Quest Digest 20/2/95 From: ">>-Josh->" <J.P.Gallagher@durham.ac.uk> Date: Mon, 20 Feb 1995 12:36:12 +0000 ____________________________________________________________________ | | | THE QUEST DIGEST | | The forum for the E-mailing Quest-players | | Compiled by Josh Gallagher: J.P.Gallagher@durham.ac.uk | | Date: 20 February 1995 | |____________________________________________________________________| o This is not an automatically generated compilation, so if all contributions could be sent to me in a seperate e-mail with paragraphs initialled, I would appreciate it a lot. o Please do not use this list for your own purposes; people do not appreciate thousands of pieces of mail arriving a day! o If you ever want taking off the list, just say, and I will be happy to do so. I don't want telling off for any nuisance mail! o All material here is the exclusive property of the author and may not be used elsewhere without their permission. JPG> Another Quest Digest for the masses... Keep coming up with suggestions for subjects to vote on. Chris Dickson will produce a voting form sometime soon :-) which I will mail out to all but Steven Fairbrother (bit silly letting the programmer vote on what to put in). JPG> In the meanwhile, here are the various points of discussion today... -------------------------------------------------------------------------- From: The Hamster <godfrey2@coventry.ac.uk> Quest Helpline service. This helpline is chaired a by a panel of experienced Quest players, who will be available to answer any queries or solve any problems to do with Quest. Send e-mail to <godfrey2@cov.ac.uk> and give "Quest help" as the subject line. Contact me if you want to join the panel. -------------------------------------------------------------------------- Date: Sat, 18 Feb 1995 00:33:16 +0000 From: tyler@europa.lif.icnet.uk (David Tyler) Subject: What I want to see in Quest (for Digest) DT> I think I'm not alone in my top three things to see in Quest, but here's my thoughts on the matter anyway: DT> Number One: Horsies! I think it vital, however that horsies are implemented not just as a means for those groups who can afford them to get from A to B more rapidly; more realism is required. Horsies must be quite a tasty treat for most Kharnian monsters, and should be susceptible to being eaten or bolting in terror in Kreourse country. That would make the Track order more useful.... Eaten horses could leave groups stranded miles from anywhere. In addition to monsters eating your horses, what about hungry adventurers, when rations run out? I imagine Dobbin would look pretty tasty. And it's alright for adventurers to sleep under hedges, but secure stabling in towns is rare and expensive. DT> Secondly, a greater risk element should be introduced into thievery. This I know won't be popular with a lot of groups, but my party of Garthrana followers who never steal because it's wrong would approve heartily. The fact that crime does indeed pay, and handsomely, rankles with those of incorruptible moral fibre. Seriously, there should be no reward without risk; this is a common principle in any other roleplaying game I've ever played in. Botched W orders should have at least a chance of resulting in fines, an enforced banishment from a town, or even a fight with the guards. DT> Thirdly, the much discussed hit and run tactics. There *are* realistic ways of limiting the damage done by cowardly mages, some of which I shall now outline. It has been claimed by many folks on this list that there is nothing stopping mages firing spells off from a distance and pegging it.... well I can think of several. Firstly there's the time taken to cast the spell. All that powder mixing, incanting, finger wiggling and whatever else would certainly give the opposing fighters some time to close on the dastardly wizards. Secondly, perhaps these spells hava a maximum range; perhaps some of the spells should require that the mage get close enough to actually sprinkle powders on his target? Thirdly, this business of multiple engage orders (or attitude generated combats) in a single turn is absurd; surely if one party is hanging around all day close enough to initiate half a dozen or more fights they're going to have a bit of trouble staying out of swords' reach all that time? I don't know if the Quest programs would easily allow a result like "We met such and such a group and fought them AGAIN and this time we couldn't get away even though we'd taken more damage than we'd have liked so we had to stick around and mix it for a couple of turns", but if P orders can be counted then I don't see whether fights can't be. So I say, enforce a few (two or three) rounds of melee combat before the