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Author Topic: Quests  (Read 1690 times)

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Offline Michadr

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Quests
« on: August 10, 2013, 12:10:33 am »
Got a idea for a quest? Don't like a current quest? Anything about quests goes here.


Offline Michadr

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Re: Quests
« Reply #1 on: August 10, 2013, 12:12:23 am »
Quick change for the cattle quest.

Cattle now follow player when driven onward, changed from spending hours after hours herding them to the destination. This small change will make this quests more "enjoyable" if  i can use this term.

Offline Robthezombie18

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Re: Quests
« Reply #2 on: August 10, 2013, 01:09:57 am »
Yes, you can use that phrase! Thank you so much xD I'd recommend making sure the villagers have more missions. I find that a lot of the time, villagers completely run out of missions later on.
I don't post much, but I am always lurking around this forum somewhere! I got my eyes on you people! <.< >.>

Offline Michadr

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Re: Quests
« Reply #3 on: August 10, 2013, 01:12:13 am »
Yes, you can use that phrase! Thank you so much xD I'd recommend making sure the villagers have more missions. I find that a lot of the time, villagers completely run out of missions later on.

I will defiantly add more village missions. Once the new coder we are getting gets going we might get things speeded up.

Darkgenius

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Re: Quests
« Reply #4 on: August 10, 2013, 01:02:45 pm »
Bounty hunting quests and Guilds.

Bounty Hunting quests; Instead of just going to villages, you'd have to fight groups of enemies, level-scaling contracts. Taking out armies, duelling strong opponents, killing competitors in cities. Several kill/take-head quests.
A Assassins guild, that is kinda like the Bounty Hunters, but you'd get nice rewards for completing contracts, and maybe becoming the Guildmaster allowing you to recruit assassins.

Also there is the Criminal part we talked Mich, that first thing we ever talked, remember? adding illegal ways to make money, like extortiong merchants, corrupting cities, creating "Toll" outposts, creating illegal drug farms, building black markets in towns, enslaving villages to work on farms, taking over natural resources such as lumber mills, mines, plantations, fishing villages, waylaing carts, stationing "Thieves" in towns.

You'd have to be member of a Thieves Guild in order to put cutpurses, thieves in towns. They would get you a weekly income and some random items that can vary from weapons, to luxury items, we discussed, remember? like jewells, rings, amulets.

Also an All purpose Law system of player bounty, instead of gaining "Infamy" with villages, players could get a bounty, be hunted by armies of excentric bounty hunters or lawman. Bounty  hunters, you're basicly ****, because I want them to use all my excentric contraptions :)

But if you're hunted by Lawman which is 60% of the cases, you can pay your bounty, and if these lawman are people of a city you control by corruption, they will find you and they will tell you they have erased your bounty records in the county and have come to give you some supplies, pretty neat, right? but corrupting a city is very hard, not only you'll have to befriend the Lord and say goodbye to a lot of coin, but you'll need to get a reputation, say, extort and build a Black Market in that city, you will somewhat become a lord of that city, but you'll only control 50% of it, the Faction lord that controls it still mantain it's authority over that city you'll need to siege it in order to get 100%

But corrupting cities, let you skip all that siege thing, you can directly fight the army in the streets, handy if you have assassins with you. You fight in the streets all that Garrison's army, and when there's enough dead you head up to the keep and fight the lord. I was thinking we could add a humorous dialog, something like in Light and Darkness, were you'll see that City's lord talking:

"-Oh, I knew it was just too sweet to be true I knew this day would come! you and your honeyed words about getting 40% of the cut was just too dirty to be true! I should have listened to my Wife! but I have sold her to the Slaver's guild like you suggested, you scum!"



I THOUGHT THE FUTURE!




Criminal ways of making coin, rackets:

Gambling Dens; adds a random chance of gaining a fatcat income, but are very expensive to build. Also you get to play poker, blackjack in cities.

