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Why the Linkleter Quests are probably the best in the game.

mlegermleger Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 147 Bounty Hunter
edited December 2013 in General Discussion (PC)
Now im not talking about reward, as they could add a better reward than the cloak.

There is an abundance of Kits in these you just need to know where to look, There are a few areas where you can just Explore, in the zone right after you drag Dorethea through the sewers there is a bunch of side encounters
The story is great, with each quest it improves upon whats been built up, The developers make great use of cutscenes and changing the environment as the story progress.
In quest store. There is the rat who has a great conversation about acting like normal businessmen. Then the Shady spellplagued person. This is great to help offload items but the rat also adds some nice flavor.
The escort quest, i really like this quest. It may seem easy or boring but it can be difficult when trying to solo.
This quest is also not tied down to a specific zone, sure you can argue its protectors enclave.
I love the fact the environment changes when you are outside the spelltower, and in the sewers as its shaking.
I also like how not every combat encounter ends in a death, where you have to fight Doretha to keep her in check or Beat down Linkletter just to continue.

I would love to see more of these styles of quests, ones not tied down to specific zones. Would love to see a better reward for this and maybe beef up the last battle a bit.

Honestly, this is how Foundry quests should be designed. (Cant build all this stuff in the foundry though, But they should be.)

Just wanted to share my opinion, give kuddos to developers, and request those things added to the foundry :)
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Post edited by mleger on
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    sockmunkeysockmunkey Member Posts: 4,622 Arc User
    edited December 2013
    I disagree. I nearly injured myself due to facepalming repeatedly. Both Linkletters acted so frustratingly stupid. That I had to fight the urge to change sides and help the mad wizard instead.
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    reiwulfreiwulf Member Posts: 2,687 Arc User
    edited December 2013
    I enjoyed the quests a lot, it's one of the few questlines I don't skip while levelling new chars. :)
    2e2qwj6.jpg
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    syka08syka08 Member, Neverwinter Beta Users Posts: 0 Arc User
    edited December 2013
    As some of my friends jest when you first encounter them:

    Linkletter: "I could never raise my hand against my wife to fix this outbreak so that she can be medicated. I love her too much. But I'll pay YOU to do it. You're an adventurer after all. Quite official looking at that. Take my money and go beat my wife because I love her and can't do it myself."

    Us: ...wat ._.?


    ====
    But seriously, the story is good. I enjoy the voice acting and wish there were more canon quests that were as linear and interactive and as voice acted as this. But I can see why there are so many like this in the beginning (imo at least): to help snag new players.
    contents to be decided
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    imsmithyimsmithy Member Posts: 1,378 Arc User
    edited December 2013
    Like a lot of the lower level content more thought has gone into it , the same can be said for the lower level dungeons with traps and secret areas and hidden chests .
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    cdnbisoncdnbison Member, NW M9 Playtest Posts: 806 Arc User
    edited December 2013
    I don't know - a lot of people can't put their own pets down when needed. They know it needs to be done - but they can't inflict that on the animal. Dorothea *needs* to be brought under control - it's just that her husband can't bring himself to do what needs to be done.

    The rat merchant *is* a great little piece of dialogue, though. Whoever wrote that scene should get a raise.
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    syka08syka08 Member, Neverwinter Beta Users Posts: 0 Arc User
    edited December 2013
    cdnbison wrote: »
    I don't know - a lot of people can't put their own pets down when needed. They know it needs to be done - but they can't inflict that on the animal. Dorothea *needs* to be brought under control - it's just that her husband can't bring himself to do what needs to be done.

    True. I never did consider it that way.
    contents to be decided
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    eldartheldarth Member Posts: 4,494 Arc User
    edited December 2013
    macjae wrote: »
    Increasing the range of possibilities in the Foundry really should be a high priority.

    *cough* Feel free to "sign" below... *cough* :p
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    shiralacshiralac Member, NW M9 Playtest Posts: 139 Arc User
    edited December 2013
    sockmunkey wrote: »
    I disagree. I nearly injured myself due to facepalming repeatedly. Both Linkletters acted so frustratingly stupid. That I had to fight the urge to change sides and help the mad wizard instead.

