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Guildquests (i'm here again but more thought out this time)


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Poll: Do you think Fallensword could use these kind of quests? (38 member(s) have cast votes)

Do you think Fallensword could use these kind of quests?

  1. Yes, definatly guildquests are necessary (44 votes [69.84%])

    Percentage of vote: 69.84%

  2. Yes, guildquests should be a good add-on but this needs modifications (15 votes [23.81%])

    Percentage of vote: 23.81%

  3. No, guildquests don't add a new aspect to the game (4 votes [6.35%])

    Percentage of vote: 6.35%

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#1 Prezze

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Posted 10 August 2008 - 16:36

Guildquests
Idea of guildquests: getting an entire guild involved in helping each other.

These guildquests take place over all the realms in the game
(note they depend on the level of your guild so that a guild consisting mainly out of lower level’s doesn’t need to have access to a high level realm)
.

Too involve the gods of the temples more into the game, I put them as the ideal solution in a way to give the quests and the rewards.
(See example, do note these storylines and texts I leave entirely in the hands of the devs, I just gave an example of how it could be)


How do these quests work?
• Each guild can do a select number of guildquests per week (i’d say max 2)
• The founder can only initiate these quests.
• The founder receives the option to choose from 2 quests.
Quest 1 and Quest 2 (with only the name of the quest next to it), these names also hold no link to the possible reward the quest gives.
• The quests are all in stages, they consist of multiple things that need to be done before a reward is given.
• After the quest has been choosen (based upon the name). You get the first part of the quest (every part is randomly generated in what needs to be done, with keeping in my your guildlevel).
• After completing the first part of the quest, you receive te next part of it (randomly generated in what needs to be done).
• I’d say a max of 3 stages for an entire guildquest, each stage should be harder then the previous one or more time consuming.
• Quests without a timelimit that are thought to be too hard can be cancelled by the guildfounder. However the number of guildquests drop after accepting a quest, cancelling a guildquest does mean loosing one possible guildquest for that week

Type of possible quests
• Collect [number of items] [itemname] (don’t have to be new items, all items can be used that already exist)
• Collect [number of items] [itemname] within [time] hours
• Kill [number of creatures] [name of creature]
• Kill [number of creatures] [name of creature] within [time] hours
• Kill [number of elites] [name of elite]
• Kill [number of elites] [name of elite] within [time] hours (keep in mind the respawn rate of elites for the timeframe they have to be killed)
• Kill [number of superelites] [name of superelite] (keep in mind this has to be based upon guildlevel, guilds with really low levels never should get this as a possible quest, or it shouldn’t pop up to often, cause not every guild can kill every se out there.)
• Capture relic [name of relic]
• Defend relic [name of relic] against x number of attacks
• Gather x number of herbs [name of herb]
• Win a gvg conflict
• Win a gvg conflict against a higher ranked guild on the guild pvp ladder
• Win a gvg conflict against [guildname] (random generator)
Rewards
Too avoid guilds being selective about which quests they choose, i’d suggest that the name of the quest doesn’t give any idea of the reward. Mainly the guildquestreward is based on a randomgenerator. This also avoids the communication between guilds of what quests are worth to take and which should be avoided.

Possible guildquest rewards:
• A small amount of guildxp (based upon the guildlevel)
• A small amount of gold that immediatly ends up in the guildbank
• A guildfsp reward which immediatly gets added in the fspbank from the guild
• An amount of guildrp
• A buff which gets cast upon all the members of a guild during a day (maybe 2 days), these buffs can be already existing buffs, or buffs developped for this purpose
• Guildbound items, items which are like potions bound, but then not to a single person but to a guild. New items can (and should) be made for this, to give it a more unique aspect. An item that just can be bought in the AH wouldn't be a special reward. So items only obtainable through guildquests. These items also can’t be sold in the AH, only destroyed by the founder. Increasing the uniqueness of the item.
• New structures, not only new structures, but structures that only can be unlocked through guildquests. They can’t be bought through the structures menu untill they are unlocked through a reward. For the rest they have a upkeep price, levels, need a structureslot, so the basicly are the same as the other structures. Only the unlocking is different from level based to guildquestbased.
• A private mercenary (which is based upon the guildlevel at the time of completion, note not too powerfull nor too weak). But in order to get the ability to use this mercenary, you first need a structure called barracks. A structure that you can only build through the guildquests, so you need to get the barracks unlocked before you can use this mercenary. The barracks could have one upgrade so that it can house two mercs. But the more mercs it houses the higher the upkeep cost (prices no idea about of the upkeep). The guildfounder then can hire the unlocked merc to house into the barracks or fire one that remains in the buildings.
To end with a note every god can give a reward, it doesn’t mean that if you did quests for one god that another doesn’t give the reward. The names of the gods are actually random generated together with the reward. You only know if you see which god rewarded you in what line the reward lies.