Brothels; slightly reduces the general pay of the army, grants a nice income, and adds a special feature: Wenches and Courtesans. You can send these salacious ladies to lords to befriend them, raise army morale, and get yourself some experience never hurts right?

Alchemist Laboratory; Got a illegal product farm in Towns's surroundings? build that drug lab in that city, not only you'll get a evil reputation, but also the big bag of coin wouldn't hurt. And adds drugs you could buy or craft, these drugs adds certain skills, like better archery, ironskin, increase HP, damage. Also you can convince Villagers to become addicts or buy these drugs, or convince them to become one of your peddlers/drug dealers. Differs between towns people and villagers.

Pub; Den of the nefarious and evil, player can hire dark mercenaries, muscle, brutes, thugs, even "Villains; acting companions that can die!" you can equip them, name them. Pubs also create Rums and Grog from illegal farms that gives players a small income, but will attract pirate ships to towns that you can hire, these pirates will not become part of your retinue,  but you can assign them to plunder fishing villages/port towns, that will take a few days, dynamicly, you could join the plundering and get a **** huge bounty, but also a lot of resources, jewels and such.

Black Market; it is where you can sell your ill gottens, buy the most strange contraptions, and it will also generate kill missions, and BLACKMAIL missions, you can buy tamed pets, slaves, hire muscles, slavers, thieves, cutpurses. Hire Turncoat Maccavian Engineers, they will sell about anything in the black market, to drugs from weapons and armor, even airships if we be able, perhaps dragons too? hahaha! all the income that comes from the rackets, profits in the region will be stored in these black markets. But owning a Black Market in a city is the first step to corrupt it, corrupting a city is like I said; you will be able to improve it, your bounties will decrease by staying there, if you happen to own several brothels in a town you corrupted, your men's pay will be quite small, the lord will be your buddy, and there will be so much rejoincing, Yay. Also you can station your men in that town, create "legal" toll outposts which will generate income and random items, rare items and such.

Blackmail quests are fun, you can make someone work for you for free, intimidade them to give you money, do you a favor, and if be he a Lord, well he could become your ally or your enemy, you can erase the proof and he will become your ally, or you can intimidade him and he will give you a lot of coin.

Corrupting Cities: Once you own enough rackets and a black market in a town, you can bring up the topic of corrupting a city in a conversation with that city's lord, he will ask you a lot of coin, and perhaps a favor too. Once all is done, you know the rest, that city is half yours.

That's just the part of the Criminal ways. We didn't even damage the surface.

There's also the Rival Crimelords, players can become crimelords themselves, allowing them to place tolls, take over villages like bandits do, force villagers to work, station bandits in villages, build rackets in villages, yes,  "Certain" rackets can be built in villages, sell villagers to slavers, build hideouts in villages that can decrease your bounty weekly, bandit raid camps, that you can plan raids in towns, organize ambushes, recruit bandits to your retinue,  organize bandit patrols that will get a few things for you, waylaying carts are more fun, but you'll get a bounty instead of becoming enemy with that Faction, that's just too stupid and I have always hated that.

Also you can improve these villages like in native, because it WILL be attacked, and it will be looted, and you can expect that your operations to be crushed. So put a few henchmen there. Or rest, if you're resting in that village and it happen to be looted while you're there, you can bribe/convice/intimidate the lords to leave, or pay for repairs.

But the pinnacle of the Criminal empire is to create a syndicate, oh yeah. Once you corrupt at least 4 cities, own a Black Market in all cities or 1 in each Faction, you can create the syndicate, you'll be kinda like the Perisno Evil Emperor, you will get your own Palace where all the income from the world will be transported to your palace, you will get access to "Minions" which are general fighting soldiers, they can become Dark Knights, Dark Marskman, Dark Footman, Dark Horseman and Elite Minions.

But that's not only that. You can improve your Palace, research tech, steal tech from kingdoms, like steal Dragonlore from Reich des Drache, stealing Contraptions/Armor tech from the Maccavians and a few others reveal as we go.

