Permanent, moving, witchcraft quest.

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Re: Permanent, moving, witchcraft quest.

Postby Darwoth » Thu Jan 28, 2016 2:42 am

sefer wrote:I started during the beginning of Age Of Shadows,



oh god its worse than i thought, age of shadows was basically the nail in the coffin for the game. everyone that was not a carebear had moved to siege perilous already and with the AOS launch 80% of the server (which was already less than 10% of the "old days" level) had quit within 6 months.

so yeah, if you started after aos you definitely never got to play UO.
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Re: Permanent, moving, witchcraft quest.

Postby Darwoth » Thu Jan 28, 2016 2:50 am

jcwilk wrote:
Darwoth wrote:there was the treasuermap systems, there were dungeons (which only required lockpicking other than wind later on which required 72.2 magery), there were the random world generated "free the princess" spawns. there was not any of the **** your referencing witchcraft here should be likened to.


What were the free the princess spawns, was that the ones where you could get pointers from some npc in town? I started when it came out and played it faithfully for years though I must have been around 10 then so I doubt I was much of a threatening force :lol:

Imo the Ultima (single player games, eg ultima 7) format of quests was the best... Basically no mechanics at all just information about some area that would often have hidden switches and passageways and such. Trickier to do that with an mmo of course, but could be occasionally set up by a gm or be some sort of "exploration event" type of thing. Guess we'll see how the exploration event stuff goes next patch goes in a couple weeks.



if you remember there were a half dozen or so random world spawns that were basically the same thing as when you dug a treasuremap up except random dungeon looking "stuff" would spawn with a merchant, princess etc chained up in the middle guard by a zerg of **** like orcs or lizardmen, had to kill them all and unlock them. then there was the escorting nobles stuff but where they would tell you a random destination and you had to take them there where ythey would give you money, cant remember if that was in early on or came after the lost lands but was largely trivial due to being able to just port them.
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Re: Permanent, moving, witchcraft quest.

Postby jcwilk » Thu Jan 28, 2016 3:01 am

Darwoth wrote:if you remember there were a half dozen or so random world spawns that were basically the same thing as when you dug a treasuremap up except random dungeon looking "stuff" would spawn with a merchant, princess etc chained up in the middle guard by a zerg of **** like orcs or lizardmen, had to kill them all and unlock them. then there was the escorting nobles stuff but where they would tell you a random destination and you had to take them there where ythey would give you money, cant remember if that was in early on or came after the lost lands but was largely trivial due to being able to just port them.


Ah ok, I was thinking of the escorting nobles thing which was the least exciting quest ever. A twist on that was enticing nobles in Jhelom to follow you out of town borders and then robbing them blind while they aimlessly call for guards xD Can't remember whether the nobles that gave the quests would already have the gold in their inv, probably not. Being able to have your house key pickpocketed was brutal though.
JohnCarver wrote:This way no matter how bad my day gets, a text message that one of you died to madness always seems to brighten it.
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Re: Permanent, moving, witchcraft quest.

Postby Darwoth » Thu Jan 28, 2016 3:17 am

jcwilk wrote:
Darwoth wrote:if you remember there were a half dozen or so random world spawns that were basically the same thing as when you dug a treasuremap up except random dungeon looking "stuff" would spawn with a merchant, princess etc chained up in the middle guard by a zerg of **** like orcs or lizardmen, had to kill them all and unlock them. then there was the escorting nobles stuff but where they would tell you a random destination and you had to take them there where ythey would give you money, cant remember if that was in early on or came after the lost lands but was largely trivial due to being able to just port them.


Ah ok, I was thinking of the escorting nobles thing which was the least exciting quest ever. A twist on that was enticing nobles in Jhelom to follow you out of town borders and then robbing them blind while they aimlessly call for guards xD Can't remember whether the nobles that gave the quests would already have the gold in their inv, probably not. Being able to have your house key pickpocketed was brutal though.



yeah looting houses was great, early on there were no lockdowns or storage limits either so even a ****** small house could be packed to the roof with stuff :lol: i was one of the first people with high stealth and would follow folks inside their houses behind them and wait in a corner for them to leave then just open the door from the inside and take all their **** with a different character :lol: :lol:
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