initiator of combat is allowed to check their flee factor, and it can be easily rationalised in one of a number of ways. DT> That's what I want to see from KJC in the near future, anyway. That and free beers in the post. ------------------------------------------------------------------------------ From: maximus@iaehv.IAEhv.nl (Frank Maximus) Date: Sat, 18 Feb 1995 01:11:31 +0100 (MET) - Reading through the quest postings I saw some 'stupid things a player did'. I want to add another. After a nice battle, I got some hides. When I went back to the city, I too wanteed to sell the hides in the city. But... due to one of my characters was hurt heavely, my movement rate dropped. So, I didn't reach the city, but had still the sell order (H 0 464) Which in the wildernis is a complete other order. The hides became burried under the sand! But when I wanted to get them back the next round, the text on the turnsheet said something in the way of I had no spade an shovel! (But after all, how did I burry it?) - Question: In which kind of shop can I sell a jar? (I'm walking with it, but it seems to be useless! There even isn't a blurb from!) - My party casted a double find treasure spell in the wildernis (almost out of the wildernis. (Find treasure I casted by both mages)). I got 7! treasure- locations. While I was on my way to a city, I walked over two of them. The first was 5 GP, not worth the spell, but the 2nd location revealed me 11(!!) pieces of powder 9. (Acidpaste) SURE the effort of the spells! -------------------------------------------------------------------------- Date: Sun, 19 Feb 1995 01:46:44 +0100 From: magnuz.aemp@medstroms.se (Magnus Cassersj\v) > SA> Mages should not wear armour above leather... >PN> aren't you getting a bit AD&Dist? MC> Why AD&D? I sort of agree with Stefan, and if I don't recall totally wrong in The fantasywork, Lord of the Rings, Gandalf never wore metalarmour, though he did carry an elvensword... Still, this stuff about mages seems to quite heavily debated in QD and to me it seems like all (or allmost all) fantasygames suffer from the same problem; to start with mages are very weak and don't do to much to help the party/group/team :) survive but as they gain more spells/XPs they become the *real* slayers of the group. Perhaps that is just The reson why they shouldn't be able to carry metalarmour, but then again - we all know how sad it is to loose a good character, eh? MC> Is there anyone out there who knows if a Mirror is effective against monsters with a killing eye (like (I think) the basilisk)? I've tried to get Andy (GM of Crasimofs Q) to reveal this but he would not... If it doesn't help against such creatures, I certainly think it should do so! -------------------------------------------------------------------------- From: editor@elbon.demon.co.uk (Paul Noble) > AH>Once a theif has reached 99sk does training raise his awareness like it > used to raise his skill ? PN> if the thief xp is over 300 then his awareness will go up by three, this is the maximum, so if your thief is at 99 skill then you'll have to waste 250gp on just awareness once he's got 300xp > AH>How does thief skill raise awareness , for non-theif characters , is it > like strength skill raises strength ? PN> it works for any char with over 300xp. > AH>What sort of flee % should be used to make a party stay through a magic > barrage but not get totally kebabed in melee combat ? PN> I'm not sure about this but 30% is what my groups normally run on and everybody has run from me and I'm only throwing 4 CM an acid blast and a poison cloud/ black void and I've never had any group stick around for combat. One group that I fought which received only 3 CMs and an acid blast had 1 killed in missile and then ran off. I'd guess most players in a war zone don't go for char kills otherwise they would stick around for longer. > members that could be killed. I think a minimum of 4 characters alive for > parties with less than 12 members would be all right, and 2/3 max of the > number of characters on the group for parties with more than 12. So, a PN> Nope I don't agree at all, if there was every a minimum char lost in a battle it would always be the case that some loser would run with the minimum lose number (4) and just strength them to 200+ knowing full well that they can't be touched. A lot of the problem is that at the mo some groups can't be killed, The best solution would be for a situation in all games that a group could be wiped out. The Aligned cities would solve so many problems:- You want bother then you go to an evil city, you want to be free from hurt then stay in a 'Good' city. Half the trouble that I come across is that some new player will arrive