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IDEA - Quests that don't suck
Quests on Graal. I've never liked a single one of them. They make no sense at all. Hundreds of people going through the same levels, killing the same baddies, getting the same items, not accomplishing anything. (This explains why I've always had 3 hearts on "classic")
All this needs to be changed. Quests could have a MASSIVE EPIC POINT to them. Picture this. A huge mountain guarded by monster A. This isn't some run of the mill dodge the arrows quest, this is really goddamn hard. Like, no person alone could ever do it, and not likely a party of people could ever defeat monster A. monster A is guarding a spoil of tons of money and jewels, or an amazing powerful item, sword, whatever (that of course there is only one of in the ENTIRE GAME) Now, Lord Jeff and his party of hired adventurers (who the hell would get into such a mess for free?), climb the slopes to fight monster A. They go through the passages of his cave/castle/whatever and get to him. After a near-impossible fight, and losing two of his men, Lord Jeff somehow manages to slay this beast. To the victor go the spoils. The incredibly rare, expensive spoils. Lord Jeff and his surviving men are forever remembered as heroes across the land. For completing quests like this, the game could have REAL HEROES roleplaying wise. Any warrior mighty enough to complete a quest like that deserves it. +respect from everyone to Jeff, Jeff lives the heroic life forever etc Anyone here feel the same way? I think something like this would be awesome. I'm sick of 5 people going through some lame cave to get the "level 2 sword" or whatever the hell. it's awful :)! Addition: I don't think stuff like this would be hard to script. The hardest part would be making the bosses. You'd just have to edit the levels if someone completes one like, remove the treasure, place signs saying who completed the quest and how much of a hero they are etc people could gain real fame for stuff like that imagine someone sitting in a bar, and then hearing people talk about them because they "slayed something" ANOTHER ADDITION Some quests would have to be completed, if they put something like a town at risk. A monster could be coming down from the hills and killing random people all around and he'd need to be stopped. people that kill things like that would probably be even bigger heroes for saving people |
Alkaren the hero. He can be a real hero then, just like in SaGa Frontier ;D
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Meh, you have to do something first!
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It sounds great in theory.. but then what happens if good ol' Lord Jeff is master of the lag, and somehow manages to lag his way to victory? Then he has some item no one else can get, which he got using absolutely no skill, and he will be hated by many people, even though it wasn't really his intent to lag.
So now Lord Jeff is hated, has an item no one else more deserving can get, and people get sick of trying to finish quests because of it. |
I think we should just have a main quest with random baddies and levels being swaped each week and every week the prize changes to a new npc if you miss the npc you can trade with others. also like after a certain amount of people get the npc it changes to the next.
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and c0nsp1racy, if you reduce my idea to crap, then all it is is crap. |
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we need a quest thats constantly changing to give us somthing to do. |
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not like there would be a set amount of quests in the world as they are completed (slowly, very slowly) more will have to crop up somewhere. like a sea monster terrorizing seaside town |
Well anyway, it would be really neat, I like this idea. :)
Just wait until you play Oasis and see some of the ingenius quests I have cooked up. ;) For one, most of them tie in with the story, if they don't then they have their own story. (like mini quests) Plus there will be difficult and elaborate quests, and even quests for things you wouldn't normally quest for (on graal) I think cool quests are the kind that trueheat described, as well as saving villages from evil or something, quests that tie in with other quests or a huge quest, quests you must complete in order to access new areas, quests that don't REQUIRE more than one person but would be better done in groups. (such as defeating a big monster) I don't know about the whole one item in the game thing, but perhaps you beat the incredibly hard monster or something, and there is a treasure room with lots of treasure but you can only pick one object, and you have no idea what it does until you have left the quest and perhaps taken it to some wise person to explain the item. |
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aight im out g'night |
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it could be lots of gold, for them to split. in conclusion: shut the hell up |
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the idea is you would attempt a quest with a group of adventurers. comrades, not a few guys with DBZ names you saw hanging around the opening of a cave |
Your contradicting yourself ass.
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No, no I'm not actually..
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Re: IDEA - Quests that don't suck
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Re: Re: IDEA - Quests that don't suck
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I've never heard it. |
I like this idea a lot, but to have something like this done it would be good to have thousands of items available so that players can go around and search for other things that are available.
Graal does need a lot more monsters and baddies too. I think all of the baddies that have been made should just be added to the game for all to use. Like the skeleton baddies on classic is pretty nice. |
IDEA FOR GRAAL:
Loose the economy... |
This could be made, and if someone is smart enough to put in random boss generators, as well as random dungeon generators, it could, in theory, keep running itself for all eternity.
Unfortunately the problem with what I'm currently saying is that most randomly generated dungeons get boring after a while, simply because there are no puzzles present, and puzzles can be quite fun. Of course, if that which I just said is put in, it might be the case that Lord Jeff might after a while not be famous anymore, since Lord Bob and his group of adventurers helped with the saving of more towns then he ever did :P |
I wish tiles would be server side so a real dungeon-generator could be scripted. :(
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i agree with trueheat, quest and dungeons are supposed to be fun in games. instead most are annnoying and easy as ****
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I like the idea of a great big dungeon, and at the end theres a room where you can only pick one treasure. But would you be able to redo the dungeon to get the other items?
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Roleplaying is DEAD. Theres simply not enough people willing to do it properly.
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Roleplaying is not dead, but I know a squirell I want to deep fry. Fried squirell, thruthfully, is a delicious food. You should try it sometime.
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I would say my ideas except they'd most likely be crap.
um... that and the fact that I've forgotten them. :( |
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what the hell are you talking about? don't answer |
Truheat, your idea is great and all. But for graal a one-time prize would not be a good idea. It would have to be able to be done over and over.
I dont like the idea of a constantly changing quest... but it MIGHT be ok if there was a way to script a random-dungeon creater. It's all good but just remember we're talking about graal where supreme power reigns. And trueheat... lighten up. Nobody has tried to insult your idea. we're just suggesting other ideas. |
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and i said it cause when i got on Graal 2001 for my weekly check-up almost everyone pm'd me asking me if i was selling anything ... |
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I guess your friends aren't nice or decent enough to split a pile of gold 4 ways, but I know mine are. |
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An NPC only one person can get? That is dumber then me.
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Over all the idea sounds good. But it would need alot of work only thing that might not go over is who would want to take time to script something for just one person. Or make levels that will only ever be used on time (but if we have baddies in it and just seal off the end I'd go there just to kill them for fun) That would be alot of work for just one person to do and they would have to keep doing alot of work over and over for just a couple people. I like the idea just not sure if its worth all the work for a couple people.
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It's a good idea but it could be buggy.
Like Koni said someone could lag their way through the quest. Maybe the idea that was the various prizes and you got to pick one but didn't know what it was untill you took it somewhere to be identified. I liked that idea, I liked it a lot. |
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