    Although this quest had one of the best story lines, I totally agree with sockmunkeys sentiment.

    I hate...hate the linkletter quest. I just wanted both of them to die. I didn't want to help them at all. Then later in the game, helping them once again. *gags*

    I can't help but remember the books i read in my youth back in elementary schools that were "Choose your own adventure". These basically had parts in the story where you were given a choice on what action to do and turn to the refering page in order to read the outcome. Wish there was a choose your own adventure for the Linkletter quest, to kill them and the wizard.

    I felt the same about Wilfred at the start ofthe game, and how he just rushed into action only to get killed. I just wanted to heal him only to kill him. Thank you devs for allowing us to kill his resurrected body in the Horrors dungeon located in the Dread Ring .

    I hope in the mext module, we get to kill both Mr & Mrs Linkletter, give them a brutal and gruesome death.
    There is no such thing as Pleather Armor.
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    melodywhrmelodywhr Member Posts: 4,220 Arc User
    edited December 2013
    macjae wrote: »
    Saving their lives and letting them live as they are would be so much more cruel. If they die, they just get to go to some nice, cozy afterlife since they are goody-goodies. Keeping them alive and miserable causes them to suffer more. "Crying, Joseph? Life sucks? In constant spellplague-induced pain? GET USED TO IT. Whiny wimp." If we get to kill the Linkletters, I want to be able to trick them into selling their souls first, just so killing them isn't an act of mercy.

    man i hope the gods don't incorporate some spellplagued mechanic where your character has to go through weeks of spellplague treatment... this would be kind of awesome though because if you turned into a spellplagued version of yourself in pvp, you'd start attacking everybody and you wouldn't be able to control it.

    ooh the possibilities.

    it is a good quest, though... incorporating the spellplague and all. it was quite nice.
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    wolfsong84wolfsong84 Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Knight of the Feywild Users Posts: 0 Arc User
    edited December 2013
    melodywhr wrote: »
    man i hope the gods don't incorporate some spellplagued mechanic where your character has to go through weeks of spellplague treatment... this would be kind of awesome though because if you turned into a spellplagued version of yourself in pvp, you'd start attacking everybody and you wouldn't be able to control it.

    ooh the possibilities.

    it is a good quest, though... incorporating the spellplague and all. it was quite nice.

    Hahaha, I couldn't help but laugh when I envisioned this! +10!

    Can you imagine?

    >Team 1 enters the battlefield. Unbeknownst to the others, one of them is infected.
    >An epic battle ensues.
    >Suddenly, their infected teammate changes and begins attacking players on both sides indiscriminately.
    >The infected: " ****, sorry guys"
    >"wth man, you didn't tell us you were infected, wtf"

    Like an STD rofl
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    scififan78scififan78 Member Posts: 1,386 Arc User
    edited December 2013
    melodywhr wrote: »
    man i hope the gods don't incorporate some spellplagued mechanic where your character has to go through weeks of spellplague treatment... this would be kind of awesome though because if you turned into a spellplagued version of yourself in pvp, you'd start attacking everybody and you wouldn't be able to control it.

    ooh the possibilities.

    it is a good quest, though... incorporating the spellplague and all. it was quite nice.

    Get them to talk to the ST team. They have a mechanic that allows your character to be assimilated by the Borg and you start attacking your teammates. They could do this in the dungeons if you fight spellplagued baddies.
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    kirkcaldykirkcaldy Member Posts: 166 Arc User
    edited December 2013
    I agree with not liking the Linkleter quests.
    That females voice does my head in,
    so moany and "oh Joseph" stuff.
    Also when you escort her, you get attacked by mobs,
    nearly got the mobs done and then she is beating the snot out of you. :confused:

    As for linkletter, what can I say, :rolleyes:
    his voice gets so annoying also.
    He doesn't do what Knox says and charges off by himself,
    into the Plague tower."Oh hells".
    Then surprise,surprise, " it was a trap ",
    well how unexpected, I don't think.

