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-   -   Which quests do you want to see, the poll! (http://www.reverieworld.com/forums/showthread.php?t=1052)

Josh Warner 10-11-2009 10:36 PM

Which quests do you want to see, the poll!
 
Unfortunately I had to cut 4 of them due to the size limit on the poll, unless it's possible for a mod to override that or change it. this is a multi-vote poll, so pick as many as you'd like, just try not to vote for them all lol.

Don't forget you can vote for more than one everyone.

  • Defense:
    You recieve a quest about a friendly (ai) village/town/city/fortress or what have you (Depending on how far you are in the story would decide the size/difficulty ie; what size army you'd need to bring) that is being assaulted by an enemy race or an evil faction of the same race, your job is to protect either a specific building or unit, perhaps a central keep must not fall, or the king/leader of the place must survive for a set time, or the reward at the end is based on the number of allied units/named characters/specific buildings left standing or alive at the end, with at least a certain amount required at the end for a 'success' Could operate quite a few different ways, I won't expand on them all but traditionally it would be with a set number of waves on timers, if you can't manage to kill all of the last wave they'd regroup and come in again with the next wave making it progressively harder, with the occasional boss thrown in.

    Example: You arrive at a human city with basic stone walls/towers being attacked by orc raiders, you're given a minute or two to set up. There are 3 named characters and two buildings you are tasked to protect. You are given control of these characters for the battle, they are very powerful but should any fall your reward at the end from the villagers will be reduced significantly. The two buildings you are tasked to protect are the towers adjacent to the main gate, if there are no friendly units on the tower it is considered lost. The towers provide good defensive positions, but the center of town has an even better defensive position, with it's own stronger inner walls and gates, far more/stronger static defenses etc. If you can protect the two main towers the reward is greater, but it's far more difficult. The center keep would also give a small healing effect over time for all units nearby, but it would be too far to send units there between waves effectively. Every few waves comes a boss and a larger amount of units, you're given time to heal all your units and set up before they arrive. Also, you can have the waves start sooner with either a command/button if you're ready early.


  • Rescue Mission Overview, your advisor tells you about a group of people/soldiers (The type of units and amount varies both randomly and based upon your kingdom strength) that have been taken captive, and a local warlord is demanding ransom or he'll start killing them. You can pay (Extortionate amount of resources for the units you'll get, but you gain a small amount of influence) or you can attack them and try to rescue the hostages. Victory condition is escorting the captives to a designated area. Reward is the units you save, as well as a certain amount of resources based on the number of units. Defeat is all or a set amount dying.

    Ex: You start on one side of a ravine, the main bridge is heavily defended and it will be a difficult location to take head on. But there would be 1 or 2 'back door' smaller bridges that are well out of the way that you could cross to avoid the well defended approach to their base. You have a time limit, after that the warlord starts killing a captive every x seconds or minutes. Once your forces are spotted you have a seperate time limit to engage the warlord in combat or he'll start killing as fast as he can. Once your units enter his line of sight he would charge you and leave the captives. You can choose to kill the difficult opponent for a larger reward, or simply distract him and take the hostages. They come under your direct control after you free them, requires destroying their cages/cutting their ropes (Any amount of damage frees them, so just one hit per to free them). If you choose to go through the main bridge, your goal is to get to the warlord himself quickly, if you try to skirt around the ravine, your goal is to beat the main clock as you'll be on the warlord himself before he has time to kill anyone. You do not know where the secondary bridge is, and there would be several paths to check, if you take too long to find it... Brawn and speed or stealth. The first will be a difficult battle for your army more likely to keep the captives alive, but risky to your own troops. The latter will likely see several captives executed.

  • From Joseph Visscher a resident dev with a very long title!
    Treasure Hunt
    quests where every now and then randomly (when your not in a battle with another human player) a dead enemy will drop a special box which can be picked up which holds a letter of a treasure clue and a location on the world map, you go to that location on the world and explore trying to find another clue about it while fighting some creeps along the way you find the next clue and location, keep going from place to place with an army until you get the exact location of the treasure which gives great rewards of resources of mostly gold and maybe other things.

  • From Darathor
    Escort quests: You find a broken down caravan or something, and the leader asks you to escort them as they move through an area. You must protect the leader and his wagons from various foes(even players!). These might include, wandering bandits, the leader's foes, and even the elite fighting forces of other players that can send your way. You may have to protect him as he searches a building or cave for a long lost artifact or relic! He might even ask you to search for something while he and some of your units protect his caravan or train of wagons or train of carts or even a train of elephants!(there aren't any in-game right?) There might be a time limit, there might be an overwhelming amount of units that you must pass quickly or sneak through! The path may be long and arduous or short and easy. Your reward will depend on which!

  • Survival:You arrive at a town/city/fort for one reason or another, on another quest. But the quest you started was really a trap. Shortly after arriving you are assaulted by a large army attacking in waves, you have several ways to 'win' this one. You can immediately try and make a break for one of the 'exits' on the edge of the map and leave the already deserted place, once all your living units are on the exit the quest ends. You get no reward, this is the safest way to deal with it a way to escape if you brought along a very small army thinking it was a simple quest that wouldn't need much. The second option is to last through enough waves to have built up a bonfire large enough in the center of town to create a large cloud of smoke, big enough that a nearby patrol would see it and come to your aid(takes 2-3 waves after lighting before they arrive) quickly dispersing the attackers. For each wave you survive you will gain an ever increasing amount of resources, for each wave after the bonfire is built and you choose not to light it you will gain a very small amount of influence, but the attackers will be significantly stronger now. The last option for victory may or may not be available, you must kill the leader of the attack without the help of a patrol. He's protected by several later waves worth of units, and far enough away from the defensive position that you can't lure them into it. It's ill advised, but the reward is great if you somehow manage to succeed.

