View Full Version : List of significant quests
Aeneas
05-07-2007, 07:05 AM
for below level 20? It seems like all i've gotten are "run around and talk to people" or "kill 10 of this enemy who is significantly below your level" type. Am I missing significant quests?
G40st
05-07-2007, 08:01 AM
for below level 20? It seems like all i've gotten are "run around and talk to people" or "kill 10 of this enemy who is significantly below your level" type. Am I missing significant quests?
First of all can you tell what realm you are in so it gets easier for us to help you?
Aeneas
05-07-2007, 04:12 PM
First of all can you tell what realm you are in so it gets easier for us to help you?
Ha, sorry. Ignis
G40st
05-07-2007, 08:48 PM
Ha, sorry. Ignis
No Problem :)
I don't think you are missing any important quests, most quest in any realm is just run and talk to this person and kill this many enemies.
The quests are kind of boring and way to easy for you level i agree, but free money and XP are enough for me to do them :naughty:
Plus that i've not found any quests after lvl 20 so i don't know if they are anymore quests after lvl 20. I hope that NGD will ad some more quests after lvl 20.
Rayge
05-08-2007, 04:09 PM
Ignis should have a new round of quests added. They are primarily the side quests but their should be quests for every town and level. The epic story line is being added currently. Our current focus for quests was to work with the quest system that is currently in place, add quests in to fill in the problem with missing quests after level 20, and to introduce the epic storyline. We are planning on evolving the quest system to offer more variety of interaction in questing. If you have suggestions, I'd be interested in knowing them, as we have been forming a wish list of sorts to form a plan for development when our resources free up from the current development.
lvviera
05-08-2007, 04:43 PM
hi, is there a thread for this wish list?
my two cents...
-Group quests: that if taken in a group and completed in the same group gime more reward per player than doing it alone (and more dificult the more players in the group)
-Someone suggested a timer: I think it would be interesting, but only after the "walk like Michael Jackson" bug is solved (it takes a long time to get anywere)
-The quest that give items should appear only once per player, but the quests that only give XP-Gold should be possible to do as long as one wishes (some players have money trouble)
-Non-linear quests: different rewards for different choice (different story, or kill diferent monster, or talk to this npc instead of this other one, items rewarded for the type of character...)
That's all I can think of now.
Rayge
05-08-2007, 10:06 PM
Hi lvviera ... alot of good ideas, I am noting for consideration. A couple thoughts ...
More group quests: Agreed. Group quests are fun and can be more interesting.
Timed quests: We don't have this built into the quest system yet but we can discuss the idea and see what options it would open for various quests. The only way to get from one place to another faster right now will be by horse.
Quests for gold: That is an idea we can look to work in but the one thing I would look to avoid is considering job quests adding to the overall number of quests completed. I will talk to the others working on quests and see what they think about maybe monthly job quests for various levels that will give more opportunity to make money. Thanks for the suggestion.
Non-linear quests: I understand what you are looking for and all I can say is there is alot of discussion on what can be developed to allow for more creative questing. We are definitely going to be creating more quests that are storyline driven. These could be part of the epic storyline or simply be a chain of 15 quests that are an independant story line.We can also look to add more group quests and job quests.
Thanks for the feedback.
Wyatt
05-08-2007, 10:12 PM
i have a idea
can quest be determined by the player behavior in the realm.. most like the character makes his own story line and he gets quest that no one can.
or lets say he kills a ignis tailor or something and someone saw him do it and report it to who know the ignis guards or something.. so they make a quest to catch the murderer and etc.
making your own future as a player sounds fun.
Melusyne
05-09-2007, 01:03 AM
There could be a few events or quest involvings forts and/or castle :
This would of course be only possible in group, but i think i could be quite fun to have that sort of thing :
- Capture Fort "xxx" ! (pretty easy for a group)
- Take and hold Fort "xxx" for y min ! (quite harder.. in particular if the guards spawn / lvl is influenced when the fort's capture lauch the quest timer )
- Wipe out "xxx" realm : capture all it's forts and its castle at the same time !
To add interest this would be more fun when people from the others realms are playing with : that's why it may be easyer to plan it as an event more than a quest.
This could only be realisable by great groups of player collaborating, which is pretty fun !
Just think at the huge battle in Fort Samal two days ago, which involved more than ? 30 ? player from each realms (yes, the 3 realms were there) and that was at least 2 hours long... an Admin archer kept running from a group to another, so you can ask him, it was something !
Regards
Blezzed
05-10-2007, 04:02 PM
I always liked the idea of reputation based quest systems myself. In the beginning, offer 3-9 quests... all of them change your reputation. You could have a quest to help someone(Good), a quest to kill neutral things(Neutral), and a quest to steal something from a good someone(Evil). As you level up, if you do all the quests available to you, you would stay mostly neutral.. but by staying neutral, you could not get the high end quests for the really good or the really evil.. So you could actually run 3 different story lines based on rep. :) Slightly different rep in any direction, and you could actually add or remove things to from any given story line.
You could also add rep to the different mobs throughout the kingdom.. So people actually have to pay attention to what they are grinding on for rep.. Or so people could go grind a certain type of mob to fix their rep to get some of the other quests.. By doing it this way, you could actually allow decent rewards at higher levels from the really good quests, or really evil quests that are completely different.. You could also have certain vendors in game not deal with you unless you have a certain rep.. This can be annoying, but it does add something to game play..
This is a nice little game, and I love the fact that for such a nice game, it has a Linux client. :) So a big A+ for you guys!
The other thing I would love to see in a MMORPG is a world that actually has some adventure.. Not just from mobs, but from climbing a mountain.. Or being able to scout an area by climbing a tree and looking around.. Or how about a MMORPG that has a use for some oil, torches, or lanterns? Or maybe a 50' piece of rope? In any adventure I ever played in D&D, the better DMs always made sure you actually needed to be well equipped just to get to where you wanted to kill things.
Or how about some Trade Runs? You know, having a bunch of raw materials sold in each town that you can buy up, load on a wagon or mule or whatever and take to another town to sell for more money to make a profit? I mean, if I am helping the farmers in a town on my quests, why couldn't I be introduced to a trade run to another town to help them make more money? If I am helping the wood cutter in this town, why could I not be running his arrows and ax handles and whatnot to the next town to sell them? The front lines towns near the PVP would of course be where the real money is at for Trade runs, cause they would always be in short supply of food and weapons, but other towns might need some things also. And if you did this, you could actually make it so if someone killed you while you were on a trade run, they could steal your mule or your wagon, making it beneficial to do caravans. You could actually develop a whole economy based on players running raw materials from town to town.. And make quests that relate to said economy..
Just some thoughts about what I would love to see.:D
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