Acts One Snippets and General Act Layout

Information and teasers from the upcoming mod, Cabal Wars - Aeons Tide. NOTICE: This project has been scrapped in lieu of the Shadow Empires mod.
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Re: Acts One Snippets and General Act Layout

Post by Olorin » Fri Feb 28, 2003 2:15 pm

Sounds great! But scary too, because how on earth did you manage to get 15 acts?! 8-O :mrgreen:
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Re: Acts One Snippets and General Act Layout

Post by Alkalund » Sat Mar 01, 2003 8:28 pm

[quote=Olorin";p="73140"]Sounds great! But scary too, because how on earth did you manage to get 15 acts?! 8-O :mrgreen:[/quote]

A nice idea isn't it ? ;) I'm glad Joel managed to implement successfully. It requires a bit of code editing here and there, you know...

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Re: Acts One Snippets and General Act Layout

Post by Olorin » Sun Mar 02, 2003 1:08 am

You don't say... ;)
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Re: Acts One Snippets and General Act Layout

Post by Joel » Thu Mar 06, 2003 5:15 pm

well, still tinkering the side quest stuff.
Two flavors for them :

* Unofficial sidequest : found a Ancient Tome adn learn about some long forgotten stuff. It should give you some clues for finding peculiar items, recipes or sets. No warranty that for a give clues, you found the stuff neede in the same game/area. These quest are like the D1 quest : a bit random and unsure.

* Official sidequest : They appar in the quest log. Obviously NOT recommended to be completed right now. For example ACT 1 is completed after crossing the former Dark Woods. Four quests are neede to kill Azretoth and go to next Act. The Shadow Grove, the Ruined Mage Tower and the Night Elf Woods are HIGH-LEVEL area (respectively 30 & 50 ) where special quests await for you to return.

Now , I need a way to :
* prevent XP leeching in this kind of area
* warn peple in a RPG way (no level 80 only area message)
* balance their awards.

Any suggestions ?
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Re: Acts One Snippets and General Act Layout

Post by Aedeon » Thu Mar 06, 2003 6:17 pm

you could have something like flavie before the cold plains and she wont let you in untill you've done certain quests in later acts saying your not ready or it's too dangerous or you have to do this and that first
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Re: Acts One Snippets and General Act Layout

Post by Olorin » Thu Mar 06, 2003 7:27 pm

[quote=Joel";p="74960"]well, still tinkering the side quest stuff.
Two flavors for them :

* Unofficial sidequest : found a Ancient Tome adn learn about some long forgotten stuff. It should give you some clues for finding peculiar items, recipes or sets. No warranty that for a give clues, you found the stuff neede in the same game/area. These quest are like the D1 quest : a bit random and unsure.

* Official sidequest : They appar in the quest log. Obviously NOT recommended to be completed right now. For example ACT 1 is completed after crossing the former Dark Woods. Four quests are neede to kill Azretoth and go to next Act. The Shadow Grove, the Ruined Mage Tower and the Night Elf Woods are HIGH-LEVEL area (respectively 30 & 50 ) where special quests await for you to return.

Now , I need a way to :
* prevent XP leeching in this kind of area
* warn peple in a RPG way (no level 80 only area message)
* balance their awards.

Any suggestions ?[/quote]

Ok...exp earned form kills is highest with mosnters around your level, yes? Why not edit the % exp goes down to with mosnters of higher level than your to an 100% reduction, and then set whatever level-differnece between players and mosnters you want this 0exp affect to kick in. It's what I'd like to do...
Warnings: Have it in text, either Quest or gossip related, just basically warning them that cetain areas, like x y and z, are deadly.
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Re: Acts One Snippets and General Act Layout

Post by *Astalion* » Thu Mar 06, 2003 9:37 pm

Or maybe the entering message of those areas could be something like:
"You hear the wind wispering of strong demons within"

This will of course work best if you use the forgotten tower style, where there is an empty level above the ones with enemies.
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Re: Acts One Snippets and General Act Layout

Post by Joel » Thu Mar 06, 2003 9:45 pm

Well for the tower it's easy, I put the Tower tome in the little staircase before the others levels.

For the Night Elf Woods ... the entrance is the former monastery, I was planning to use dt1 and objetc picturing dead knight in full plate or dragon banner etc ... something impressive.
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Re: Acts One Snippets and General Act Layout

Post by Olorin » Thu Mar 06, 2003 10:29 pm

Mmm, if you have dead Player-powerful peopl killed in gruesome ways, not just dad rogues or random guards, that'd be another warning. Perhaps some sounds like a loud roar when they enter (via changuing the music when they enter?).
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Re: Acts One Snippets and General Act Layout

Post by Joel » Tue Mar 18, 2003 9:34 am

And even if the player get killed once ... man, he would have learn something :D
And so, he will know it for hardcore. I'll try to see if I can add a lvl req to quest trigger and so the stuff will be nicer.
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Re: Acts One Snippets and General Act Layout

Post by Dezdrehel » Fri Mar 28, 2003 3:23 pm

I was thinking of another way to avoid leeching:

You can use something like the Baal's attack in worldstone keep level 1-2-3.
You can make this random appearing attack to be just annoying for high level char, but deadly for low level.

