Tag Archives: Dark and Darker

Critique of Ruins Quest Design in Dark and Darker

Specifically addressing the challenges presented by the Wisp and 20 Gold Ingots quests in Ruins, it becomes evident that the west side of the map introduces significant issues.

The competition for limited resources on the west side, with only 3 wisps and 2-3 gold ores available, creates a chaotic environment. Players find themselves clashing over these sparse nodes, leading to a challenging and frustrating experience.

The requirement of 20 gold ingots (equivalent to 60 ores) for a quest raises concerns, particularly considering that gold ingots hold immense value as a resource essential for crafting reliable Legendary items. This quest design seems to undermine the strategic importance of gold ingots in the game.

Breaking down the resource nodes in different regions of Ruins:

  • Northwest: Involves killing 3 skulls for one guaranteed node and the potential for 2 extra nodes.
  • Southwest: Offers a strategy of jumping down, crouching, and hugging the left side to avoid skeleton attacks while mining behind the chest/barrels. This yields one guaranteed node and a chance for an additional node.
  • Middle: Involves checking the statue with the hand, dealing with the skeleton guardian, and potentially utilizing the miniboss (golem) as a bodyguard to mine a guaranteed node with a chance for an extra.
  • East: Presents a less favorable scenario with a slim chance of obtaining one node by defeating a skeleton mage and two archers/crossbowmen in a hallway.

Addressing the acquisition of Wisps:

  • South: If not spawned nearby, it’s advised not to check as another team is likely to secure the Wisp within the first 10 seconds.
  • West: This area experiences a high level of contention. Depending on the team’s priorities, they might opt for the ore or the royal coffin. Delayed arrival can lead to the Wisp down the well potentially self-destructing with spike traps, reducing the total count from 3 to 2.

The involvement of Cockatrices introduces an element of unpredictability, given that they might not even spawn. Ironically, this quest, despite incorporating a miniboss, is considered the easiest.

The Wolf Pelt quest stands out for its remarkable difficulty, averaging at 450 wolf kills with a 100% extraction rate according to calculations. Personal experiences underscore the challenge, with only 2 wolf pelts found and 1 lost, while other Ruins quests have been completed in the interim.

In summary, the Ruins quests, particularly those involving Wisp and Gold Ingots, are critiqued for their design flaws. The west side of the map is identified as a problematic hotspot, and the quests’ overall execution raises concerns about their impact on the player experience. These observations suggest a need for refinement in the quest design to enhance the overall gameplay in Ruins.

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Introducing Secure Containers Inspired by Tarkov for Dark and Darker

While I’m not a huge fan of shooters like Tarkov, there’s one game mechanic that caught my attention – secure containers. These containers safeguard a portion of your inventory that remains untouched even after death. It’s a clever concept that could greatly benefit Dark and Darker.

Imagine this: you’ve been on a relentless quest to find a specific item. Finally, you acquire it after hours of dedication. However, your journey takes an unfortunate turn as you’re taken out by a ruthless foe. With secure containers, you’d have the reassurance that your hard-earned item will be preserved, even if your character isn’t.

This feature could be a saving grace in certain situations. When an experienced player preys on you, at least you can hold onto your prized ring that you painstakingly obtained. After battling the colossal worm numerous times as a solo rogue to secure a rusty key, it would be a relief to know you won’t lose it when encountering a formidable group of Clerics, Bards, or Fighters.

I acknowledge the game’s intent to offer a challenge, but implementing limited secure space for salvaging items could greatly enhance the experience for newer players. Having the ability to retain something – even if it’s just a fraction of their hard-earned loot – would motivate them to stick around. It provides a tangible representation of their accomplishments, answering the question of how they’ve spent their gaming hours.

Naturally, I anticipate there will be critics dismissing this idea as “bad” or urging others to “get good.” While I’ve already encountered such sentiments, my hope is that these viewpoints can be constructively discussed rather than brushed aside.

I’ll admit, there are certain aspects of this idea that give me pause. Drawing from my own experience with Tarkov, secure containers sometimes facilitated fast, naked rushes to item spawns, leading to potential imbalances. While Tarkov later restricted the ability to sell or trade items found in containers unless extracted, challenges like real-money trading (RMT) remained, For example Dark and darker gold coins are tradable and MMOexp.com provides legitimate third party services..

If a sensible form of insurance were to be integrated into the game, I might be more open to the concept. However, in the current context where gear remains confined within the dungeon, it seems to be the most suitable approach.