Would anyone like an added feature to the Pantheon quest system? For example your traveling stumble upon a quest, you then seek out the quest and after completing the quest objectives your given a choice. I'll simplify for easier explanation on my part.
1 Return the lost spouse to the grieving wife unharmed and receive good alignment points
2 Return the severed head for evil alignment points
3 some neutral turn in
Through questing and other objectives your alignment will determine what other types of abilities / spells you will be able to seek out for even further character customization.
Perhaps a silly idea, but wouldn't seem to hard to implement and would be a cool feature in my opinion.
Comments
I want stuff that makes sense,then i am ok with it.I wouldn't even mind if it was a surprise,like perhaps you complete the quest "i hope they feel like quests and not just fetch me crap"and start giving the NPC items to see how he responds.However it then borderlines on simple anyhow as the item loot table would only be so big,so not like there is any real thinking involved,just try 2/3/4 items and something will stick.
I would rather see and this would be difficult but rather see a randomization of orders and NO hand holding but hints laid out in the conversation/s.
So using an example you have to go find the head of an animal that killed the Princess.Well which animal and is it an animal or some creature or fairy or human,where are they,all can be found via google which is typically what dumbs down quests.So after enough people have done the quest ,they simply google the possibilities and then grrr quest is boring crap.However if that goal is randomized as well the npc's you need to target and find then it becomes more a learning process,learn the npc's by talking to them to see what they say like or do,learn the npc creatures habitats and tendencies to again learn from clues.
What i am basically talking about in simplified table form is what that Storybricks was trying to do.The depth of the quests would depend on how many sections you create in the sub programs/table/menus.
Never forget 3 mile Island and never trust a government official or company spokesman.
Example perhaps some secret ,hidden form of large favor could be gained and using my last example it can be randomized.In this example i will point to something FFXI did and that is you could trade an item to a npc that was fighting in Campaigns battles.The item would favor the npc so that it might actually join the battles with you or it might unleash a powerful creature to also aid in battle.The item could be totally random but again through conversation or similar the item would "make sense" so as to not have to just randomly try 2500 items.
Never forget 3 mile Island and never trust a government official or company spokesman.
As is or was done in for example the EQ series,it is pretty lame imo.The ONLY reason a group was needed was to kill usually a boss at some point or two.I don't want to turn a game into nothing more than Boss runs for quests and loot.
Yes i like a variant of all options,example i am thinking of when we had to fight those skeletons outside that castle in Nektolos forest ,one was a Boss but they were free roaming in and out of the castle along the roadway.That is good stuff but not all the time,example now thinking of how we had to kill nothing but bosses in that one series of heritage i think was out in main starting area outside Freeport.Captain VrakKna or whatever they were named,we had to kill like 8 or so then eventually end up needing an Alliance to fight in the Commonlands instance.
Why the instance part was just bad and often bad in most EQ type fights was because the AI was leashed,all the mobs were on the exact same Ai,that bothered me a lot then and into Vanguard,i hate that fake looking AI.
So i just hope Brad sticks to his word,all that i ask is things "make sense"leashed AI does NOT make sense.Boss instances does NOT make sense for a MMO.EVERYTHING should allow others to help if they want,it should feel like an open real world and not a bunch of instances.
Never forget 3 mile Island and never trust a government official or company spokesman.
YES, I agree with this.
Faction should be a major driving point of quests, and not limited to just a handful of options.
How a character lives his life should have consequences at all levels of play.
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