Ok i'll probably regret this but here is your chance to give us the quest ideas that will please you.
Keep in mind that the less creation work the more likely this will be done. The quest that was just run did not require much creation work because we utilized mobs from white dragonarmy and the Plains of Abanasinia/Solamnic Outpost rooms.
Also keep in mind that if 50+ people do a quest we can't go awarding elite gear to everyone - the game would be unbalanced.
__________________________
-Axiom One-


Re:Quest Ideas
Just have a player tournament next before another quest. Dunno how many people agree with me.
Rick
Re:Quest Ideas
Something off the top of my head that sounds like fun...
Get approx. 30+ people, and divide them evenly into two groups, for our purpose we will call them group A and group B.
Group A and Group B will be further subdivided into 3man groups, so we now have 5 A groups and 5 B groups. Each mini group on side A will begin one scavenger hunt, with an original clue leading to the second, and so forth. Each side would be working towards a different goal site, separately in their own little mini groups. Each stop could consist of a clue describing where the next stop is, a riddle, or whatever. There could be any number of stops. At the final destination of each Grouping, the first subgroup there will receive a somewhat elite item or whatever the prize may be.
Optional:
After this initial two sided race, you could then send 6 people from A to battle 6 people from B in a fight for the ultimate prize. All of group 1A, 2 from 2A, 1 frm 3A, same for side B.
Dunno, this is a quick sketch, but I think some sort of a clue driven race would be fun. Imagine 20 different mini groups running around krynn trying to be the first to gather all the markers to redeem a prize. Everyone [participates, everyone has a chance to win if they think a little, and it probably would take little creation work aside from making a flag for each location and being a little ingenious with your clues.
~zdan
__________________________~zdan
I concure
I agree a player tournement would be a load of fun, but I have a few ideas for spicing it up.
1. Being 3,4, or 5 man groups
2. Throwing a zone into the mix, as the battle ground with no mobs of course, but maybe there is a dt, or a spin, or something to mix it up a little.
3. Maybe the greater gods get involved, granting gifts to their heros for every deed done in their name.
Re:Quest Ideas
[color=blue]Games of capture the flag. Get several groups, each would have one of the main towns as their base, and mobs would always assist the defenders against anyone else in the quest, aswell as be aggro to them. You would have to kill a certaon mob (amothus in palathas, calof in kal..etC), get the 'flag' and run it back to your base and deposit it.[/color]
Re:Quest Ideas
Not really an idea, but rather some feedback on the last quest. This could also be used for other quests as well though.
I and many other people would have liked to have had a shot at the final run to the Solamnic Outpost.
Here's an idea of how I thought it could work.
The first set of PCs (team1) go off with the Commander. After a tic or something of us going "is that it/are we needed?", one of the evil NPCs shouts about how "we're under attack, recall our forces etc"
A NPC in the inn shouts or yells something about needing "more valiant heroes to delay the reinforcements and stop team1 from being overrun".
The PCs in the inn quickly (..is there such a word?) form together groups of 5-10 or whatever (eg team2, team3 & team4). At the NPCs command, team2 heads off to the Solamnic Outpost, to face a repopped area. These mobs would probably be tamed down somewhat from the force that the lead group faced. An imm would see watch to see how far they got in, and then another lot of reinforcements would be called for help. Team3 then heads off to face the repopped area. After a while, team4 is called.
Not quite sure how the areas are divided from Sageway to the Outpost but so the whole area isn't repopped, the area could possibly be divided into a number of segments. This would ease the job of repopping for each new team, since an area (or rather segment of an area) wouldn't be repopped till the team had reached the beginning of the next segment.
I'm not sure how many immortal played mobs there were, but this might also allow some more of the imms to have some fun as well since there'd be numerous groups going through. And c'mon I'm sure all DMs like the chance of killing off their PCs in battle =) Each imm run mob might have some minions to control as well. These combats would be scattered through the zone at the end of a few segments. To give the PCs some idea of the upcoming imm controlled combat, the imm might yell something just as the team finishes the combat prior to the imm combat, so they can buff up/heal etc.
As for the very last combat vs whoever they fought, only the lead group should have the glory of that.
I'm not sure how the final leg of the quest worked but for some end of quest fun for teams 2-4 perhaps an NPC calls each team to a halt at the gates of the outpost. Once all four teams are there they are told to wait. The following bit isn't probably possible but it sounds fun to me ;)
The NPC with teams2-4 congratulates the PCs on successfully defending team1 from being surrounded. As team1 goes to face their final combat, a NPC scout arrives in the room with the team2-4 and shouts how a regiment or something of the whitedragonarmy is approaching the outpost. Time of some serious spammage ;)
In comes the regiment of however many mob soldiers/warmages/clerics the imms feel like. To stop people being killed (and to stop the mass corpse looting), have each PC saved at the mortally wounded stage, sorta representing them falling at the walls of the outpost and being taken to the field hospital or something where they are cured of some of their wounds. Then back out to the walls with them! As a mob dies, another one arrives to take their place.