Only the reward is godbased

Gurgriss hands out items and private mercenaries.
Sahrai the goddess of Fortune hands out the gold and fsp.
Osverin the god of wisdom rewards are the ability to create the guildquestbased structures and guildxp.
Lindarsil the goddess of Magic gives buff rewards en guildrp.

Complete example
Quest 1: Undead Tyrant
Quest 2: The awakening

Guildfounder chooses quest 2: The Awakening.

A priest of Gurgriss the god of war (it could be any other temple god, the temple gods can give you a little clue of what the end reward could be), asked your guild for help. It seems that lately there have been alot of complaints about Lost Souls. Go and kill 40 lost souls.
(A counter is added on the guildhomepage to see how many have been killed)

Then second part could be collect 20 Diamond stones
(Every guild gets a tab with another itemstorage (1 slot), all the required items that are needed have to be put in there and the counter from the required amount would go down. These items also do stack then)

Gurgriss the god of war wants you to win a gvgconflict against [guildname].

For instance this could have been a three stage guildquest.
So after this you get the reward.

Gurgriss was extremely pleased by the entertainment your guild provided to him, he rewarded you with an item.

Guild received a Gurgriss Armor ( note I do suggest to make entirely new items for this)

Edit
----
• Guildquests can be started by anyone if their rank has received the permission
• Guildquests cost an initial fee to start, adding a nice goldsink (rewards need to be worthwile)
• Miniature quests: the guildqueststarter needs to select which members participate in which miniature quest. Before a next stage can be reached the first member needs to fullfill his miniaturequest before the second can start till the 4th.
• Members participating in one part of the quest can't participate in other parts of the quest. Adding a strategy to guildquests.
• All itemrewards should be special (only accessible through guildquests and guildbound) They don't necessarily have to stick to the common item stats recipe

#2 fs_dsjupiter

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Posted 10 August 2008 - 16:39

man you did think it over...

#3 DarthViper

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Posted 10 August 2008 - 16:43

Well thought out. Good idea. I support this.

Did you know that there are likely over 2000 rouge black holes in our galaxy alone. Each of them can reach very high speeds, even in space terms, are each capable of destroying anything in their path, and are invisible. Well, goodnight!


#4 fs_ecofrog

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Posted 10 August 2008 - 16:46

looks like a good idea... certainly HCS should consider this after they get the potions, buffs, and new content out....

#5 Prezze

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Posted 10 August 2008 - 17:05

If anyone has got other suggestions or idea's about anything related to this add them in this thread.

#6 dahveed

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Posted 10 August 2008 - 17:16

great and orginal idea-love to see something like this added to the game

#7 doa4life

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Posted 10 August 2008 - 17:19

There is a few issues though, Why should you fail a quest because you cannot take the Blue Chasm? Or that you cannot kill a Super Elite?

You should be able to see what needs be done before accepting the quest, maybe not the reward but the actions needed to complete it.

Also, Would the quests costs gold to do? I think they should, would make a wonderful gold sink, providing the rewards were decent enough.


Otherwise its a sound idea and if implemented would provide guilds with a way to incorporate more teamwork into things. Good Thinking!

#8 fs_gerbilman

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Posted 10 August 2008 - 17:25

I think this would be an awesome idea, may need a little extra work, but the scale of thought that has gone into this certainly deserves something, and as said , something to keep the whole guild occupied

#9 winemaker

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Posted 10 August 2008 - 17:26

all way up for something new....

#10 Prezze

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Posted 10 August 2008 - 17:28

There is a few issues though, Why should you fail a quest because you cannot take the Blue Chasm? Or that you cannot kill a Super Elite?

You should be able to see what needs be done before accepting the quest, maybe not the reward but the actions needed to complete it.

Also, Would the quests costs gold to do? I think they should, would make a wonderful gold sink, providing the rewards were decent enough.


Otherwise its a sound idea and if implemented would provide guilds with a way to incorporate more teamwork into things. Good Thinking!