    If it was up to me, I would leave the two of them, to get done in by Razzad :p

    .
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    charononuscharononus Member Posts: 5,715 Arc User
    edited December 2013
    macjae wrote: »
    Saving their lives and letting them live as they are would be so much more cruel. If they die, they just get to go to some nice, cozy afterlife since they are goody-goodies. Keeping them alive and miserable causes them to suffer more. "Crying, Joseph? Life sucks? In constant spellplague-induced pain? GET USED TO IT. Whiny wimp." If we get to kill the Linkletters, I want to be able to trick them into selling their souls first, just so killing them isn't an act of mercy.

    How about we get them to forsake the gods in hatred then kill them so they get stuck in the wall?
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    knightfalzknightfalz Member Posts: 1,261 Arc User
    edited December 2013
    I like the Linkletter quests because they offer some sense of continuity that wasn't much present elsewhere, until the Dread Ring starts trying to tie your previous actions into more of a whole as opposed to a series of discrete events. It gave me the chance to see just what happened to some of the people I helped out earlier on, when their fate was uncertain for a time.
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    knightfalzknightfalz Member Posts: 1,261 Arc User
    edited December 2013
    macjae wrote: »
    Keeping them alive and miserable causes them to suffer more.

    For many people, that's what life is. Suffering until they die. And yet so many in that position cling to life at any cost, despite living in a state that would crush those with weaker will and determination.

    It's not the path a whiny wimp would normally choose to walk along. It seems in this particular fictional instance Joseph is the lesser of the two, as he seems to have less will and determination than his wife.
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    reiwulfreiwulf Member Posts: 2,687 Arc User
    edited December 2013
    I don't get why some people hate them so much, they seem prety loveable to me.
    Wife is spellscarred, her husband doesn't want to give up on her, so he hides her, they are later both tricked by a Wizard to give her to him to be cured, then he finds out it's a trap and decided to rescue her, but everything goes wrong and he ends up as a monster. Why would people hate them? :(
    2e2qwj6.jpg
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    sockmunkeysockmunkey Member Posts: 4,622 Arc User
    edited December 2013
    reiwulf wrote: »
    I don't get why some people hate them so much, they seem prety loveable to me.
    Wife is spellscarred, her husband doesn't want to give up on her, so he hides her, they are later both tricked by a Wizard to give her to him to be cured, then he finds out it's a trap and decided to rescue her, but everything goes wrong and he ends up as a monster. Why would people hate them? :(

    I can almost forgive the insanity of the Dorathia escort mission. The mindless determination to follow you into conflict only to freak out because of it, each and every time. I can forgive it due to limitations in AI, programming, and the like. I can even give her a little slack due to being a normal person thrust into a really unusual and frightening situation. Its annoying and infuriating, but I can almost understand it.

    Josef on the other hand, has no excuse. Military trained, survived the horrors of the initial invasion by Valindra. Takes the time to wait, to gather up a strong military force to deal with Razaad. And when that force actually starts clearing the trash. He then decides things are moving to slowly. So he rushes off solo, with all to predictable results. Why even wait at all then? Why in bother to call in favors if he wont even make use of them?

    It just feels forced and disjointed. A problem created solely to, once again, put the player into the role of savior. It would of been far more entertaining to either go in with Joseph right from the sewer escape. Or to go in with the full team and FINALLY see that Neverwinter has more heroes then just yourself. I would of loved to of seen Knox in action. It would of given me, as a player, more investment to take instructions and orders from this guy. If I was also made aware of the parts he was also playing, in the over all scheme of things. As it is, we only see a tiny bit of it in the opening cinematic and at the very end, in the Dread ring.

    The whole quest while a decent story. Also seems like a missed opportunity to expand the overall story to something over and above the player. Instead, we get characters that could of been interesting and important. Forced into being stupid, simply for the sake of continuing to elevate the player.
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    pitshadepitshade Member Posts: 5,665 Arc User
    edited December 2013
    My only real complaint with the questline is the escort mission with the gates that only open when Dorothea approaches. That part is just way too contrived, especially at the end where the put several strong mobs just on the other side of the gate. And of course, they also put skill nodes along the way to tempt you into slowing down.

    The final boss was a bit of a shock on my first solo playthrough. Before that, all the bosses were pretty much wimpy, but "Mr. Lumpy" as I always think of him, hits pretty hard and I'm pretty sure he's the first one that's control immune. Even if he does snivel a bit at the end.

