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Nomad Hardmode - MQC or not?

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Chaos Lupus

Chaos Lupus

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Wahisietel said :
We're way off topic at this point, since this was supposed to be a discussion about whether or not Nomad fits on the Master Quest Cape as it stands right now (he does), and we're now discussing what the Master Quest Cape should be.

To me, it seems that your problem is that the Master Quest Cape represents ALL aspects of quests, and not just the ones you are personally interested in. But I'm curious, which specific requirements on the cape do you disagree with, and what is your reasoning for them?


Hard mode isn't part of the quest, it's just an extra challenge for those interested in bossing. The relevant boss fight is the one that we actually did in the quest.
The strength of the pack is the wolf and the strength of the wolf is the pack.

09-Sep-2016 16:19:20

Hguoh

Hguoh

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Chaos Lupus said :
Wahisietel said :
We're way off topic at this point, since this was supposed to be a discussion about whether or not Nomad fits on the Master Quest Cape as it stands right now (he does), and we're now discussing what the Master Quest Cape should be.

To me, it seems that your problem is that the Master Quest Cape represents ALL aspects of quests, and not just the ones you are personally interested in. But I'm curious, which specific requirements on the cape do you disagree with, and what is your reasoning for them?


Hard mode isn't part of the quest, it's just an extra challenge for those interested in bossing. The relevant boss fight is the one that we actually did in the quest.


Since Wahi bothered to find and post the current criteria for MQC reqs here, this is the relevant bit:
Original message details are unavailable.
We will ask you to complete all quests, miniquests, unabridged sagas and story-oriented content. Story-oriented content is defined as:
...

- Content that asks the player to play expanded versions of content that featured in a quest (Temple Trekking)


The shoe fits.

09-Sep-2016 16:35:15 - Last edited on 09-Sep-2016 16:36:14 by Hguoh

Hazeel

Hazeel

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Wahisietel said :
We're way off topic at this point, since this was supposed to be a discussion about whether or not Nomad fits on the Master Quest Cape as it stands right now


No it's not.

Mod Shauny said :
Hey all,

We're looking to gauge feedback related to the addition of Nomad Hardmode in September and should it be added to the Master Quest Cape requirement or not.

Note: This update adds no new lore.

Let us know what you think :)


This is supposed to be a discussion of whether we think he should be added, not if he "fits".

Wahisietel said :
To me, it seems that your problem is that the Master Quest Cape represents ALL aspects of quests, and not just the ones you are personally interested in. But I'm curious, which specific requirements on the cape do you disagree with, and what is your reasoning for them?


The quest has ended. Refighting this boss has nothing to do with questing. It only loosely references a quest you have already beaten by re-using some of the basic boss mechanics. Fighting Nomad on Hardmode or beating the Fight Kiln is about as much "questing" as fighting the GWD bosses (which can now be fought in a quest) or skilling.

As far as the actual activity of questing goes, we are done. All that's left is some mini quests. The MQC is supposed to branch off from questing and it does. But rather than branching off and focusing on lore, it branches off and focuses on anything that can be flimsily refer to as "Post Quest Content" even if the activity has nothing to do with questing in the slightest (like RoB). Ultimately, rather than branching off into lore, the MQC branches off largely into PvM. And we already have a cape for that. There's no cape specifically for lorehounds.

And honestly the requirements are overkill. This cape is harder to get the Max Cape, despite being uglier, weaker, and lacking customization.
Runescape doesn't need a hero...it needs a villain. An all encompassing force of evil that will remain ever-threatening and use chaos to make the peoples of Gielinor tolerate each other, grow strong together, and fight side by side against this evil. I am that villain.

09-Sep-2016 16:52:50

Hazeel

Hazeel

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With that said, if you feel they should follow the guidelines they set up and this is your justification for supporting Nomad, then so be it. But that's not what the discussion about, and you shouldn't keep attempting to drag the thread off topic. Runescape doesn't need a hero...it needs a villain. An all encompassing force of evil that will remain ever-threatening and use chaos to make the peoples of Gielinor tolerate each other, grow strong together, and fight side by side against this evil. I am that villain.

09-Sep-2016 16:54:36

Chaos Lupus

Chaos Lupus

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Hguoh said :
Chaos Lupus said :
Wahisietel said :
We're way off topic at this point, since this was supposed to be a discussion about whether or not Nomad fits on the Master Quest Cape as it stands right now (he does), and we're now discussing what the Master Quest Cape should be.

To me, it seems that your problem is that the Master Quest Cape represents ALL aspects of quests, and not just the ones you are personally interested in. But I'm curious, which specific requirements on the cape do you disagree with, and what is your reasoning for them?


Hard mode isn't part of the quest, it's just an extra challenge for those interested in bossing. The relevant boss fight is the one that we actually did in the quest.


Since Wahi bothered to find and post the current criteria for MQC reqs here, this is the relevant bit:
Original message details are unavailable.
We will ask you to complete all quests, miniquests, unabridged sagas and story-oriented content. Story-oriented content is defined as:
...

- Content that asks the player to play expanded versions of content that featured in a quest (Temple Trekking)


The shoe fits.


There are already requirements for the MQC that shouldn't be there, that doesn't mean we should add more.
The strength of the pack is the wolf and the strength of the wolf is the pack.