  • FromThe Witch King of Angmar
    Stealth mission:
    Basically, you have to sneak stealth units (probably elf units) into the opposing faction's capital and gather information about strategic as well as economic advances that the enemy has made. You must get in and out unseen and safely make it back to your home base. The reward could be either cash to spend on more elite units and access to more expansion options, and obviously, a look into the enemy's plans.

  • From Kire
    Need before GreedI know it is not original.... It is hard mission so only developed ppl should go for it. First you have to find something similar to treasure hunt but not same (to get a x thing), than you must destroy it in special places (like lava in lord of the rings). While doing quest you are hunted more by enemies (your castle and your expedition)... similar to lord of the rings quest =P. Trough time the invading enemies comes in greater numbers so you must destroy it as soon as possible =), but if you feel strong you can keep that Thing as trophy and it gives you some bonuses but you will eventually fail in time- if the enemies get the Thing it gives you a curse ... to decrease things. The rewards would be epic but if you want to go on that quest you must be well prepared.
    And be aware .... your friends, friendly players(?) and also some friendly npc can also act strangely... who wouldnt want the power that the thing gives you or the reward if you destroy it. So some of them will also try to took it beside enemies. The Thing also improve your hero stats and that curse, if he loose it, decrease stats.
    Are you prepared to bare such a magnificent gift?


Josh Warner 10-11-2009 10:40 PM


  • From Puppeter
    Overwhelmed:
    How many assaults can you withstand? With your fortress, repel as many waves of enemies as possible, which range from a few bandits until progressively mounting to full scale-sieges. You cannot win, only survive longer each time. The idea is to see how impenetrable your castle is, and how long you can last. It wouldn't affect your castle in quests, as this really is a mini-game, but provides some light-hearted fun.


  • Repell the invaders/Invade the enemy: You must attack and destroy an AI controlled camp within your racial territory for Repell, this is the easier version of the quest. It would be a small, poorly defended camp with a moderately powerful boss at it's center, this would be an early quest designed to get you used to attacking walls/well defended positions without too much danger, thus it should be fairly easy with a small reward. Invade the enemy would be a more difficult version taking place in a racial enemy's territory. You would be attacking a AI controlled castle that would have defenses scaled depending on how far you on in the main quest line/overall strength of your kingdom. As soon as you begin your attack (Enter LoS of the units along the wall) the alarm would be raised and units would continually be trained within the castle at barracks located throughout the city, and much stronger units within the keep itself that head out to any part of the wall attacked. The Barracks do not stop spawning until they are destroyed, or a set 'cap' of defenders is reached, once defenders die they would start spawning again. There would also be several mini-boss units patrolling the walls/defending the gates, they would not respawn, and a boss defending the keep itself. This mission would also have a time limit to prevent just camping the barracks, once reached a large hostile patrol arrives and your army is forced to retreat from the field. The reward would increase based upon how quickly you kill the main boss, which is the victory condition.



  • From: sneaky_squirrel
    Rebuild: You alone with a few escorts (You are only allowed to bring but a small army), this quest will consist of the hero arriving and finding a devastated region where a people have been separated by either war, greed, disasters or monsters, your mission is to rebuild with the little resources the survivors you encounter have, round up more forces as you travel the map liberating them from their captors and fight the last outpost in which resides that which causes the separation of the villages.
    Build and destroy, but with RPG feel plus one for survivability, would be a nise setting in a swampy region with villages of houses and farms rounded up with small palisades and weak towers.


Nick Nord 10-11-2009 11:10 PM

Defense would definitely be pretty cool.

Josh Warner 10-16-2009 10:46 AM

/bump. Hmm, should've posted it in the general section so more people would see it I guess. Don't forget, they might work on and add some of these before beta/release.

Nick Nord 10-16-2009 12:06 PM

Well at least 26 people have read this topic, because there are 26 votes :)

Josh Warner 10-16-2009 12:39 PM

Each person can vote multiple times - had to make it that way or there'd be like 10 votes :o As in one person can vote for several different types at once. I think most people didn't understand that and voted for one thing :x

Robert Schultz 10-16-2009 03:18 PM

Oh, I didn't realize it was multiple choice.:rolleyes:
I think survival/defense/overwhelmed are essential the same thing, enemy forces assaulting a fortress, and you holding them off.

Josh Warner 10-16-2009 03:30 PM

Quote:

Originally Posted by Brightgalrs (Post 19999)
Oh, I didn't realize it was multiple choice.:rolleyes:
I think survival/defense/overwhelmed are essential the same thing, enemy forces assaulting a fortress, and you holding them off.

The difference comes from overwhelmed being using your own city, defense and survival difference in various ways they work, the victory/loss conditions and the way they reward the player and other how they start, survival operates like a trap - you're not expecting to be defending a city, just traveling there for a non-combat assignment, or a much smaller scale one. Small/moderate changes to 'defending a castle' add quite a lot of replay value.

Kire 10-16-2009 05:17 PM

I like the most Need before greed =P. Beside i voted also for defense and Overwhelmed and survival.

wills370 10-26-2009 04:25 AM

Quote:

Originally Posted by hcm2009 (Post 20240)
Hi all!
I've just visited this forum. Happy to get acquainted with you. Thanks.

Read the rules, dont spam we have a introduction topic for you 2 use.
Secondly what is up with your sig??...remove that....


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