    There's a fair amount of continuity in the questline though. This quest, the Tower District and Helm's Hold lead to the Chasm. There's a line in Blackdagger Ruins that won't mean anything to anyone who hasn't played through Helm's Hold on another character. Of course the latest module is pretty good for bringing back old characters. Captain Zimmer, Thalos Oathbreaker... I just wish they brought back Old Lenn.
    "We have always been at war with Dread Vault" ~ Little Brother
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    bioshrikebioshrike Member, NW M9 Playtest Posts: 4,729 Arc User
    edited December 2013
    The only problem I had with the whole Linkletter quest chain is that it's inconsistent - when guiding her through the sewers, if Dorothea changes, she'll attack you too. Once on the surface, she changes, you can't stop it, but now she's your ally and won't attack you. In Rhazzad's tower, she doesn't change at all, and doesn't even try to fight Rhazzad one bit. When Josef changes, he's completely under Rhazzad's control, and tries to attack you. Later, when you encounter them in the Chasm, Dorothea seems stable, and Josef is stuck in his monster form, and you don't actually see him do anything. While the other Scar Company members seem disfigured, none of them appear inhuman - yet they seem to actually be carrying out their duty in some form... Josef apparently can wander off to contemplate his navel on some cliff somewhere...
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    charononuscharononus Member Posts: 5,715 Arc User
    edited December 2013
    sockmunkey wrote: »
    I would of loved to of seen Knox in action. It would of given me, as a player, more investment to take instructions and orders from this guy. If I was also made aware of the parts he was also playing, in the over all scheme of things. As it is, we only see a tiny bit of it in the opening cinematic and at the very end, in the Dread ring.
    Knox kicking ____ in a long quest and even saving you would be a great idea for future content from cryptic. Knox reminds me of Samuel Jackson as Nick Fury in the Avengers, he needs a big highlight as that kind of concept.
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    knightfalzknightfalz Member Posts: 1,261 Arc User
    edited December 2013
    bioshrike wrote: »
    The only problem I had with the whole Linkletter quest chain is that it's inconsistent - when guiding her through the sewers, if Dorothea changes, she'll attack you too. Once on the surface, she changes, you can't stop it, but now she's your ally and won't attack you. In Rhazzad's tower, she doesn't change at all, and doesn't even try to fight Rhazzad one bit. When Josef changes, he's completely under Rhazzad's control, and tries to attack you. Later, when you encounter them in the Chasm, Dorothea seems stable, and Josef is stuck in his monster form, and you don't actually see him do anything. While the other Scar Company members seem disfigured, none of them appear inhuman - yet they seem to actually be carrying out their duty in some form... Josef apparently can wander off to contemplate his navel on some cliff somewhere...

    The whole transformation of Dorothea bit is pretty inconsistent.

    For Josef, one could argue his transformation is more extreme due to the wizard forcing it as opposed to the way other plaguechanged are transformed. They do mention him going on missions, including suicidal ones, but I imagine even members of Scar Company aren't on duty all the time, so perhaps he was on downtime when he was contemplating his intended suicide.
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    runebanerunebane Member Posts: 0 Arc User
    edited December 2013
    bioshrike wrote: »
    While the other Scar Company members seem disfigured, none of them appear inhuman - yet they seem to actually be carrying out their duty in some form... Josef apparently can wander off to contemplate his navel on some cliff somewhere...

    Joseph had his spellscar inflicted on him by Rhazzad's experiment. I'm sure whatever Rhazzad did to him accelerated his condition. Its seems to be a pretty chaotic 'illness' to begin with. Him contemplating suicide away from the rest seemed pretty noble to me. He said he felt he was about to change over. Being the big hulking monster that he was, I think most wouldn't want to have him around when he lost the rest of his humanity. And I'm sure he wouldn't want to risk hurting Dorothea.
    Halgarth's Legacy - NWS-DSTGFZHFR
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    lobo0084lobo0084 Member, Neverwinter Beta Users Posts: 663 Bounty Hunter
    edited December 2013
    These quests continue in the Chasm, in case that hasn't been noted.