not knowing how hard a group can be and starts shouting and mouthing off at enemies, not *ever* leaving the city so the insulted can never get there own back, the present rules allow and actually encourage asses to shout about themselves and they can nevere be touched, 0% flee does this prefectly. > Magic Armour(+1,+2,+3) should count somehow against magic...any comments?? Magic armour? not so much magic armour but particular items which protect against magic attack, like an instant deflect magic 23! The resurect Ring is supposed to stop deaths but the only person I've talked to who had a ring of such never had him killed to be resurrected. -------------------------------------------------------------------------- From: "C.H.E.B." <ctc@coventry.ac.uk> To: Cyrille Blaise <Cyrille.Blaise@scinfo.u-nancy.fr> CB> Question is (from a friend, so I don't have all the material at hand) CC> You should see me doing Quest turns - it's like a paper factory exploded. CB> He's exploring a dungeon... CB> He found a room with a large chest, CB> when he tries to enter the room/open the chest, (one of these I don't CB> really know) a "fireball" appears and he's teleported in another room. CC> Probably enter the room, in which case how did he find the chest. CB> What can be done to avoid this trap ??? CB> (first thing was Deflect Magic 3, no success) CC> Good question. I remember a friend of mine had the same problem. I wonder if Reveal Traps (91 in KJC Quest 1-16) would work? Maybe. JPG> I haven't encountered this before... anyone else any clues or solutions? Bit of a nasty trap that one. :-) Sounds good... can we get these installed in HQ's? -------------------------------------------------------------------------- Date: Mon, 20 Feb 1995 11:45:39 +0000 (GMT) From: Allan Hooper <A.O.Hooper@herts.ac.uk> > From: editor@elbon.demon.co.uk (Paul Noble) > PN> Yep they certainly should but how to do it? Two fighter > strikes per round is a bit over the top, perhaps the fighters > should have more of an advantage AH> Perhaps a reduction in all damage (melee and spells) would allow melee to happen more and for longer . For example in a ruck via a S order one of my parties fought another undamaged party - my weapon skills were about as half as good as they are now - it lasted a mesly 4 rounds . Also the next turn I got magic blasted which did more damage than the entire of the last turns melee ! To make fighters better than other classes why not divide their skill by 10 and add it to their damage done ? > PN> where is the warzone in G3, my 8 turn old 3 strong party > fancies a rumble! =) AH> Try going to Kemilworth with the words RegulatoR tatooed on your forehead or alternatively Moriton and Blockboro <BEG> . > PN> yeh, I think the 3rd opposite miricle should be excluded for > +15 followers of the opposite Dog. AH> I would like to see alot more emphasis on Gods and so would be more extreme with limiting miracles . What I would like to see is - devoted followers of a God could get together and do a mass ritual which would effect the whole of Kharne . The result would appear on the Between Turns bit for all groups with something like this: Black clouds covered the sun , lightning arcs across the sky , the heavens opened and it rained blood . It makes you feel very mortal . AH> This could be the result of a Ythcal ritual and would give all devoted followers an advantage in combat or to miracles or something. > From: Rogerio Fung <l41186@alfa.ist.utl.pt> AH> I agree with everything you said ! To me it makes sense that in an open ended game you cant 'lose' . -------------------------------------------------------------------------- Date: Mon, 20 Feb 1995 12:10:02 +0000 (GMT) From: "C.H.E.B." <ctc@coventry.ac.uk> > BTH> It odd to think that my identity on the Internet originated from a > subtle hint that I should go on a diet. CC> Commentus nictus, commentus nictus. > PN> whats wrong with teams? I get bored calling them groups and > parties all the time. CC> It sounds like something out of It's a Crime. I met a party the other week called Scumbashers! Agghhhhhh!!!!!!!!!! > PN> Bang outta line, all the characters should have the > oppitunity (uh?) to shoot somebody in missile, and the bit about > mages and priests not having a 1st round is out as well it would > result in so many 1st round deaths it would be rediculous. CC> Sometimes, I find my mages doing more work than my fighters. Maybe it's because there's so few monsters compared to party members. CC> Oh and MORE monsters. I know the map only shows up some, but who can be bothered doing map wilderness all over the place to find more. And dungeons are boring! CC> Speaking of dungeons, I'm down one in G7 (not before time, I