[Suggestion] Add a "warning" message before going into a monster cave


I noticed that whenever I go into a cave, combat immediately starts and I have no way to know what's in there without just going and fighting.  This is annoying because it could be a few weak MOBs, or it could be a bunch of super strong MOBs that will wipe the floor with me.  This basically forces me to save and reload just to see what's in a cave.

I would really like to have a confirmation of what monsters are in the cave and whether I want to fight or leave before combat actually starts.

7,781 views 10 replies
Reply #1 Top

I think there should be an element of risk. At most, maybe just a weak - medium -strong rank. 

Reply #2 Top

If you mouse over the cave it shows an icon with a shield, the color of the shield reflects weak, strong, epic...

 

Gray is weak, red is strong, purple is epic....

 

This could probably be exposed in a better manner, but it is there.

Reply #3 Top

Definitely should get a Weak/Medium/Strong icon.  I feel like the flavor text should also give you a hint as to how hard it's going to be. 

Currently, if you back out of a quest after smelling the dank fumes coming from the cave, the quest disappears.  Which is completely silly.  Quests should remain at least until you enter them.

 

Edit: Wow.  They do have icons?  I never noticed that.

Reply #4 Top

Quoting Goontrooper, reply 1
I think there should be an element of risk. At most, maybe just a weak - medium -strong rank. 
End of Goontrooper's quote

Ah thank you!  Good to know.

Also agree that it should be exposed a bit more :).

Reply #5 Top


I would prefer a listing of the enemy composition, even if it doesn't say specifically what is there, as both bears and scrap golems have a rating of 'strong'. One of these is -considerably- stronger than the other.

Reply #6 Top

Quoting CdrRogdan, reply 5

I would prefer a listing of the enemy composition, even if it doesn't say specifically what is there, as both bears and scrap golems have a rating of 'strong'. One of these is -considerably- stronger than the other.
End of CdrRogdan's quote

perhaps it would be better if this only was given to a unit/chapion with a scouting skill?

Reply #7 Top


Agree with RFHolloway, a basic sense of how tough the residents of a 'cave' are can be gleaned (Roleplay-wise) from the surroundings, etc., So a general indicator, like the overmouse shield is great.  However, more precise info about the 'cave' residents should come from 'rumors' 'quest info' etc., and from a unit with scouting skill. I suppose some opportunity to attemt to withdraw after entering ('hasty retreat') might be nice.  However,the 'rear guard' should be at risk.. no free-be exiting 'cave.'  And the cave should definately NOT dissapear because the player withdrew.  It should remain in play...with, perhaps, a higher level of readiness... (smile).    Choices, decisions....

Reply #8 Top

Yeah, this needs to happen. Being thrown into a no-win fight or stuck at a 'Go in? Yes/No' prompt is not cool.

Reply #9 Top

There could be a "Scout the lair" option, where you could send in someone. If he gets eaten, then you should steer clear of the place. If he gets back with one arm missing and holding one foot, it may be a rough fight, and so on. Or a "Scry" spell.