When the final battle is finished, a calm spell is cast and a message is sent to the room like "Horns blare across the battlefield and the Dragonarmy turns and flees!". All the mobs leave one room away from the outpost and are disintegrated out of the player's sight =D
The XP for this type of mass battle would suck, so to compensate for this an XP reward could be given to each player determined by what level they are.
A logistical nightmare I'm sure, and yes this was inspired by LOTR, but what isn't?
I think I'm done with this, feel free to pick holes and flame! =D
Quest Idea
I do not know how feasible this idea would be, but it would not only be alot of fun, but would require the players of the game to work together.
The Fall
At some random time, the undead minions of Lord Soth and perhaps the great Knight of the Black Rose himself could stage an invasion of Kalaman. A number of generals leading phalanx of archers and fighters could make an assault on the gates, and blaze through the city destroying what little resistance there. At which point, either undead versions of the citizens or Dargaard Keep fodder could waunder the city in patrols, making the city truly uninhabitable.
The Succor
A renegade force lead by Lord Calof could organize groups to work on uprooting the minions, and making the city safe by destroying Soth and his generals. Once the streets are secured, those surviving could make an assault on the Mansion in hopes of destroying Soth's generals and perhaps the Knight himself. If unsuccessful, the minions would be restored and another random group can be formed to try again.
__________________________Walking the Dark Path Alone
Re: I concure
2. Throwing a zone into the mix, as the battle ground with no mobs of course, but maybe there is a dt, or a spin, or something to mix it up a little.
I think there should be mobs. And to spice it up even more, some of the mobs could carry fireshield potions, heal potions, etc. So in your little battle group there are 2 strategies- try to kill a few mobs to get some useful prep, or go immediatly for the kill thinking the other group will be occupied killing mobs.
__________________________mighty Drakantus!
Another quest idea
A tournament would be fun, however, a quest that promotes the Dragonlance theme would be even more enjoyable and unique. I was wondering if it would be possible to have a mudwide quest (so everyone gets a piece of the action) coming straight from a Dragonlance novel, like the return of Chaos in Dragons of Summer Flame. You could have it take place however long you would like (2 hours? A day?), have chaotic minions attack major sites (e.g. High Clerist's Tower) and towns, have the major gods help the players in their battles (as Reorx did), and end it all with an epic Arctic vs. Chaos fight in the Abyss. Perhaps restore it from the day before as you would a chaos day to get players to fully risk themselves to put Chaos back in that Greygem! It would take a great deal of planning, study (to make it fairly authentic), and work, but it would be an experience unlike any I've ever had in gaming.
Keith (Winston)
__________________________Those who play for fun enjoy the game.
Re:Quest Ideas
I like the idea of the "capture the flag thing', would be really interesting. Something would be worked out so every group doesn't mob the one with the flag.
Rick
Re:Quest Ideas
[color=blue]Just throwing some mobs into the tounrmant works well. I remember the pwipe free-for-all. While I was running peopel down with my thief I must'v run into tsu wei 3 or 4 times. :P[/color]
Re:Quest Ideas
I think we should all bug Will (Phred) for another draft tourney!
Re:Quest Ideas
a tournament would rule.. kinda like the 1 phred set up last wipe..
a draft pick, so the clanned ppl dont all get stuck together.. you are able to bring a couple items from your own eq.. lets face it.. ppl worked hard to pop that eq.. i would like to see it used :)
it is held in a zone every1 knows or in a common town eg palanthas or dko.. but just expand it so the groups wont be running into each other all the time..
have a 4 man group.. or however many..
some mobs that run around the place with eq/potions/scrolls/etc (tho not mobs like faldi or tsu.. just midish high mobs that a group of 4ish ppl can take out in a few rounds without expending all their heals)..plus you can buy some more from the shop before the tourny.. and can upgrade your eq from shops in the tourny.. so have a starting purse of lets say 10coins per char or group
and depending on how many ppl enter.. have them all enter the tourny together or split it up into like 15groups enter.. melee style
Re:Quest Ideas
The quest area was put in the game 3 days before the quest was run. Anyone who wanted a chance to see the mobs and conquer the area, explore it, etc. had ample chance to explore the area and fight the monsters within. Sure, no gear was loading, because all the items that loaded on the mobs in the last part of the quest were powerful and we couldn't load 15 sets into the game. However, all the mobs gave exp and coins at the least.
