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Quest to Quests

DeliaszDeliasz Member, Braver of Worlds, Kickstarter, Alpha One
edited April 2022 in General Discussion
Hello Team and the community.
If there was a topic 90% similar to this one please point to it.

I’m going to try to make it as short and as informative as possible.
I would like to state that I’ve never worked with quest/quest trees etc. Also, I will not try to use any current info from the lore in that discussion.
This is just my mind talking to me every time I feel like jumping into a different world.

OK, let’s start.
Quests are the cornerstone of the storyline and how we immerse into the digital/fantasy world, but for many people they are nuance and just skip, if possible, to get an item and reward. Many times, I would do the same but sometimes I will read some of them. It all depends on the narrative and overall style of how those stories are delivered by the quest system.
Obviously, players need to perform them to gain rewards and knowledge. For many is only the first while for a few both.
I totally agree with Steven about the Risk vs Reward system and for some S lass quest, you would need to shave your head and run naked 😉
Now the main topic is what I think about quests in games and what can be done to let people really try stuff.
Normal Quest – Quest will provide basic information within the current region and helps with some basic rewards and lore information.
Normal Special Quest – As above but there is a random spawn for either item or NPC to start the quest leading to a chain quest to obtain more lore and better rewards within the region.
Special Quest – Quest is only unlocked after the user performs some specific tasks not asked before by any other NPC. For example, chopping 500 trees, killing 200 mobs during nighttime, named it. Something which is not known for the player’s base. The moment user performs those tasks she/he will be informed about NPC to return it. Rewards for it would be again unique to the other rewards. Special skin, special title, special furniture, etc.
Unique Chain Quests – those quests would be only available when the user completes all quests in the region, and it will be chained to some lore and special rewards.
Main Story Quests – this is self-explanatory
Epic/Legendary Quests – Super long-chain quests which are a mix of solo and party tasks. Very demanding with time and skill. God level rewards

Now, with that said it would be great to see a system that generates random events/quests when we see changes in the region/power struggle. Also, there should be a quest with a high RvR system when you can have a penalty for not doing the quest.
To not get a reward is not a penalty.
In the end, it all must be tied closely to the Lore narrative and to what players are doing.

Thank you for your time.


Time goes fast. Time is a speed freak :D

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    CawwCaww Member
    Such a comprehensive quest system may need to wait for the PvX node/guild/siege game play to be fully developed first.
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    DeliaszDeliasz Member, Braver of Worlds, Kickstarter, Alpha One
    Caww wrote: »
    Such a comprehensive quest system may need to wait for the PvX node/guild/siege game play to be fully developed first.

    At some stage I do agree with you. Unfortunately for me I'm still swimming on the kickstarter video boat. I do believe in the idea. The quest system could be on the same level of innovation as the current character creator.
    Time goes fast. Time is a speed freak :D
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    DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One
    edited April 2022
    Thankfully, we have Ombwah as a Senior Quest Designer (among others).
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