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Making of a Minogon writ (Spoilers)

Posted: Tue Dec 28, 2021 3:04 am
by Void
As far as I can tell, ability to finish this writ depends entirely on appearance of two random spawns which, most of the time, do not appear.

What's more the second one spawns (IF it spawns) behind the automated ballista which deals 100 damager per hit, meaning it can fugue certain epic level characters in two shots. There's more than one ballista, I'm unsure if those stacks.

There isn't any counterplay or alterantive paths (sneaking, maybe?). The ballista completely ignores all defenses and doesn't make any attack checks. You unavoidably get hit by it if you get into the range. From the first area, there are two exits, one of which leads to a forcefield that can only be opened when two key items are found, and the other leads to the ballista.

So, basically, as far as I can tell the only reason why I was able to finish those writs in the past twice because somebody endured the ballista and shut it off before I arrived.

Maybe it would be a good idea to rethink the design of the writ.

Re: Making of a Minogon writ (Spoilers)

Posted: Tue Dec 28, 2021 3:38 am
by godhand-
can confirm sneaking works

Re: Making of a Minogon writ (Spoilers)

Posted: Wed Dec 29, 2021 6:11 pm
by Biolab00
Void wrote: Tue Dec 28, 2021 3:04 am As far as I can tell, ability to finish this writ depends entirely on appearance of two random spawns which, most of the time, do not appear.

What's more the second one spawns (IF it spawns) behind the automated ballista which deals 100 damager per hit, meaning it can fugue certain epic level characters in two shots. There's more than one ballista, I'm unsure if those stacks.

There isn't any counterplay or alterantive paths (sneaking, maybe?). The ballista completely ignores all defenses and doesn't make any attack checks. You unavoidably get hit by it if you get into the range. From the first area, there are two exits, one of which leads to a forcefield that can only be opened when two key items are found, and the other leads to the ballista.

So, basically, as far as I can tell the only reason why I was able to finish those writs in the past twice because somebody endured the ballista and shut it off before I arrived.

Maybe it would be a good idea to rethink the design of the writ.
To me, the horror of this writ isn't the Ballista but you should know what, and that is something esle entirely. It's a Hell Mode place, and that's for sure.

Re: Making of a Minogon writ (Spoilers)

Posted: Wed Dec 29, 2021 9:19 pm
by Void
Biolab00 wrote: Wed Dec 29, 2021 6:11 pm To me, the horror of this writ isn't the Ballista but you should know what, and that is something esle entirely. It's a Hell Mode place, and that's for sure.
I don't know, as I only visited it for writs, and all times weren't inclined to explore deeper. Basically, minogons are manageable, mages are much more annoying, but searching for the key item takes the cake over everything. The only show stopper so far was the ballista.

Re: Making of a Minogon writ (Spoilers)

Posted: Thu Dec 30, 2021 9:17 pm
by Void
I've finished the writ with a help of another player, and my impression is that the whole area is a huge mess.

In no particular order:

* Turrets fire silently with no indication of direction, at huge range, for 90-102 damage.
* Turrets ignore being shut down, and continue firing when disabled. Getting through the area requires cheese.
* Area with fences breaks pathfinding. You'll be fighting pathfinding while fighting mages and the defenses.
* The fences are all interactive objects (why), which react to mouse cursor. That makes it harder to click enemies in the area. Nwn1 does not have the very useful nwn2 hotkey to "Target nearest".
* The thing with the "keys" is frankly overdone.
* Rotating doors are glitched and often trap summons within when passing through the area.
* It is possible to enter conveyer line with the pillar of light, but that requires walking on the edge of the bridge and seems to be unintended.
* It is possible to enter other conveyer line too, but there's nothing at its end, and it ends up with dead end after opened doors.
* Relying on key items is not a great idea. One problem is that one of the provider of key items spawn either in the area with the turret (which ignores being disabled, and fires 90-120 damage with no checks), or in area behind a lock that can be only opened with those key items.

Re: Making of a Minogon writ (Spoilers)

Posted: Fri Dec 31, 2021 3:11 am
by Watchful Glare
/waves/

I was the other player. I'll add to the following:

* Area with fences breaks pathfinding. You'll be fighting pathfinding while fighting mages and the defenses.
* The fences are all interactive objects (why), which react to mouse cursor. That makes it harder to click enemies in the area. Nwn1 does not have the very useful nwn2 hotkey to "Target nearest".

This is specially true in the area with the 'mind beam', but does not seem to happen in any other places

Re: Making of a Minogon writ (Spoilers)

Posted: Fri Dec 31, 2021 7:57 am
by Kalthariam
Even before this was a writ, I've always had trouble actually exploring this place.

I always get stuck, stuff doesnt' spawn that you need, and you just end up cleaning out a buncha minogons and then leave, because sitting around waiting for stuff to respawn is awful and takes too long, and you are not guaranteed to find them.

I've also have artificers not drop the disks, which is even more frustration when they do manage to spawn.

I have gotten to the ballista once. .and we didn't have anyone to sneak or eat the ballista blasts, so we ended up having to leave anyways.

I'm really just not a major fan of the design of this place. It feels like they just don't want you to come here and clear it out. Despite the stupid illusionary artificer dude constantly popping up and being obnoxious anytime you pass through the area.

It's neat it has a writ now, but good lord I do not see it being a popular one.