Creative concepts for new dungeons / quests

Started by Crimson_Blood13, October 16, 2016, 04:23:16 AM

Previous topic - Next topic

Crimson_Blood13

[FONT="]Hello!

I've played personally through many of the quests that I know about and love all of the challenging and unique ways to tackle different tasks. I would love some more challenging tasks that require many players helping each other overcome problems. I love distant shore and how it requires everyone to work together.
[/FONT]

[FONT="]An example that I was thinking about would be a quest that requires at least five people, there would be a door that has four people to activate switches. The catch here would be that the four other people would have to submerge into water where upon flipping the switch locks the door behind the underwater player. Once four players are locked underwater, the main door opens and the other party members have to figure out a puzzle on the other side. One I came up with would be four enemies that can't be hurt and move at a walking pace. Each of these four have a certain point on the ground that once they walk across they get locked into place and one of the submerged players get to climb into the main room. A puzzle like this would require fast thinking and would be intense for both parties because they have to rely on the whole team.[/FONT]

[FONT="]Another example I thought of would be a large room with many pillars in them. In order to get through to the next room, the party has to destroy the pillars for the roof to collapse to crawl up to the upper floor. The teamwork here would be that if he pillars were not destroyed appropriately then the ceiling would collapse on the party, cause a great deal of trust and leadership to navigate the dungeon.[/FONT]

[FONT="]Another idea would be a boss that when near death she send the party back in time, bringing the players to a reconstructed map from a previous chapter, an area that the gods are still alive etc so the lore would be different causing the players to have to re adapt to the game to find the boss in order to kill them.


Another idea that came to mind would be a quest given by an NPC who informs you that they are immortal and wish to reconstruct an artifact inside a crypt capable of eliminating the curse bestowed upon them to allow them finally a chance to rest. The quest would require the party to split up to find the different pieces of the artifact while using switches and triggers to allow the other members to get from room to room across a chasm. Once the artifact is found, and some sort of boss is beaten, the party would present the artifact to the NPC. The NPC then reveals himself as Gargauth, the "Master of All Weapons" looking to reclaim one of his artifacts that was protected from him. In doing so, Gargauth provides the party with a random bag with random items inside. The trick (Due to his evil nature) is that whomever uses the bag / item would receive a random artifact that could be good or bad, but regardless is locked to that PC much like a Mimica is. The pressure would then be on the party as to whom risks the item. I understand that to involve a demipower is a bit much for the current deity crisis.
[/FONT]

Last one, although I could keep going, would be almost a hunger game inspired quest line where the party is on one of many boats owned by some rich NPC that is circling an island. The players use a transition to "Swim for land" causing them to end up at different points on the island. At the same time, NPC's will be spawning randomly across the island in the same fashion, being random in difficulty. The goal would be to get to the center of the island and reclaim some sort of item or artifact (I know this has been a common theme in my suggestions but its an aspect easily replaced). The party would have to decide if attempting to meet up somewhere on the shore is smarter than racing for the center, as the longer they wait to reach the center the more NPCs find their way to the center. I love the "Race against the Clock" theme and enjoy the intensity added to quests.

[FONT="]These are a just a few suggestions but I think there are so many ways to make some really fun and cool additions! I love all of the quests ranging from easy to hard on the server but a lot of times higher dungeons require a party able to kill very strong monsters and there is nothing wrong with this approach, as it's very hard to get around handing out good rewards without strong NPCs to provide them. I would love to see dungeons that hold a lot of critical thinking puzzles that still has its hard bosses and spawns but focus more on the whole party coming together to figure out the room[/FONT]



[FONT="]Anyways, thanks to everyone who reads my little rant![/FONT]

[FONT="]Cheers![/FONT]

Howlando

Thanks for the suggestions! I definitely welcome such.

Bear in mind that time travel quests or interacting directly with deities is something that is highly unlikely to happen in EFU at all, and certainly not as part of a scripted quest.

Some of your other puzzle ideas are cool, and may get implemented - it just tends to take a lot more work to implement such.

Crimson_Blood13

Thank you for the feedback! I figured as much on those particular ideas so I didn't put much faith in those. Anyhow I'm glad you liked some of them!