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Quest suggestion
Posted: Sun Oct 20, 2013 11:16 am
by Nymphea
Since Dante asked about preffered mob-type for quest, I started to think about it.
Mostly people are there for loot and fun and so on; I've come across an idea about quests:
Should we make them more like a treasure hunt. If I elaborate, having series of puzzles and enigmas through town, whole world map, which players would then need to dechipher to allow them to proceed. Those posts where you would get the next hint can be a puzzle (as suggested), a mob to kill etc.
Groups would need to be formed at the start point and the group who finishes first, could get a 'special item prize' or not.
With this arrangements everyone would get some fair share loot (every group would need to kill same ammount of mobs to proceed the quest) and everyone would get same share of fun.
Re: Quest suggestion
Posted: Sun Oct 20, 2013 12:30 pm
by Glarundis
there have been quests like this before. i personally like them, but we don't necessarily have to make them all like that
a big big bonus is that you are in your group and with like 5 or 6 ppl it's not as messy as with 20 where it's quite irrelevant to do something or not (almost always)
Re: Quest suggestion
Posted: Sun Oct 20, 2013 3:30 pm
by Darian Darkmind
There used to be this special quest once me and Talerco ended. It had been activated since almost the first days of Pangaea, but no one had ever finished it - or discovered it. There were, maybe still are those sacred silver chests in the crypts of Yew, but no matter what you did, you could not find your way in to them. Getting them was a lot harder than we thought as it was no normal quest, it was just following one tiny hint to another. After many, many hours and hitting our heads to the wall, we eventually got to them and found a full spell book (which I guess had been very expensive in the beginning), some rare reagents, "bag of bones" that summoned a bunch of skeletons, magic snograz viking sword and magic onyx halberd - both were crap, but I guess those too had been awesome during the first days though. There was, maybe still is, one door locked in the crypts that leads to a room with special coloured stone tables. Still to this very day I've never discovered how to get there even when we found lots of secret levers all around the world. Maybe there's something nice there.
There's been other quests like that (books in library etc) which have never been announced and instead have required the players to realize and find them. One good one was the secret library of Moonglow which I'm sure many visited. I think it was made when Ovinnik reached ancient status, but it too was never announced and people had to discover it themselves. Nox sometimes used it as a hideout during manhunts :) Apparently there were more similar kind of secret libraries and places people just never found.
Re: Quest suggestion
Posted: Sun Oct 20, 2013 3:39 pm
by Glarundis
well, if the staff could assure people that "weird things" and locked down items on dungeons mean those kind of quests, ppl could perhaps dig into them.
sometimes i see strange things on dungeons, even locked down books but i end up not bothering with them since i have no idea if it's meant to lead to something or not
i remember once something about a shrine or something next to glow library
Re: Quest suggestion
Posted: Sun Oct 20, 2013 3:54 pm
by Elsabet
Darian Darkmind wrote:There used to be this special quest once me and Talerco ended. It had been activated since almost the first days of Pangaea, but no one had ever finished it - or discovered it. There were, maybe still are those sacred silver chests in the crypts of Yew, but no matter what you did, you could not find your way in to them. Getting them was a lot harder than we thought as it was no normal quest
Darion that sounds really interesting! I like this because it gives you something to discover through exploration and a reward for problem solving instead of monster bashing. Congratulations on finding that treasure, it sounds like a thrill
Re: Quest suggestion
Posted: Sun Oct 20, 2013 4:00 pm
by Darian Darkmind
Glarundis wrote:well, if the staff could assure people that "weird things" and locked down items on dungeons mean those kind of quests, ppl could perhaps dig into them.
sometimes i see strange things on dungeons, even locked down books but i end up not bothering with them since i have no idea if it's meant to lead to something or not
i remember once something about a shrine or something next to glow library
Well yeah that's the problem. You can't tell whether an item is a on-going quest, an old quest or a random RP object. Maybe, once you find something out of ordinary, you could take the knowledge to some some museum of ancient relics and some expert there will tell you whether its an old, already finished quest or something worth pursuing. Basically, write an RP story and a GM will reply as an expert?
Re: Quest suggestion
Posted: Sun Oct 20, 2013 4:10 pm
by Arden Darkfall
Darian Darkmind wrote:Glarundis wrote:well, if the staff could assure people that "weird things" and locked down items on dungeons mean those kind of quests, ppl could perhaps dig into them.
sometimes i see strange things on dungeons, even locked down books but i end up not bothering with them since i have no idea if it's meant to lead to something or not
i remember once something about a shrine or something next to glow library
Well yeah that's the problem. You can't tell whether an item is a on-going quest, an old quest or a random RP object. Maybe, once you find something out of ordinary, you could take the knowledge to some some museum of ancient relics and some expert there will tell you whether its an old, already finished quest or something worth pursuing. Basically, write an RP story and a GM will reply as an expert?
Or add a name code to the item, something like a prefix that would be identified with a certain quest (there could be more than one active, and that way you know which one you're following).
Re: Quest suggestion
Posted: Sun Oct 20, 2013 4:11 pm
by Dante
I will endeavor to improve exploration and rewards.
It's coming up with the custom content that's difficult.
Whether it's easter eggs like RP items or references, to magic weapons of ores, full codex's etc.. who knows?
Re: Quest suggestion
Posted: Sun Oct 20, 2013 4:24 pm
by Elsabet
Perhaps you could build a little exploration event as a sideline to your main quests...for example. The attack on Cove. While the defenders were busy fighting, a group of enemy scouts infiltrated the Cove bank and cleaned it out. One of the townsfolk had a priceless family heirloom stored in the vault and that got taken also.
While trying to escape from the bank heist, the scouts got cornered and had just barely enough time to stash their stolen loot in a cave....before they got killed by a *something-or-other* that calls that cave home! Now said nasty critter, takes the loot and hides it even deeper in it's lair..but it's not too bright and left some clues behind.
Re: Quest suggestion
Posted: Wed Oct 23, 2013 11:49 am
by Iktomi
There are at least two outstanding world quests that I've launched (although I should check up on them and make sure nothing has gone weird).