Howdy, Stranger!

It looks like you're new here. If you want to get involved, click one of these buttons!

a new type of dynamic quest

TheutusTheutus Member UncommonPosts: 636
So I was thinking how cool would it be if you and a few of your friends were wandering around the outskirts of an enemy territory, when You Happen Upon An Npc Farm. You Proceed To Raze The Farm, Salvaging Supplies For Later Use By Your Realms Crafters. Meanwhile, An Enemy Group Within A Certain Radius Has A Wounded Npc Approach Them Begging For Help From Raiders, And Proceeds To Lead Them Back To The Other Group Who Is Dismantling The Farm. Epic Battle Ensues, Victor KeepsThe Spoils.

Sorry For The Caps... My Phone Auto Does This And It Became Tedious Fixing It.

The Above Event Would Need To Occur In Random Locations At Random Times When Enemy Groups Are Within Range Of Each Other.

Comments

  • DaizeddDaizedd Member Posts: 142

    Dunno if that is easily implementable, but its a pretty damn cool idea. I just would not really call it a dynamic or public quest as its nothing like what people see as public quests. I'd say more quests generated by enemy activity... enemy generated quests.

    As to quests in general. Its my opinion that asides from generated quests like the above, I think it would be a good idea to have a smallish set of quests in the game despite there being no PvE leveling. They would mostly serve to help players get introduced to the game. This is important because there are some pretty radical concepts in CU. Thinking back to DAoC, several quests lead into RvR territory. I think it might be interesting to have quests that did the same. These might even be class quests whose final reward was a class ability, or class specialisation if we have those in CU.

    image
  • meddyckmeddyck Member UncommonPosts: 1,282
    This type of quest isn't really needed. Killing enemies will earn you xp or realm points or something similar. Farms, should they exist, will have some kind of strategic value. When the enemy group notices your group assaulting the farm, they will go to stop you because you will be worth xp and stopping you will benefit their realm.

    DAOC Live (inactive): R11 Cleric R11 Druid R11 Minstrel R9 Eldritch R6 Sorc R6 Scout R6 Healer

  • TumblebutzTumblebutz Member UncommonPosts: 322

    A similar thought has been discussed in this thread:

    http://www.mmorpg.com/discussion2.cfm/thread/384615/How-will-the-economy-work.html

    A kind of NPC initiated RvR event, where realm specific NPCs (i.e. Vikings or Celts) could attack and secure a resource node.  Notification would be sent to all three realms ("Attention!  Vikings have captured a mine in the Northern Woods!) thus inviting a battle for the mine.

    These wouldn't be regularly scheduled, but might only occur when RvR activity is low in a specific area or realm.

    Without PvE farming, I'm unsure how necessary this type of event might be... but it may serve to spread out the RvR a bit.

    Emeryc Eightdrakes - Ranger of DragonMyst Keep - Percival

    RED IS DEAD!

  • Soki123Soki123 Member RarePosts: 2,558
    I personally don t think this stuff is needed. I like the ebb and flow of battle without scripted anything. Let the battles happen, when they happen, where ever that may be.
  • ShakyMoShakyMo Member CommonPosts: 7,207
    This stuff sounded cool during the gw2 hype train

    Didn't work out quite the same in practice.

    My take, the less complicated the rules and framework the better. Have simple systems with lots of leeway for player created complexity and emergent gameplay. Don't design the gameplay for players by telling story at them through quests or pqs or whatever, let players make their own stories
  • ShakyMoShakyMo Member CommonPosts: 7,207
    What might work is occasional very random loans of stuff, thinking like the cowboy in planetside.

    E.g. you get a notification in chat of "veil emmisary spotted near fort nutwangle", whoever kills him first gets a bit of loot and a realm bonus for their side.
  • HoliceHolice Member UncommonPosts: 116

    The biggest issue with cause and effect quests is that if no one causes the issue, the effect never happens. What that boils down to is, do the developers take the time to create quests and events that have a chance at happening so rarely it was a bad investment in time?

    In the ideal world, with unlimited devs and time, any quest is a good quest. But in reality, they need to focus on the most important aspects at all times, which changes over the life of a game. So if it turns out that the rewards are not worth it, no one will farm the farm.  And thus the other side will never get the quest npc begging for help. If the rewards are too good, then people may abuse it and just allow back and forth swaps to maximize games, similar to keep flipping in other games. 

Sign In or Register to comment.