-Sancho
Re:Quest Ideas
Not sure how many groups had a shot at the Solamnic Outpost proior to the quest, but every time I tried arranging an assault on the outpost, VERY few people were willing ot take the risk.
During the minutes after the retrieval of the obsidian parts it seemed all everyone wanted to do was to explore the Solamnic Outpost... *sigh*
Re:Quest Ideas
The last quest was interesting and pretty fun. I liked the idea of it. A few things aggrivated me but thats neither here nor there.
I agree with Rick. A draft tournament would be fun. I would rather see it have some sort of a format/bracket though. Round robin, double elimination? Have it in groups of 5 on 5 or 7 on 7. This allows for a little more structure and strategy. I'd rather see it team vs team instead of a free for all. FFA tournament we had last wipe was fun, just because it was a change, but team vs team tournaments I think are more appealing.
Re:Quest Ideas
I concur with Malthros and Rick with the CTF idea.
Sounds fun!
Except, relocating mages probably shouldn't be able to get the flag.
But it would make interesting for wizeye/barrior traps, and other weirdo tactics.
Plus, I think if done right, it would allow for more people than a tournament in that its not just a bunch of uthers and zugs obliterating one another wildly, to participate. Even a level 22 basher standing guard at some point could do well in bashing an incoming flag-carrier.
(and make it a weapon so its disarmable)
Re:Quest Ideas
[code:1]
B1
,_________________ _____________________
|-. | | ,-'
| `. | B2 | ,-' |
| `>----------' '------------,' |
| | | |
| | | |
| | B3 | |
| | | |
......| ........ | |
| | .......|
A1 A2 A3 | FLAG | C1 C2 C3
...... | |
| | '`''''' ______
| | | |
| | | |
| | D3 | |
| | | |
| |___________ ___________. |
| - | | -. |
| ,' | D2 | `. |
|,' | | `. |
"-----------------' '----------------`'
D1[/code:1]
Ok here is an idea for quest for a bunch of players with different levels.
Place
------
A fortress with 4 sides A,B,C,D and right in the middle is the room with the flag/prize. Each section has 3 rooms ie A1, A2, A3 etc. Each room has room limit of 3-5 (depending on players involved). To get from the outside into the Flag, you have to cross these rooms.
Aim
----
To protect or defend the fortress from monsters reaching the flag. Any monster that reaches it, everyone loses. Monsters will attack in waves from all sides. Side A will have monsters with level 10+, B have lvl 18+, C level 22+, D level 28+. They will keep on coming every 10 min or so.
Winning
---------
If players successfully defend the fortress from breach for the said period, all that are alive will be rewarded handsomly by the fortress master. Death effect etc will be real.
Weapons/armors are provided but limited in number and types. So the worst thing that can happen to a player is death effect, and missing out on the prize at the end.
Each player will be provided a Death Wand. Using the wand on a monster will kill both the monster and the user himself. One charge. Feeling heroic, anyone?
The Catch or the Fun
-----------------------
Since equipments are provided and limited, ppl will have to smartly distribute among themselves. Who gets what will be the deciding factor on the effectiveness of the defense.
Then the tactical positioning of players will also be important. Since each room can only have maximum of 5 players, players will have to decide who guards where. Naturally, the side A will be guarded by players around lvl 5-15, side B by players 15-25 etc.
However, since all sides are as important, the players might put at least 1 high level at side A to make sure it doesn't get breach. Players defending the last room near the flag room will have the hardest time. They will need to aggro on entry mobs to make sure they don't get to the flag room.
Players that are afraid to die (wimps) can always recall out. However, that may allow monsters to travel further into the fortress. Real heroes can use the Death Wand to take out one monsters before they die (out of cures, out of hps).
Death Wand users will be recorded in the Hall of Heroes.
Players can also rotate their fights, ie moving from a well defended room to those that are having troubles.
Summary
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So over and all, the quest is a simple stage for player co-operation. they will have to communicate really well during the quest to make sure all the rooms are tightly secured.
For the gods implementing this quest
------------------------------------------
Designing the above fortress won't be much of a problem.
1.Limit 5 person rooms except for the gathering rooms or rooms leading to those A,B,C,D rooms. Extra players can wait there to replace any casualties of battles.
2.saving each player's eq, providing normal eqs (limited and of variety). if players fight among themselves for the eqs instead of working as a group, then sit back and laf. give them enough time to sort out the eq distribution and strategic positioning, like 10 min for 50 participating people.
3.make 4 different kinds of waves at each gate. Set the waves in periods. Side A will have the lowest level mobs. Side B higher. Side C higher still. Side D highest. But since they come in waves, they don't have to be really tuff. Eventually the players will be worn out (30 waves?).