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Re: Acts One Snippets and General Act Layout

Post by Brother Laz » Sun Mar 30, 2003 8:38 pm

Or an invisible monster with holy fire. :)

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Re: Acts One Snippets and General Act Layout

Post by Joel » Sun Mar 30, 2003 8:49 pm

Why not ...
Currently I overpopulated the entrance of the Night Elf grove by Night Sentry (heavy magic user archer) and the Tower by invisible leife leecher ghost ...

Should be sufficent ??
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Re: Acts One Snippets and General Act Layout

Post by Alkalund » Sun Mar 30, 2003 8:53 pm

Perhaps, though it is hard to say until this has been tested with different character setups.

If only you could code a monster skill that instantly kills characters with level below a certain value... that would be cool :twisted: That way, characters not high enough in level would stay where they belong, and leave these areas to the high level characters only.

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Re: Acts One Snippets and General Act Layout

Post by Brother Laz » Sun Mar 30, 2003 9:01 pm

Either way, prepare yourself for lots of loser whines... :cry: I entered Very Hard Level 100 Area with my level 1 character and got wasted! This mod sucks! Answer or I'm playing Zy-El! :cry: (and their return email address is invalid)
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Re: Acts One Snippets and General Act Layout

Post by Joel » Sun Mar 30, 2003 9:29 pm

heeh, you knwo i'll NOT even read such mail or posts.
if the mod is too harsh for the l337 palyers out there, they can go on BNet and cow run :D

The mods will be balanced but hard. So you'll have to THINk before CLICKING ;)

Night Archer gurd the entrance of the lvl 60 NE Grove. They do enough damage to kill in 1 hit all players of level < 50.
For the twer, the Dark Spirit kill player of level < 35 with a burn attack.
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Re: Acts One Snippets and General Act Layout

Post by Chiffa » Thu Jul 24, 2003 12:08 pm

Well, elves are all like these... they have no dual logic (yes-no, man-woman), if you get what I meen.... :mrgreen: :mrgreen:
As to the story/quest layout - it's GREAT, like all the other features...
Highl-lvl areas are good... can you make also class-specific areas?
Musst conssume, or oblivion will take uss...

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Re: Acts One Snippets and General Act Layout

Post by Rattlecage » Sun Jul 27, 2003 5:55 pm

Lvl 50-60 areas in Act1? Hmmm...
*Rattlecage thinks about this idea...
Rattlecage lvl 72: "I'll rush you for free."
n00b13 lvl 2: "Ok"
Rattlecage lvl 72: "Before I take you to the act boss, I'll take you to the nightelf grove where a WHOLE TON of uber leet stuff drops. Sound good?"
n00b13 lvl 2: "Ok"
Rattlecage lures n00b13 into the Night Elf Grove and sits there and does nothing as his comrade is ripped apart
n00b13 the lvl 2 n00b was slain by Night Elf Archer
n00b13 the lvl 2 n00b was slain by Night Elf Archer
n00b13 the lvl 2 n00b was slain by Dark Spirit Tower
n00b13 the lvl 2 n00b was slain by Dark Spirit Tower
n00b13 the lvl 2 n00b was slain by Night Elf Archer
n00b13 the lvl 2 n00b was slain by Night Elf Archer
n00b13 the lvl 2 n00b was slain by Dark Spirit Tower
n00b13 the lvl 2 n00b was slain by Night Elf Archer
n00b13 lvl 2: "{filtered} this {filtered}!"
n00b13 the lvl2 n00b has left the game. Diablo's minions weaken.
Rattlecage lvl 72: "Muahahaha!"

I guess I do like this idea!
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Re: Acts One Snippets and General Act Layout

Post by DukeMan707 » Mon Jul 28, 2003 4:37 am

hehehe, i love hard mods :)
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Re: Acts One Snippets and General Act Layout

Post by Chiffa » Mon Jul 28, 2003 8:06 am

class-specific areas - something like a gate that can be destroyed with specific skill only, or a class-specific keys...
smthng like that....
is it possible?
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Re: Acts One Snippets and General Act Layout

Post by Joel » Mon Jul 28, 2003 8:27 am

Don't think so ... but this is not the concern ... anyone can enter this subquest area and try to perform them.
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Re: Acts One Snippets and General Act Layout

Post by Joel » Fri Sep 05, 2003 9:26 am

Act 1 to 3 are complete (almost) and I plan to add infos about them on the website.
What should I include ?
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Re: Acts One Snippets and General Act Layout

Post by PunkHead » Tue Sep 09, 2003 10:18 pm

Tout cque tu peu!On en veu +!!!
Last edited by PunkHead on Tue Sep 09, 2003 10:19 pm, edited 1 time in total.

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