Legendary Journey Updates after Legend of the Veil

  • Love the way Legend of the Veil works, love the feel of it, the variation in the quest, etc. Love the Pirate Lord showing up and launching the quest, and the chapter setups. It just really feels like something worthy of a pirate legend.

    The problem is that now the other quests feel really weak by comparison. Hence a request and a quick few suggestions for the two legendary quests:

    The Basic Pirate Legend Quest, 8 little quests, followed by a chapter 2 and a nice chest of legend. I think we can do some easy fixes here:

    • First, have the Pirate Lord show up on the ship when the quest starts, so he can say that he's learned about a bunch of different treasure stashes, by a legendary pirate from long ago, and he wants you to go find them, and it will take all the skills you've learned to become a legend, blah blah blah.

    • Second, let's pump up the treasures here with some of the new Athena treasures - incense, offerings, etc - so that we're delivering a bit more legendary treasure feel. I can't imagine either of these would take a huge amount of time to change - sub some treasure, animate the Pirate Lord a bit, maybe have him show up at the end and say congrats, whatever.

    Easy fixes, and will help them feel more in line with Legend of the Veil's more engaged and differentiated feel.

    Run on Thieves Haven. I think this one is a bit harder to fix, because it's not quite a legendary quest, even though there's Athena treasure, so I'm not sure it makes sense to just have the Pirate Lord show back up to kick it off. I think that should be reserved for quests purchased from Athena's Fortune. That said, I personally love the idea of dubloon funded Bilge Rat quests as something awesome to do with all the otherwise useless dubloons we have around, and I'd love for the Run on Thieves Haven to really kick it off.

    • My first suggestion here is to keep the core quest the same - finding things buried around Thieves Haven three different times, but to add an X to the first two Thieves Haven X "marks the spot" quest maps. The final x on each map would then be a message in a bottle to some other location. In effect this happens now, in that you find all the buried treasure and then the new riddle quest appears in your radial dial, but I think we can just make that transition look better.

    • Second, I'd like to eliminate the riddle quests. Instead, let's imagine the story goes like this: pirate hides some treasure, you bought the original map to it from the bilge rats, it uncovers a bottle that will lead you eventually to a map that shows you where even more treasure is buried. At present, that happens with a riddle quest on a relatively nearby island. Instead, let's have it send you to a somewhat nearby shipwreck or a somewhat nearby smaller island, using something similar to the merchant's lost shipment maps, or a riddle that describes an island location or a shipwreck location. Arriving at a shipwreck or smaller island, players search around and find it lying somewhere around the location (think the lanterns for that old Flames of Fate event, tucked away somewhere in the foliage). There's no treasure in these two middle stages, but it does lead you to another X marks the spot map on Thieves Haven.

    • Third, level up the loot. In this model, we've removed two treasure finds in this model (the two riddle based treasure chests), so let's up the value of the treasure buried on Thieves Haven. Change the probabilities for gem finds so more rubies appear, provide more valuable chests or athena's loot. I'm not talking about anything crazy, just a 15-20% value boost overall.

    • Fourth and finally, let's do something that feels more Bilge Rat friendly. Make one of the treasures on the final X map one of the Tomes you can turn into the Bilge Rats. And then create and then add in a Bilge Rat item of some kind that gives a few dubloons and a truckload of gold when turned into Larinna. Personally I'd love this to be a unique item, something similar in look (not function) to the trident, like maybe a Bilge Rat belt or hat that has to be carried with both hands. I do think adding in a bit of better Athena loot on that final X marks the spot map is a nice addition as well, but if this is a Bilge Rat quest, let's give it a reason to be.

    I think changing these two quest designs, in the one case slightly, and in the other case with a bit more work, would do wonders to making them feel a bit more engaging and differentiated.

    Update: It occurs to me that if I'm going to ask for some Bilge Rat items, sure, I might as well ask Rare to make a whole uniform of items (hat, belt, shirt, pants, gloves, boots), and add some Bilge Rat commendations for it. Just make sure a random one o the six clothing items spawns as the final treasure of each Run on Thieves Haven. Turn it into Larinna and have her say something like "Oh, it's so good to have this back" or something, give a bunch of gold for it, and end the quest.

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  • I agree. Veil voyages are far and above better than the original Athena voyages for multiple reasons. I originally suspected they might not be that popular because of the final vortex, and because I thought that it would still take ~2 hours or more to get to grade 5, but after seeing just how much they give, I think now that the perceived risk/reward by most players is heavily favoring them over any other athena content.

    I still think that there is still a place for the original voyages, mainly if you are risk averse and do not want the attention from the final stage, but the sheer difference in rep and money earned for the time taken makes the veil voyage the logical choice, even if you are deathly afraid of PvP. You are much more likely to be attacked while attempting to level to grade 5 over 2-3 hours the traditional way than you are by getting an assured grade 5 in 45 minutes with the veil voyage + more Athena trinkets to boot. So your suggestion seems like a good one, raise the loot earned somewhat which should also cut down on the time to grade 5.

    Thieves haven runs are a bit faster, and I view as the old equivalent to a veil voyage. Faster, more treasure, but more predictable where you will be found. This makes them significantly harder to bring in alignment with the payoff from veil voyages as I think they attempt to fill the same niche, but in my view, are possibly more risky than the veil voyage since you are going back and forth nearby two popular outposts.

    I like your suggestions and think it could work to help make them more interesting. But I wonder if they will just continue to fill the same role as veil voyages. I for one probably will never willingly do another thieves haven run again, even if the reward was bumped to be about the same as veil voyages.

    So, I think Thieves Haven needs something to help differentiate it, maybe as a supplemental way to make athena rep later in your session since they may not be worth it on their own without serious boosts to the treasure earned, and frankly may never be as fun as veil voyages without a lot of changes (like you propose).

    So maybe instead of some of the more traditional non-athena treasure, you can now find map bundles that you can add to your table (stealable) which of course have some really great athena loot. This allows you to pick up additional athena treasure throughout your session, or post them to the quest board if you don't end up using them.

    The problem with my own suggestion is that I think the athena emissary voyage already fills this role too, and most people will just cycle the flag anyway to get extras of those in longer sessions. So it isn't as interesting as I first thought, and the challenge still remains to find a way to make Thieves Haven runs worth doing at all, at least for me.

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