for in Berez (caliban under cell, alchemist laboratory), VoB (werefoxes, swamp hag, assorted gribblies), and Port (university to enchant, black watch)? To say nothing of lake Zarovich now being a complete loop giving extra options to bypass Vallaki. It's certainly not for the people who can just stroll through the gates, I know that much.

To add to this, historically the marchand and ouvrier are the places in Port other than the underground where caliban are tolerated. You need only walk across the street from the docks to find one gainfully employed, so changing the dockmaster to refuse them now would be a strange move without existing justification so far as I'm aware of the scene and setting.
« Last Edit: May 13, 2024, 06:12:38 AM by bloodless »

myrddraal

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Re: Plague Island Tejeda Feedback thread
« Reply #23 on: May 13, 2024, 06:38:26 AM »
The captain for this island is still out at night.  However if you were to add another npc in perhaps ghastria that might sail there?  Or add it to the list at a premium on the blaustein and Ghastria captains that already exist?

BraveSirRobin

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Re: Plague Island Tejeda Feedback thread
« Reply #24 on: May 13, 2024, 07:23:04 AM »
Devs, please, we have literally had the opposite be done several times over to accommodate outcast access to dungeons and content, don't start walking the other way now.

I feel like arguing against making something more difficult for an outcast because past concessions were given is the sort of precedential slippery slope that inherently discourages further concessions.