hear you all cry) and I did jaunt II 99 and it came back "You can only jaunt 0-12". Fair enough, I was only testing the depth. So next turn I did Jaunt II 12. And spent 57 power points staying on level 1. The order was inputted correctly. Any ideas??? It also appears from my Map Dungeon Level, that there are no stairs down; but can I still Jaunt down to the lower levels? I'm trying it this turn and I'll let you know Thurday/Friday what happened. In the meantime, has anyone got any ideas????? > > SA> Mages should not wear armour above leather... CC> Great idea, if you like dead mages. Personally, I'd rather stuff them into Ring. And +x armour once I can be bothered to go and buy some. > PN> I think that if a TEAM was completely outgunned I think > they'd realise before the magic was even exchanged and would run > away before any conflict or exchange of blows. This way a total > mage group would be frightened by a bunch of fighters waving > axes, this I'm sure could be calculated from the group size and > the toughness. CC> Members aren't everything. A well developed younger group can easily take on an older group which hasn't been pushed. And aren't you forgetting the flee factor? > PN> The healing IV I don't know about but perhaps certain races > should be more suseptable to different castings and there should > be items which repulse certain attacks. CC> I have a magic ring which is a ring of invisibility. I think it works, but part of me thinks it hasn't been programmed. Does anyone have a list of what is/isn't programmed yet? CC> On the bottom of the turnsheet there was an explanation about these new specific/general attitudes. It said hostile to monsters would be a general. But it's come up as specific on my turn. Was that an error on the bottom of the turnsheet. CC> Does anyone have any plans to do a Midlands meet in the near future? > KH> There has been a lot of discussion on how to make the game more > interesting for groups that have been playing 100 and more turns. > As I'm far "younger", I'd like to see more hints for the beginning of > the game. How DID you get so powerful? CC> Have you read my FAQ, plug, plug .... > KH> .. way to get spell powders is to hire a mage for 50 gold. He will CC> If you can be bothered to hand them over. Personally, I'm lazy. And correct me if I'm wrong, but when I first started I seem to remember getting five of each reagent which the mage could cast, but now only get three or so. I can steal enough cash to buy the reagents with the orders used. But that was so long ago I can hardly remember. CC> At Blackpool last year I met quite a lot of guys who had been playing for around 15 turns or so. I couldn't believe how short their results were! My group stats/equipment/spells take up about three pages! > PN> I always find my more aware blood > fighter is scoring more xp than my df, surely skill should count > for more than awareness. I myself am getting pretty sick of > finding out that awareness is the most important stat a > character can have. PN> CC> I'm not sure this is true. My thief doesn't do much fighting and neither does my elf mage (second highest awareness in the group). But my crappy HF do tend to go charging in leaving my 55+ sk DF's lumbering behind. This holds true for all three of my active groups. > PN> highest awareness casts first, but I've had less aware chars CC> Interesting. I thought it was the order on your turns with modifications made for the ASL. > > AH> Just a quick note, > > The recruiting restrictions for new parties go after turn 5 as I just > > offered 1500gp's for an elf mage . > PN> I recruited a 1001gp thief on turn 4 CC> You all hate me, don't you? Stop giving me conflicting advice. BTW the FAQ is being delayed due to an inordinate amount of coursework. I hate being a Law student. > PN> Yeh this seems more realistic, every settlement wouldn't > have their own resident magi mage, a say half the cities > shouldn't half magic skill in them, G3 is a bit extreme, I know CC> Brilliant! Then you get what you have now, older groups congruating in the few cities which do sell magic skill and refusing to move to another city in case it doesn't sell magic skill. CC> BTW does anyone know if Grouther (4) [G7] has magic skill? Or anywhere which does except Nolich, Jishir and the other one which escapes me at the mo (Bakerson?). > AH>Once a theif has reached 99sk does training raise his awareness like it > used to raise his skill ? CC> Dunno, can't be bothered to waste 250 gps :) > AH>How does thief skill raise awareness , for non-theif characters , is it > like strength skill raises strength ? CC> Awareness goes up, but obviously skill doesn't. Personally I can only see buying (614) for