    I agree with the overall appeal of these quests. More thought in layout, map design, secrets, chest placement, side encounters, and story ... it's a very appealing quest, and one of my favorites.

    My absolute favorite in the game is simply too short, and that's the one about the lich in Neverdeath graveyard.
    "Every adventurer has two things in common: they don't like dying, and they love getting paid. The rest is just semantics." Brecken, famed mercenary of Baldur's Gate

    "D*mn wizards," said Morik the Rogue.

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    blickfreridblickfrerid Member Posts: 1 Arc User
    edited December 2013
    what will hanpend if you save your simril and the event is over will it be save in your inventory and could you trade your simril and star of fortune
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    rortierortie Member Posts: 178 Bounty Hunter
    edited December 2013
    It's quite an indictment of other quests if these flawed ones are consider among the best in NW!
    [SIGPIC][/SIGPIC]
    "Young people....." - Erik Lehnsherr
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    lordfuzunlordfuzun Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Knight of the Feywild Users Posts: 54
    edited December 2013
    kirkcaldy wrote: »
    I agree with not liking the Linkleter quests.
    That females voice does my head in,
    so moany and "oh Joseph" stuff.

    [shieking]Why, Gods? Why??!?[/shierking]
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    lordfuzunlordfuzun Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Knight of the Feywild Users Posts: 54
    edited December 2013
    pitshade wrote: »
    My only real complaint with the questline is the escort mission with the gates that only open when Dorothea approaches. That part is just way too contrived, especially at the end where the put several strong mobs just on the other side of the gate. And of course, they also put skill nodes along the way to tempt you into slowing down.

    The final boss was a bit of a shock on my first solo playthrough. Before that, all the bosses were pretty much wimpy, but "Mr. Lumpy" as I always think of him, hits pretty hard and I'm pretty sure he's the first one that's control immune. Even if he does snivel a bit at the end.

    There's a fair amount of continuity in the questline though. This quest, the Tower District and Helm's Hold lead to the Chasm. There's a line in Blackdagger Ruins that won't mean anything to anyone who hasn't played through Helm's Hold on another character. Of course the latest module is pretty good for bringing back old characters. Captain Zimmer, Thalos Oathbreaker... I just wish they brought back Old Lenn.
    bioshrike wrote: »
    The only problem I had with the whole Linkletter quest chain is that it's inconsistent - when guiding her through the sewers, if Dorothea changes, she'll attack you too. Once on the surface, she changes, you can't stop it, but now she's your ally and won't attack you. In Rhazzad's tower, she doesn't change at all, and doesn't even try to fight Rhazzad one bit. When Josef changes, he's completely under Rhazzad's control, and tries to attack you. Later, when you encounter them in the Chasm, Dorothea seems stable, and Josef is stuck in his monster form, and you don't actually see him do anything. While the other Scar Company members seem disfigured, none of them appear inhuman - yet they seem to actually be carrying out their duty in some form... Josef apparently can wander off to contemplate his navel on some cliff somewhere...

    The behaviors (and the writing) can easily by a human foible: obessession. Linkletter's is with getting revenge on Rahzard. He think he justs want to bring him in, but he really wants to see him pay for his view of using and killing his wife. When events go towards his goal he seems rational. Even when he's clearing the sewer tunnels after the tower explosion, he thinks he going it for the survivors. But it's really getting rid of things between him and Rahzard. When he reaches the tower with your and Knox's company, se seems rational still. But after the trap and Knox making the decision to secure the area, Josef see's that Rahzard may be getting away. He goes off on this own dispite the irrationality of it. He's obsessed with getting Rahzard.

    Dorethea's inconsistent actions are explained by obsession as well. It's a trope that people afflicted with mind altering affliction like lycanthropy. They don't have any control when they are changed. But when confronted by someone they love alone or in danger, the afflicted's affection for the loved one gives them a measure of control. They don't attack the loved one, or they only attack the things endangering their loved one.

    Dorethea sees her husband attacked by bandits. She get's anger and proctective. She finds the strength to trigger and control the change. She proceeds to beat the snot out of the bandits before being overcome. Controlling the change was too taxing on her mind and body.
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