But improving the Palace is important as it will be attacked by Faction Lords that become your enemies, because from there you'll start global domination and some factions might look kind on a "Underworld Emperor".
Building big walls, traps, towers, barracks, dragon nests, laboratories. A lot of improvements.

Minions can form a army of the best of all Perisno, but you'll be unable to start a normal faction, once you own a syndicate, you will be able to name it like a Faction, you can let villains become vassals or let lords become vassals, assign them lands. All of them will recruit minions, and also we'll need work on a Syndicate Armor. I was thinking the Flaming Rose order Black and Red plate armor.


Players should also Gain the Mantle of the Dark Emperor, a full black armor with a red crimson cape, what's a Evil King without it's evil cape? also the Black Blade, a two-handed black sword that can cut elephans with one slash, supposed lost artific, magically gained for creating an evil empire, nuff said. Between the Rackets, the evil operations, the palace, the Minions and these goodie armors and blade, the dark path looks awesome.

And we can add a few songs:

False King: in reverence to the Evil Emperor of Perisno, the syndicate is formed



He who Brings the Night: Travelling Syndicate Lands (Also it would be awesome if Lords belonging to the Syndicate be replaced with Nazguls)



Black Blade: Defending Syndicate Lands and Palace



Power of Darkness: General Battles



And lastly

Master of Shadows: I don't know where to put this one, perhaps battles too, specially big ones, there will be a lot of them ::)



Please forgive my writing, I tend to do a lot of mistakes when brainstorming.

-DG.
« Last Edit: August 12, 2013, 02:07:47 am by Darkgenius »

Offline Michadr

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Re: Quests
« Reply #5 on: August 12, 2013, 01:50:41 am »
We finally have all that in one place!!! :)
Dam* dark, your ideas are really good. I'll do my best to figure it all out and how to place it.
For what its worth, so far, ive reworked the manhunter troop tree, AND made it so that you can attack them aswell. I know, its not really going into the quests part but i have to start somewhere  ;)

Darkgenius

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Re: Quests
« Reply #6 on: August 12, 2013, 04:05:42 pm »
Hmm, for that initiative I suggest starting with the "Extortion Feature",

If you figure out how to add a menu when in Towns add this:

"Crime menu",

Pay Bounty
(amount: xxx)

Extort Shops
(Success rate: High, Med, Low, Impossible) Dependencies: Persuasion Skill

Build Illegal Rackets
(Requires: 1 Month Extortion) Pubs, Drug Laboratory, Brothels, Gambling Den. Each has it's description that when you add the menu I'll elaborate for you in a more Lore-friendly way. But if you do, you could use the actual "above" non-detailed descriptions for a starters.

Thievery: if players happen to have Cutpurses/Thieves/Urchins you can station them in Town and they will give player a weekly income with a medium chance of getting killed, and a rare chance of getting some random items that are stored in the "SECRET STASH" or the player can do some pickpocket him/her self that can accumulate some bounty, and a good chance of spending some days in the dungeon or having to do Labor, but it also brings some EXP for each, pickpocketing and spending days in jail. I'm thinking we could add a Skyrim-like system of thievery, you can recruit thieves or do the lifting yourself, you can get quests from a Thieve's guild that either you need to take a item from a store, intimidade shopkeepers, pickpocke a certain amount of gold in a city.

Brothels; require Velvets and Wine.
Drug Laboratories require: Illegal Farms in the area, or products.
Pubs require: Products or Grains, Port Pub if town has a Port where pirates can visit.
Gambling Dens require: Brothels and a lot of bags of coin

Can Build 3 Brothels, 2 Drug Labs, 2 Pub and 1 Port Pub to attract Pirates and 1 Gambling Den when there's brothel.

Once players have at least 2 or 3 rackets in town, they can finally build a Black Market

Black Market: (Exorted City, 2 or more Rackets constructed) and a chest of coin.

