Shattered Kingdoms

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PostPosted: Sun Dec 09, 2007 3:03 pm 
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Joined: Wed Feb 27, 2002 4:00 pm
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Location: Redwood City, California
This is pretty much an idea I've been pushing with immortals for several years. Algorab is probably the only one who actually ran with it.

The core of the idea is that there are cross-area quests in each zone that introduce you to the next appropriate levelling area up the chain in your area. I won't claim credit for this idea, since it's been used in plenty of other games, including World of Warcraft. I just wish we had more of it.


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PostPosted: Sun Dec 09, 2007 4:08 pm 
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Joined: Sat Jul 16, 2005 7:50 pm
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Dulrik wrote:
cross-area quests in each zone that introduce you to the next appropriate levelling area up the chain

That's very open minded. I had thought similar ideas from MMOs were shunned. SK could be more environmentally immersive if the NPCs take more identity and show cultural differences.

For example, the first time I went through Kytar, it had left me with a long lasting impression of the Empire. The way the instructors treated 'me' (i.e. new character) was unique, and it gave a sense purpose to Imperial newbies. It told a 'story' of how they will be treated, what they are worth, and what's to be expected. They came out as "recruits" or "reservists", and they get a quest to goto the next zone from the commandant, but the quest chain ends there, undesirably.

Another example is Sukra, as mentioned already. It is a great idea for new players to defeat a bunch of monsters, and when they are strong enough, they can defeat that bigger monster for a quest item, and return the item for a small reward. More of the same can be implemented to promote history and story of both racial differences and SK culture.

Take the old Caverns of the Undead between Ayamao and Taslamar for instance. I know it doesn't exist any more, but that was such a cool zone. We had to best a bunch of monsters in order to advance. When we got to the end, we had to acquire a mean to enter the last boss' lair, defeat him and get out. That was a lot of fun. SK could have quests to defeat that boss from both lighties' side and darkies' perspectives, with different stories spun for that 'dungeon', the NPCs there and boss.

In the past, when there have been onwards of 60-80+ players, the cabal members at the time showed the new comers their cabal culture, history, or "lore". Now most of that Druid/Fist/MC lore is probably lost. Some cabals these days give the feel of different factions with different skillsets - the driving forces behind them seems soft. Cabal HQs are right in the open; they all look familiar and similar, players ranging different races and cultures meet up and greet each other like a big family.

Empire could have more NPCs showing distaste for Taslamar and its people, some can even explain why Taslamar exist. Ch'zzrym could have quests to kidnap surface elven children, quests to drive along the enmity in SK. Meanwhile, Sith'a'niel can have quests for players to go free those children in Ch'zzrym, etc etc. Griffons too, what happened to them? They used to be popular.


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PostPosted: Sun Dec 09, 2007 5:26 pm 
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As I said, I've been pushing for this kind of thing, but for whatever reason, it doesn't seem to make it into the game. A concrete plan is half the work, and it's not something that I have time to provide to builders. As players, you can help encourage the Kingdom Directors to add these kinds of chains to their kingdoms by suggesting ideas for NPC personalities and quests. And then be sure to followup with them on it.


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PostPosted: Sun Dec 09, 2007 5:31 pm 
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Joined: Sat May 07, 2005 8:16 am
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Location: Las Vegas, Nevada
SK Character: Achernar
Most quests like that will be saved for higher levels because the experience is so much harder to come by.


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PostPosted: Sun Dec 09, 2007 5:36 pm 
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That shouldn't be the builder's concern. If we make them an integral part of the levelling experience, people will use them.


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PostPosted: Sun Dec 09, 2007 6:05 pm 
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They don't have to all reward experience, besides, isn't quest experience fixed already? Some of the quests are no longer worth much at high levels.

The 'delivery quests' from newbie school to the next zone could simply reward a better waterskin and some filling rations. A backpack with +1 on certain stat would also be feasible, better than the generic that comes with creation. Chances are everyone will end up doing the quest for that +1 stat on the backpack, and that's the whole point. As long as the NPC does it with a story-driven quest.

Other quests could reward a few choices of equipment. A leather bracer, a shield, or a shortsword with +1 enchants. Similar to the Uxmaln Library quest - at completion a list is offered for players to choose so quests are multi-purpose. They can even come with crests so that it further reinforces the importance of SK's diversity and culture.

Rewards don't have to be anything game-breaking; the beginner's +1 stat backpack could be designed to hold little, so that higher level characters would have to replace them later at some point. At some point quests could also be repeatable for simple monetary rewards. Greater deeds could be listed some place for others to see, or NPCs could repeat the name of the last person who completed the quest.


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PostPosted: Mon Dec 10, 2007 7:13 pm 
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Minette needs to PLAY MORE.


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PostPosted: Tue Dec 11, 2007 3:08 pm 
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Joined: Thu Feb 28, 2002 4:00 pm
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SK Character: Viltrax
The guy in Taslamar newbie school already gives you some nice advice about where to head next (and considers your level too). Are we talking about extending that process so that, say, Halfdane takes over with the advice?


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PostPosted: Tue Dec 11, 2007 5:37 pm 
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I was talking more along the lines of Lazeran telling you everything and anything about the outpost and other areas.


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PostPosted: Tue Dec 11, 2007 5:50 pm 
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Joined: Fri Mar 01, 2002 4:00 pm
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Location: Floating in Previous Player Ether
There should be a Loremaster or something in Teron, that for a fee, will tell you about any area in the game with a small synopsis.


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