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Dorynnos

Testers
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    3
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About Dorynnos

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    Hatchling

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  1. Other players could be caught up by these well established players that are at the end of this that skill tree. The quest rewards could help new players just starting out get a leg up, with rewards that either help them skill up faster, get gear, or make in-game money to buy gear if they aren't interested in crafting. They don't have to buy from the person that gave them the quest. And at the same time this would all help a player driven economy. These rewards could be supplied by the quest giver to pour money/resources into crafting and/or the economy.
  2. I know this has been addressed in the past, but I'd like to bring this topic back up. Quests by NPCs don't make a whole lot of sense for this game. The only type I can see a benefit for NPCs to issue would be teaching general game mechanics' at the beginning of one's journey in a fresh new campaign. Now let me get to my main point of this post, I'd like to offer an idea to the devs. I read a book recently, called Life Reset, It's a litrpg novel. In the book, the players' character is turned into an NPC. He turns himself into the leader of a clan of goblins and raises his abilities to the point that he's able to hand out quests to other players. I'd love to see this implemented in this game! And it would be a perk to the leadership skill tree. I'd love to see leaders in campaign's, guilds, or solo players advancing their personal kingdoms be able to hand out quests to adventuring crows. I'd like to see players able to hand out quests to others to either capture another base, harvest materials, or even craft things. The leaders that are able to hand out these quests could even set the quest reward limits. such as "time" in the bank, crowns, in-game gold/currency, or even crafted items. Anyone else think this might work? I see the potential for this to be a big thing for the leader type of player, and a big reason to go into the leadership tree line!
  3. I know this has been addressed in the past, but I'd like to bring this topic back up. Quests by npcs don't make a whole lot of sense for this game. The only type i can see a benefit for npcs to issue would be teaching general game mechanics' in the beginning of ones journey in a fresh new campaign. Now let me get to my main point of this post, I'd like to offer an idea to the devs. I read a book recently, called Life Reset, It's a litrpg novel. In the book the players character is turned into a npc. He turns himself into the leader of a clan of goblins, and raises his abilities to the point that he's able to hand out quests to other players. I'd love to see this implemented in this game! And it would be a perk to the leadership skill tree. I'd love to see leaders in campaign's, guilds, or solo players advancing thier personal kingdoms be able to hand out quests to adventuring crows. I'd like to see players able to hand out quests to others to either capture another base, harvest materials, or even craft things. The leaders that are able to hand out these quests could even set the quest reward limits. such as "time" in the bank, crowns, in game gold/currency, or even crafted items. Anyone else think this might work? I see potential for this to be a big thing for the leader types, and a big reason to go into the tree line!
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