![ravenloft tv tropes ravenloft tv tropes](https://www.belloflostsouls.net/wp-content/uploads/2021/05/van-richtens-guide-making-monsters-terrifying.jpg)
This puts designers in an adversarial position to the rest of the playerbase. People would run quest B until their eyeballs bleed and their carpal tunnel is shaking the house at 7.0 on Richter scale.
#Ravenloft tv tropes full
If there were only two quests in the game, where quest A is full of fun and exploration and quest B takes ten times less time to run so you can get your reward, quest A would be 'one and done' and quest B would flood LFG. What I can tell you after 10 years of my life dedicated to your enjoyment, is that our players are experts at ruining your own fun.
![ravenloft tv tropes ravenloft tv tropes](https://static.tvtropes.org/pmwiki/pub/images/sicario_ver12_xxlg.jpg)
I've been on this project, on and off, for about a decade. We don't want to devalue our content into a bunch of skinner boxes. Let's do that again so I achieve all my goals and past lives and oh noes, the devs put a kobold guarding a door so now I have to kill it and open it and it's a waste of time and a slog and sadness all around, and all the elite exploiters are capped because of it and I missed the train and now I'm mad. Imagine a quest where you walk in, pull a lever and gain a level.
![ravenloft tv tropes ravenloft tv tropes](https://static.tvtropes.org/pmwiki/pub/images/cbg8q_cvaaaca0v_3.jpg)
If you choose to run AT over and over again, that's a detriment to other quests in the game, and to the game's community.Īs developers, we want to provide you a variety of fun experiences. The bigger picture though, this was a shortcut that was messing up the rest of the game. Short term, yes, Amber Temple takes longer to run and you need to kill a few more things. What I didn't see is a detached, reasonable analysis of why this latest change to Amber Temple was bad. I read through four pages of this thread. The threat of respawning mobs encouraged us to zerg faster, not to slow down.Īll respawns should be removed from this quest and skulls really need to be toned down (force missile spam, DR/bludgeoning and fireball spam is an awful combination). Missed a jump, and when I had landed, a mass group of freshly respawned mobs ran around the corner on the bottom floor and blocked the door I needed to use to get back up. I ran it on r5 with a group that was doing Ravenloft r7s. Instead of exploring the temple for the objectives, the quest is now a frantic zerg fest to finish it ASAP to avoid the mass respawning mobs. This quest went from being one of the most unique exploration quests to just another slog.Hit the nail on the head. Now you can't even appreciate the environment, or the exploration (such as hearing the coin hit the ground and seeing the mimic on the ceiling, etc.), because you're are constantly fighting hordes of creatures. This quest had a nice atmosphere, plenty of exploring, lots of optional objectives and things to do. The vast majority of quests have us just going from point A to B to C, killing everything on the way. My biggest complaint with the changes are that the quest completely lost its feel.