All these rackets and Black Market should have an area. We could use existing locations and refit them. I love Black Marble materials, perhaps with could add it. Throw some velvet and lust for Brothels, put some tables with some wine and beers for pubs, put some alembic alchemy/chemistry stuff for labs, and finally some black jack, gambling themed stuff for Dens.

For the Black Markets we will need to improve. Add a bunch of stalls with each a custom merchat, a sign that gives quests, a chest to store town's extorted Gold, income, stolen items. Player can sell Stolen Items there, merchants will always have a decent amount of gold and sell all kinds of stuff, well, "some" people might think it will be easier to just go to the Native: Market, but the Black Market has a wide variety of items that the Legal Market doesn't have.

It might be hard to add each city it's own areas, but we could duplicate it and give it's own paradigm of region.

To access these areas, add menu: Visit Operations

Also, the amount of buildings doesn't matter. Perhaps we should allow 1 building, or make it count like 1 area, while owning 2 or 3

Each of these buildings will have it's own music theme

Here's the BM one: We could use it for Drahara too, we'll need a topic where we can analyse and study these songs too.




Jeez. I should've have born with a more curious mind, the way I construct these ideas, If I had any sane/useful knowledge I could help a lot.
« Last Edit: August 12, 2013, 04:13:55 pm by Darkgenius »

Offline Something unusual

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Re: Quests
« Reply #7 on: August 13, 2013, 12:20:15 pm »
You could add "random events" that appear randomly as your character is traveling on the map to add some more flavor and immersion into the mod.

E.g.
Event:
As you are traveling, a peasant woman comes up to you, begging you for food. She tells you that her village has been looted by Volheere raiders, and they are now residing there.
Decision:
1. Give her food (+1 honor)
2. Bah! Who are you to ask me for food? (Give nothing and lose 1 honor)
3. Where is your village? I will help rid these Volheere raiders from your home. (After killing the bandits, get +3 honor and 10 renown).
4. Execute her! (Lose 5 honor and gain 5 renown).

Event:
You are traveling in Maccavian territory. An Old God Priest comes up to you and preaches his religion. He asks if he could join your party and spread his faith.
Decision:
1. What Old Gods? What stupid religion is this? Execute the fool! (Gain 3 renown and lose reputation with the Old Gods faction
2. We cannot take anymore men, and neither do we want to (gain or lose nothing)
3. We accept. Join us, preacher of my faith! (Gain relations with the Old God faction and 2 renown but lose with New Gods)
« Last Edit: August 13, 2013, 12:28:11 pm by Something unusual »

cwr

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Re: Quests
« Reply #8 on: August 16, 2013, 12:00:37 am »
You could add "random events" that appear randomly as your character is traveling on the map to add some more flavor and immersion into the mod.

E.g.
Event:
As you are traveling, a peasant woman comes up to you, begging you for food. She tells you that her village has been looted by Volheere raiders, and they are now residing there.
Decision:
1. Give her food (+1 honor)
2. Bah! Who are you to ask me for food? (Give nothing and lose 1 honor)
3. Where is your village? I will help rid these Volheere raiders from your home. (After killing the bandits, get +3 honor and 10 renown).
4. Execute her! (Lose 5 honor and gain 5 renown).

Event:
You are traveling in Maccavian territory. An Old God Priest comes up to you and preaches his religion. He asks if he could join your party and spread his faith.
Decision:
1. What Old Gods? What stupid religion is this? Execute the fool! (Gain 3 renown and lose reputation with the Old Gods faction
2. We cannot take anymore men, and neither do we want to (gain or lose nothing)
3. We accept. Join us, preacher of my faith! (Gain relations with the Old God faction and 2 renown but lose with New Gods)


I like the idea! But we will need a lot of random events though, in order to make it immersing rather than repetitive. :)

Offline Something unusual

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Re: Quests
« Reply #9 on: August 16, 2013, 12:18:21 am »
I could provide them  ;D

