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Lets say each map, reminiscent of Gods Reach had an NPC fort, while adding NPCs to the free city keeps.


During the spring, the npcs would ask for materials. During the summer you have to escort caravans of fleeing npcs to the free city, similar to pack pigs, while defending occasional wartribe attacks. During the fall you could collect lost keepsakes in the now wartribe dominated fort. During the winter the fort is now overrun by risen that need to put to rest.

What if there were lore drop quests, similar to the wartribe runes in a way. At each Wartribe you would collect trinkets and runes and redeem it for a scroll, the scroll would lead you to several POIs in order to collect more scrolls that drop lore on the current world you are in, maybe little excerpts about this dying worlds history, at the end you could turn it in to an archivist of sorts.

 

 

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While I'm not against such things, I don't see how they would be able to create enough quest content to make it worthwhile. Same issue for any game with questing but more so with this one. Along with the lore and game mechanics making little sense IMO.

Divine Favor system already expects players to be out in the world doing whatever task per season and per campaign. Kill enemy guards, pick flowers, sacrifice whatever to a god, etc. It isn't exactly questing, but not sure what the point of questing in this game design would be beyond NPE and learning the basics.

 


 

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I'm not opposed to Questing in MMOs, I've done plenty of it even in games like DAoC where the Heart of the game is PvP (Realm vs realm), BUT I sure don't want the devs to spend time NOW on adding a lot of quests! They need to focus on Performance improvements, class balancing, AND bug fixes. THATS IT!

No time for redesigning the game now during Crunch time.

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Ideally these are systems that should happen organically in the game. In other words, resources will be in demand in order to upgrade Keeps and Forts, Caravan traffic would be common in order to bring materials back and forth from Free Cities to Guild Keeps, war tribe pathing could run into Fort or Keep NPCs, Risen spawn more frequently around Winter crystals, etc. I like the ideas, but I don't think they would be best implemented with quest objectives, but would rather be better incorporated by improving systems that are already in place.

Edited by ilogos
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TBH this just sounds like an interesting addition to the divine favor. Completing these activities would be a welcome change from only farming mobs for sacrifice drops to rank Glory score. When I think of Glory, I think of "stuff the gods ask you to do for them" while Wealth and Power always make me think of "things players want to go to war over" which generally involves specific pvp hotspots/times. While the existing glory cards do create pvp, the "sacrifice this" cards are often monotonous to chase and Glory needs more variation.

That said the pig AI barely works as is, and there are more pressing core features and econ/pvp balance changes that need several good coats of paint before embarking on any new complex systems.

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Rub rock on face and say "Yes food is eaten now time for fight"

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On 11/12/2020 at 3:50 AM, MacDeath said:

They need to focus on Performance improvements, class balancing, AND bug fixes. THATS IT!

No time for redesigning the game now during Crunch time.

Game needs a lot more then just those items.

Not sure how close they are to actually needing to launch, but if they have the funding, I hope they put it off as long as possible. This game isn't going to do well even if it is 100% bug free, getting decent FPS, and classes are semi balanced. Those are just QOL expectations. The game itself needs help.

 


 

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