a non-thief if you have two members which are very close awareness wise and perhaps you want to switch the lookout from one mage to another. > AH>What sort of flee % should be used to make a party stay through a magic > barrage but not get totally kebabed in melee combat ? CC> I used to use 35% and I lost about 280 health over a 15 member group. I suspect the guy I beat was using 30%. I did a few sums and I think that I lost just over 30% of my initial health (already down 40 hp at the start). Some members weren't in great shape and I wouldn't have liked to take them into combat again, but four healing miracles put everything right. I guess it depends on how you define kebabed? DF from 70 health to 15? Or 70 health to 5? > AH>I would say that offering the extra money in recruiting is always worth > it as a way of saving in mage/strength/thief skills afterwards. CC> I've had 48 sk EM and 55/56 sk DF's for 1072 or 1005 gps. Extra money, yes, but there's no need to go overboard! > RF>Just have some Ideas I would like to have a comment on.. > > A nice improvement, as already told in here, was the following: > Hostile attitude-> Min Flee Factor 20% CC> 20% is nothing. Make it 50/60% and I'm interested. RF> Now, for Engage orders, every time you make one, your Flee Factor, > it be increased to 15%, but if it was higher, then no problem...so, a > Friendly or Neutral party would have the Flee factor increased to 15% in CC> But what about Engaging monsters? That's hardly anti-social. RF> beginner party with 6 members could only lose (die) 2 members in one > turn, but a 10 member party could lose max 6 characters, now if the party > had 14, it would lose a max of 14*2/3=9(rounding up)and a 15 member party > would lose a max of 10, leaving 5 (battered, probably) ... combats > against party who had reached the limit would have the same effect as if > the party had 0% FF, only that no spells or missile fire could be cast at > the fleeing party... > hostile attitude, or made engage orders) then all the blame was to the > player, and more losses could still be taken... > This idea needs more improvement, perhaps regarding to the min number of > characters, but I think this to be a better alternative to the new no > attack orders.. > a very good element of play:weaker parties get beaten by the bad powerful > parties, and then the powerful good parties go rescue and avenge the weak > ones!!! CC> The simplist way would be to just set your flee factor, wouldn't it? The above way would be hideously complex. And what if there are no powerful good parties? > RF> Another thing!!If presently, we can have as much as 10(20?-I dont > know for sure) armor, why isnt there a Shild that acts against Magic?the > way I see it, waht good is huge armor, if all it takes is a death spell, > or fire Ball, or whatever to kill you?? > Magic Armour(+1,+2,+3) should count somehow against magic...any comments?? CC> As far as I know, the best armour rating is 22 (+3 Armour, Large Shield, Helmet). +armour can be destroyed by Acid Blast as easily as any other. I think what you may be looking for is Deflect Magic. I've no idea how effective it is, but when you're about to lose 6000 gps worth of armour, it has to be worth a try. > EKM> Why doesn't Total Death work every time? According to the > blurb it is supposed to. Is it too much to ask that the blurbs accurately > reflect the spells effects??? Same winge about Deflect Magic III, why > have it if it doesn't work properly?? CC> You haven't been playing long, have you ;) What you have to remember is that the blurbs, like the rulebook etc are there to add *atmosphere*. Some of them maybe based on fact but most will seem wildly inaccurate because they are trying to add flavour. I think the blurbs over-estimate (especially with monsters on the surface). I remember being terrified because an 8 strong group with rubbish skills took on a sleech. I beat the crap out of it. It was the blurb I was scared of. > EKM> Regarding the strategies for avoidance of hit and run > groups..the new attitudes for groups, NPCs and Monsters should help > that particular problem CC> Yeah, but taking a note of their name and number and sticking a specific hostile doesn't hurt. Neither doesn multiple steal orders to take them into hand to hand. -------------------------------------------------------------------------- JPG> That's the lot for today... keep stuff coming in. I am in the process of chasing up alliance members for a bit of money for an HQ atm... *sigh* like trying to get blood out of a stone. Not that any have *refused* as yet... just none have replied! (Bar Paul obviously.. :-) Happy Questing folks... >>-Josh-> "Dreamer... Nothing but a dreamer..." Up