Some more I thought of:
Event:
You approach an ancient Draharan shrine as you travel through the desert. An old shaman comes up to you and lead you in.
Decision:
-Convert to Drahara Mysticism (converts and gains relations with the religion)
-Leave after visiting and say thanks to the shaman (nothing happens)
-Foolish religion. My [your current religion] is better! (insults and leaves, minus relations with that religion)

Event:
You and your party walk through the vast Tolranian Forests, and suddenly, you find yourself beset on all sides by Forest Outlaws. The leader comes and tells you to pay up.
Decision:
-Pay up (loose 1/10 of your gold)
-Fight! (you are placed in a bad terrain and the forest bandits surround you and your party)
-I am an outlaw myself. Surely you will not rob your brethren. [need very negative honor and 0+ relations with the Forest Outlaws] (nothing happens)
-Pay extra (gains relation with Forest Outlaws)

« Last Edit: August 16, 2013, 12:41:43 pm by Something unusual »

cwr

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Re: Quests
« Reply #10 on: August 16, 2013, 03:22:10 pm »
Great! :)

I'm not going to code them in right now, though, because I'm working on some different things right now.

Offline Something unusual

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Re: Quests
« Reply #11 on: August 16, 2013, 04:33:52 pm »
Thought of some more. Dark, care to help me think of some? :D

You come across a group of bandits robbing a helpless victim. What do you do?
-Help the bandits (lose 5 honor and gain relations with bandits)
-Kill the bandits (gain 2 honor and small sum of money as reward)
-Leave them alone (lose 1 honor)

One of your men is about to desert [happens sometimes with low morale]
-Convince him to stay [check persuasion]
-Kill him! [gain morale but lose 2 honor]

You are accosted by a Reich des Drache patrol and they ask you for a toll [happens when you are near Reich lands]
-I am a vassal/mercenary of the Reich. Let me pass, fools. [you pass]
-Attack them [lose relations with Reich]
-Tell them why you are here and refuse to pay toll [check persuasion]
-Pay [lose 100 aurums]

A traveler greets you and asks for a night's rest at your camp. He is suspicious looking and seems to have his pockets full of gold- literally.
-Let him rest in your camp [nothing happens]
-Rob him! (lose 4 honor and gain 500 aurums)

As you are traveling, an engineer approaches you and tells you he has an offer you cannot refuse. He says he is willing to sell one of his contraptions, the "axe-bow" to you for free.
-Agree (50% chance he is a fraud]
-Liar! Throw the fool away! [nothing happens]
-"I wish to learn the secrets" [based on your engineering skill, he gives you extra axe-bows]

I agree that if we don't think of a lot of these events it will get repetitive but maybe you can make it so these events are rare (once every month) because it would feel repetitive even if there were a ton of different events.

cwr

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Re: Quests
« Reply #12 on: August 16, 2013, 05:10:50 pm »
Well, heres what I would do to implement these:

1) Make a trigger that fires very rarely (like once in 3 months) to spawn a random one of these parties, who will then be on the map, and their ai can be whatever you want depending on the situation.
2) Make a dialog with that party.
3) If the player fails to interact with that party in time, then make them disappear from the map.


I can help you some, and you can also use the Q&A on the TW forum. :)

Darkgenius

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Re: Quests
« Reply #13 on: August 16, 2013, 08:06:37 pm »
Heh, you'll prolly want to rethink that, we'll add a very specific crime system in the next versions, no longer honor dictates. Instead of gaining or losing relations, you'll gain Bounty, depending on what you're doing, like in The Elder Scrolls Game, also, you'll have Infamy and Fame.
These will dictate your karmic relations.


-DG

Offline Something unusual

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Re: Quests
« Reply #14 on: August 16, 2013, 08:11:34 pm »
Random events could still be included, except they would be simpler.
Maybe like this?

Event: A volcano eruption happened nearby. Result = refugees crowding around nearby villages
Event: Assassins attack your camp. [small night battle]

 

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