Quest design : modular invasion

Started by Pentaxius, April 24, 2013, 10:54:50 AM

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Pentaxius

Jumping back on an idea I had a while ago, I think it would be incredibly fun in the challenging and risk-taking spirit of EFU to implement an invasion quest (such as Orcs or defense of the Bogs) in which it is to the players to decide at which point of the invasion they fall back and retreat.

The reward would be proportionate to the risk taken and the number of invasion waves completed.

This type of modular quest would allow all players, regardless of their mechanical mastery, to explore the atmosphere of the quest while offering a deadly challenge to those who wish to push it to the limits. An epic experience !

Blue41

Survival mode sounds like it could be pretty fun. Though I suspect it may be a bit difficult to subtly mark the difference of when one wave ends and the next one begins.

Deception

I think this would be awesome if implemented.

xXCrystal_Rose

So like multiple waves, and you choose when it is too much to handle and are rewarded for which wave you have survived up to. Cool stuff! Maybe a pause for recovery between waves or each wave has a specific new enemy type to make it clear that you have made a transition.

FallenFromHeaven

I would be wary of such quests/events for such quests being farmed for both loot and XP.

Zango_Unchained

Make it a event much like invasions, such as a farm is under attack and you undergo ten waves. At the end of each wave you tell the farmer if you can hold out for another or not, and if you can it starts the next while they are trying to get all their possesions out and escape the farm before the tenth wave which will destroy the farm but end the invasion if people get there.

HalflingPower

Sounds like you guys need to go play a different game with team defense for a while.

This suggestion makes no sense to me from an in character perspective.

Blue41

Do the Bog defense quest. Now take the boss away and let there be no end to the incoming spawns. It becomes a matter of not if the grove falls, but when- a hopeless battle in the face of H'bala's legion (and fitting, given recent events.)

The only thing I would be against is having the pause in waves preluded by an NPC telling you to 'get ready, here they come.'

Yalta

This could work.

Things would need to be put in place to avoid abuse.

I would suggest that it is almost "impossible" to complete, so its simple and expected that you "run" at some point so as to not cause continual deaths and the quest not being taken.

It would be great if it is like "The Way" was early on. So people almost become legendary if they get through it or to XX point in it.

Big Orc Man

This is a good idea, but it would have to be done very carefully.
 
Part of the enjoyment of the game comes from a sense of daring and adventure.  When the mission is set up so you explicitly cannot "win", but must choose the time of retreat, it has a tendency to feel more tedious and calculated.
 
That said, there's something to be said for requiring more thought for victory than just attacking all reds!

FallenFromHeaven

Attacking all the blues is definitely more fun anyways.

Vlaid

Quote from: Big Orc Man;332743This is a good idea, but it would have to be done very carefully.
 
Part of the enjoyment of the game comes from a sense of daring and adventure.  When the mission is set up so you explicitly cannot "win", but must choose the time of retreat, it has a tendency to feel more tedious and calculated.
 
That said, there's something to be said for requiring more thought for victory than just attacking all reds!

Maybe an invasion where you choose at what point you turn back is not the right theme for this style of QA.

A couple alternate themes:

A series of connected Targus challenges. A great place to give some nods to past Targus plots or dead PC/NPC's of the Targus faith.

An adventurer training ground run by Bilby. Wouldn't need to be exclusively trap-play, but it would be interesting if many of the encounters and areas are significantly more difficult if you don't figure out the "trick" first. (For example, some room has a group of kobolds and an alchemist barrel. If you let them run at you, and explode the barrel between the two groups as they cross with ranged weapons...) The first few levels could also be great for teaching newer players some quest skills they will need later on.
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granny

make it like this: if you survive a hundred waves, you escape undeath and defeat h'bala, thus you win efu!

TeufelHunden

Lol Granny a scripted win of the whole server would be bad.

Paha

Ideas and themes good, what mostly comes into play is using the time and effort to device and script things to be balanced and properly made. That is the biggest brain-eater here, and it will take time if and when one has that time to spend.