09-Sep-2016 18:56:14

Wahisietel
Oct Member 2005

Wahisietel

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The thing is, the Fight Kiln (and Hard Mode Nomad) is very fitting in what the master quest cape should be. We play a portion of the Fight Kiln minigame in the Elder Kiln quest, so why wouldn't the expanded version of that portion of the quest be required for the master quest cape? The same goes for Temple Trekking/Burgh de Rott Ramble, which is introduced and played in Darkness of Hallowvale and Legacy of Seergaze.

I'd agree with you that having to do it three times for the Enhanced fire cape is a bit excessive, but that's the fault of whoever designed the enhanced fire cape :P .

Honestly, I would argue that stuff like the Fight Kiln is considerably more fitting for the Master QUEST cape than rare drops from random slayer monsters like Ripper Demons.
You never were our brightest star, Khazard. 'Vermin slaughtered like lambs'? What does that even mean?

09-Sep-2016 19:24:55 - Last edited on 09-Sep-2016 19:28:57 by Wahisietel

Hguoh

Hguoh

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Chaos Lupus said :
There are already requirements for the MQC that shouldn't be there, that doesn't mean we should add more.


I'm afraid I really don't see the issue with requirements like Hard Mode Nomad. Unlike farming bosses for RNG-based lore drops, killing HM Nomad once or getting the Enhanced Fire Cape from the Kiln have well defined end points. So even if you don't like or aren't good at such content, you can at least take comfort in knowing you only have to do it so much and then never again.

It's true that such activities offer little to nothing when it comes to lore, but that really isn't all that important in this case. Sure, some quests are lore heavy, but others have little to none. And I believe it's important for the Master Quest Cape to delve deeper into all aspects of quests. So yeah, that means getting players to pursue lore. On the other hand, it also means getting that Enhanced Firecape, earning the Firemaker's costume, fully upgrading the Theives' Guild, lighting a specific fire on Mos Le'Harmless, or fully claiming a quest's rewards.

I understand wanting a reward tailored to Lorehounds, but I don't believe the MQC is the right outlet for this as lore is but one part, albeit a notable one, of questing.

09-Sep-2016 19:29:33 - Last edited on 09-Sep-2016 19:38:16 by Hguoh

Hazeel

Hazeel

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Wahisietel said :
The thing is, the Fight Kiln is actually super fitting for the Master quest cape. The Elder Kiln quest actually has us playing a portion of the Fight Kiln minigame in the same way Darkness of Hallowvale and Legacy of Seergaze have us playing Temple Trekking. Fight Kiln is arguably more fitting for the cape than stuff like the Ripper Demon journals, which have nothing to do with quests besides having lore.


Well I suppose...but wait a minute...why stop there?! Why not require max stats? The thing is, having max stats is actually super fitting for the Master quest cape. The Fate of the Gods quest actually has us doing a portion of Divination skill in the same way The Light Within has us doing Mining, Woodcutting, and Fishing. I mean since these skills showed up in quests, that means they're a part of questing, just like the Fight Kiln, right? I mean obviously.

But wait! Wait wait wait, there is still more! What about Mazcab? I mean Call of the Ancestors introduces to Mazcab, so why isn't Mazcab content required? It showed up in a quest, so now Mazcab is a part of questing too! No true quester would just abandon all those goebies to die, would they? ;) So Raids should definitely be required.

Also I think we should rename the Master Quest Cape the Completionist Cape instead, since that's obviously what we're shooting for.
Runescape doesn't need a hero...it needs a villain. An all encompassing force of evil that will remain ever-threatening and use chaos to make the peoples of Gielinor tolerate each other, grow strong together, and fight side by side against this evil. I am that villain.

09-Sep-2016 19:40:25

Hguoh

Hguoh

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Hazeel said :
Well I suppose...but wait a minute...why stop there?! Why not require max stats? The thing is, having max stats is actually super fitting for the Master quest cape. The Fate of the Gods quest actually has us doing a portion of Divination skill in the same way The Light Within has us doing Mining, Woodcutting, and Fishing. I mean since these skills showed up in quests, that means they're a part of questing, just like the Fight Kiln, right? I mean obviously.


Gathered all 100 elder chronicles on Freneskae for all 10 entries at Guthix's shrine.

Hazeel said :
But wait! Wait wait wait, there is still more! What about Mazcab? I mean Call of the Ancestors introduces to Mazcab, so why isn't Mazcab content required? It showed up in a quest, so now Mazcab is a part of questing too! No true quester would just abandon all those goebies to die, would they? ;) So Raids should definitely be required.


Found all 5 stone fragments on Mazcab and taken them to the Ancient Statue.

As for skills, their part in quests is already taken into account with how you need higher levels of them in order to retrieve a number of post quest rewards.

Keep in mind:

Original message details are unavailable.
- Minigames and D&D's will be included as long as they:
-> Are directly introduced and/or are mentioned in the Quest and provide one-off or permanent rewards (Court Cases, Temple Trekking, Fight Kiln (enhanced fire cape). Dom Tower/Livid Farm do not fit under these).


Raids being on Mazcab falls into the same category as Livid Farm being on Lunar Isle (except you don't even need a quest to access Mazcab).

09-Sep-2016 20:19:28 - Last edited on 09-Sep-2016 20:20:21 by Hguoh

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