4.control the mobs so that they will enter each room, stay for 5 seconds, then move on to the next room towards the flag. remove the flee so they do not accidently flee to the flag room. (or to make to more fun, just leave it there, so that players will have to make sure they don't have a chance to flee)
5. Just wear out the players with waves, and decide when is the final wave. Then if you feel like being a nice god, end the waves and reward our splendid players with prizes.
Prizes
1. Coins based on player levels
2. Eqs for each surviving player. Have them pick a random number for eqs, so they don't complain. They can trade or kill each other for it after the quest.
3. For those that died using Death Wand, award them a Hero badge. At least they die for a good cause.
4. For those wimps that recalled at 1hp, well, tag their names with *the wimpy* for one week. hehe. Eg, Gulca the wimpy hylar dwarf is standing here.
Recommended players
lvl 5-15 ~ around 20
lvl 15-25 ~around 20
lvl 25+ ~around 20
Recommended gods
just for controls of the mobs in each room, max 12. but if you are lazy, 4 will do nicely, one for each section. The job is just to usher the monsters that aren't aggroed by the players to move towards the flag.
Recommended monsters (hrm to make sure alignment compatible, I think you should use neutral mobs) or have the players decide themselves if they want kill mobs that zap their alignments.
__________________________------
Gulca stops following you.
Re:Quest Ideas
[b]The Quest that Isn't a Quest[/b]
I remember a few years back when Morgion liked to tease mages with shouts like "prism is loaded now!". Just imagine for a moment what would happen if Aristox or some other immortal decided that on Friday July 26 prism would be loaded on some mob in some well known highlevel zone, and anounced it on these boards. The mobs could be buffed and imm-controlled, but they wouldn't even need to be, because I bet every major clan would be in there fighting it out to get the book.
__________________________mighty Drakantus!
Chase the mortal immortal (eh??)
back a few wipes ago.. the people of krynn were allowed to hunt a random immortal (it was mainly honas's imm at the time). Quests such as these would be/were a lot of fun
Re:Quest Ideas
I have an idea for a quest, although this one would be somewhat hard to make, a good quest, that even I would like to be apart in, is the dragonlance chronicles...enough said, you have all read the books...
now you've seen my idea, flame away...
-Quid
__________________________Que Sera Sera
Re:Quest Ideas
I have an idea for a quest, although this one would be somewhat hard to make, a good quest, that even I would like to be apart in, is the dragonlance chronicles...enough said, you have all read the books...
now you've seen my idea, flame away...
-Quid
Sorry nope, never read the books :)
Re:Quest Ideas
I always liked the scrabble quest..ie kill as many mobs as you can in a 1 hr period...the first letter of each mobs name is worth a certain amount of points..the most points at the end of 1hr wins some prize....simple idea..anyone can participate..and its not restricted by level..technicaly even a lvl 1 could win if it killed enough zebras:)
Auz
Re:Quest Ideas
headhunt was better.
Re:Quest Ideas
true...or stuff like the thanksgiving turkey chases...
Maybe you can organise a scavenger hunt....have a list of 50 or 100 items that load around krynn with varying points value...people have 2 hours to collect as many as possible - the items will reload with zone repops, so if 2 clans are after Kitiara's 50point lace panties theres always a chance theyll try pk each other to get through the zone first.... you can work at this solo..in a group..however you want...if you want to make it fun for everyone, make the prize something really good, so even newbies/soloers can pop stuff from the list and sell/trade it to larger groups to add to their tally
or even easier have 100 red markers loading around krynn..whoever loads the most within a set time wins... I think a similar thing was done before, and it was good because lowbies could load the markers and sell em for a few K to the top teams..
With these kinda quests anyone can participate - players can put pk factors in if they want..ie pk people going for same item....and its all a race against time, which is always a bit more exciting...makes you want to risk doing that final fight with not many heals and 2 tics left...
If the prizes are really good you can imagine the mayhem of groups steamrolling zones in record time, pking each other, backstabbing each other all in the name of fun:P
Auz
Re:Quest Ideas
Most quests do not encourage PK, because immortals, supposedly, do not encourage pk.
Re:Quest Ideas
The quest doesnt have to encourage PK..but it doesnt necessarily have to prevent it either....
Re:Quest Ideas
[color=blue]Your scavenger hunt idea reminds me of the scrabble thing they did alittle while ago.
Altho I just used the time to behead everything I could kill. Over 68 heads, and only 1 was a vowel for the game. :P[/color]
Next Tournament
Look for a new and unique type of Tournament sort of deal. I hope to have it ready sometime before the end of August. No details for now, but when I have more information I will let you know.
-Sancho
Re:Quest Ideas
Is the caster bug fixxed?