Forgot about some relics being extremly hard to capture for any guild. Possible solution could be to leave these kind possible quests out of the list for lower level guilds. Otherwise I also gave the option to bail out on the quest.

About the superelite (unless I forgot in my post here), i'd say make it again dependable on the guildlevel which superelite's can be drawn in there list.

Might better have put it in the list to.

But superelite kills i'd mainly want to see focused around the baron and the golden cockatrice. I know that not all guilds can kill every SE out there. So based on the guildlevel it might solve it (altough I'm not 100% sure it would).

I'm only not so sure about seeing what is required for each quest. Basicly with a random reward it's obvious that the founder then chooses the easiest or less time/stamina consuming quest.


Initial gold cost might be the best way to remove some surplus of gold. The rewards like I listed them can be from actually not really great to great. So mainly luck.

#11 Prezze

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Posted 10 August 2008 - 17:30

I think this would be an awesome idea, may need a little extra work, but the scale of thought that has gone into this certainly deserves something, and as said , something to keep the whole guild occupied


If you have any idea's feel free to post them

#12 spidey101

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Posted 10 August 2008 - 17:34

wow great read, I dont think I could say anything bad about this idea. 8)

#13 fs_gerbilman

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Posted 10 August 2008 - 17:38

miniture quests within the big quest, maybe for instance a 4 member quest, where 1 person completes part 1 , the reward is required to complete the 2nd stage in a totally differant area, and is passed to the 2nd player and so on until all those 4 have been involved , thats one idea

#14 fs_extrastout

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Posted 10 August 2008 - 17:40

I like the idea, although the right to initiate a guild quest should be a permission.

Quests should not be watered down so every guild can do them. That would get really boring. There is nothing wrong with a guild having to work toward a goal. Ideally I'd like for some strategy or teamwork where multiple groups of people had to do tasks. make it a real guildwide effort.

#15 Prezze

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Posted 10 August 2008 - 17:43

miniture quests within the big quest, maybe for instance a 4 member quest, where 1 person completes part 1 , the reward is required to complete the 2nd stage in a totally differant area, and is passed to the 2nd player and so on until all those 4 have been involved , thats one idea


nice idea, hope I still can edit my original post

#16 Prezze

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Posted 10 August 2008 - 17:47

I like the idea, although the right to initiate a guild quest should be a permission.

Quests should not be watered down so every guild can do them. That would get really boring. There is nothing wrong with a guild having to work toward a goal. Ideally I'd like for some strategy or teamwork where multiple groups of people had to do tasks. make it a real guildwide effort.


basicly for instance (just a plain example) (also included gerbilman's idea)

Stage 1 of the quest:
I need the following items [itemname], [itemname2]
select 2 members who gather [itemname]
select 2 members who gather [itemname2]

(then a sidenote, which says these members can't help in other stages of the quest => this would add alot of strategy to it, since 1, you might have a next stage with a conflict against a lower level guild. Your only member that could participate for instance just did the first stage. So basicly you can't complete the next quest)

#17 Prezze

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Posted 10 August 2008 - 17:57

like the idea! good for FS!

one thing, one player can complete only one part of the quest...


like the part of one player can complete only one part of the quest.
Adds more strategy into it

#18 fs_coyotik

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Posted 10 August 2008 - 18:02

VERY nice work :).

I would suggest a few modifications:

1) Don't give gold/FSP as a reward. Instead that god could i.e. give various potions (multiple) as a reward, appearing in the guild founder's item mailbox and guild-bound (tradeable inside guild).

2) Make quest initiation (and reward collection) a rank permission, not only founder.

3) Make any item rewards guild-bound, make them somewhat special (not necessarily sticking to the common item stats recipe)

#19 Prezze

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Posted 10 August 2008 - 18:06

VERY nice work :).

I would suggest a few modifications:

1) Don't give gold/FSP as a reward. Instead that god could i.e. give various potions (multiple) as a reward, appearing in the guild founder's item mailbox and guild-bound (tradeable inside guild).

nice idea for a reward

2) Make quest initiation (and reward collection) a rank permission, not only founder.

Just edited it to make it a permission

3) Make any item rewards guild-bound, make them somewhat special (not necessarily sticking to the common item stats recipe)


that was the main idea, all items guild-bound. Only destroyable by people with the permission to destroy them. Not able to sell them.

#20 fs_deemer

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Posted 10 August 2008 - 19:14

yea please! We need more ways to bring guildmates together in this game other than chat and buffing...


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