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UD new Formian Writ Feedback

Posted: Sun Jun 19, 2022 3:10 pm
by xf1313
There are two, not too much to say about the first one, just...is it really nesessary to make map that big?

Onto the second one with the Queen, did it mention in writ intro that certain type of class is required or one may get really stuck... there should be a warning

Again, this place is huge, really? I spent more time running silly than killing.

The areas ( barrack and queen’s chamber) are full of dangerous and non-disabling traps, is it intended or is it a bug?

I cannot report about the boss fight because someone beat my group to it and we had no heart to travel back through a rainforest of traps.

Re: UD new Formian Writ Feedback

Posted: Sun Jun 19, 2022 5:35 pm
by Ithalan
I agree with the sentiment that these areas feel much too large for how sparse they are in both creatures/obstacles and appearance

Re: UD new Formian Writ Feedback

Posted: Sun Jun 19, 2022 10:16 pm
by Irongron
xf1313 wrote: Sun Jun 19, 2022 3:10 pm There are two, not too much to say about the first one, just...is it really nesessary to make map that big?
The Underdark has a great many small dungeons. I wanted to add something very large, for those that wish for such.
xf1313 wrote: Sun Jun 19, 2022 3:10 pm Onto the second one with the Queen, did it mention in writ intro that certain type of class is required or one may get really stuck... there should be a warning
Nobody should get stuck, even if one can't defeat the queen, there is an exit portal.
xf1313 wrote: Sun Jun 19, 2022 3:10 pm Again, this place is huge, really? I spent more time running silly than killing.
It is definitely large, or at least the Nexus area is. It doesn't need to all be covered though, and I've seen groups doing the writ that don't fully explore, which is absolutely fine.
xf1313 wrote: Sun Jun 19, 2022 3:10 pm The areas ( barrack and queen’s chamber) are full of dangerous and non-disabling traps, is it intended or is it a bug?
It isn't a bug. There a lot of traps on Arelith that can't be disabled, but can be both detected and avoided. A trap that can be disarmed can also be recovered, and when it comes to powerful traps, that can be an issue.

If you move slowly, you can both see the traps, and take a path to avoid them. This is why characters have the ability to flag traps. I have also been known to add secret doors that entirely bypass them. If, for some reason, a trap cannot be detected, or has a very high DC to do so, I normally put some kind of visual clue - a body, a scorch mark, some blood.

xf1313 wrote: Sun Jun 19, 2022 3:10 pm I cannot report about the boss fight because someone beat my group to it and we had no heart to travel back through a rainforest of traps.
In the end, if you don't like a dungeon, don't do it. They appeal to different tastes, and many get gradually improved or adjusted over time, as I've already done with this one. I should add too, that the Formian dungeon is two writs, and includes a something of a short cut to make the first of the two easy (and quick) to pass. I've been watching players in the dungeon, some get through in as little as 30 minutes, while others can take around 3 hours.

I do get the point though, it's an absolute slog to get through in its entirety, and I should likely add an exit portal half way through for those that really want to turn back, or have exhausted their supplies.

Re: UD new Formian Writ Feedback

Posted: Sun Jun 19, 2022 10:25 pm
by xf1313
I see, a half way exit would be nice.

For a moment there I really thought the traps were a bug

the nexus bit can be slightly tweaked to avoid running through back alley, the mechanism is interesting thou

Re: UD new Formian Writ Feedback

Posted: Tue Jun 21, 2022 3:14 am
by Subtext
I've got to say, the writ was fine for me and I don't mind the areas being huge. It's a nice change of pace and yeah, having different styles of dungeons is a great thing.

That said, I found the dungeon to feel...empty. Huge rooms, symmetric layout and the tileset made it feel a little sterile and I think a bit of decorative clutter would ho a long way...

Re: UD new Formian Writ Feedback

Posted: Tue Jun 21, 2022 11:43 am
by Apothys
I liked the dungeon.

However i was expecting a swarm of formorians guarding there Queen, but mostly i found very few monsters in the barracks and other areas. I checked this by returning a couple of times and doing a bit of exploring.

Definitely a few interesting areas for those looking to do some rp related to the dungeon and the threat it means for the underdark. I also reckon there may be more to the dungeon that it seems too, though this will require another run at it.

Overall i think more Formorians in the areas leading up to then queen, like tons of them, make it like the stinger caves on steroids' and you'll see a lot more adventurers going there to force back the tide that could overwhelm us all.