Dulrik wrote:
I am FOR everything we can do to make levelling more interesting and varied. More areas with unique challenges and lots of quests to break up the monotony are what we are trying to increasingly add in the future.
Here are a few ideas:
1. More Judge Aztalyn (Exile) type quests in combination with Ch'zzrym Matron mark quests. They also need to be chain quests, like the assassin's line in Teron. Judge tells us we have an escaped criminal hiding in rogue's den, we go get him, then when we return to Aztalyn, she should say, hey you previously helped me with this guy, how about helping me again? This time, I want you to go see my covert operative near the entrance of Necropolis, say.
1a. Upon meeting the operative, he would tell us what's been going on in Necropolis. He says there is some kind of evil ritual going on and they have captured some elves and sprites. Then he asks us to follow him. He shouts 'For Taslamar!' and charges into the place. Certainly this idea isn't original in online games, but NPCs integrated escort/kill quests are very fun. The goal here is to disrupt and kill the ritual summoners.
1c. At the completion of the quest, the operative would remove his mithril shortsword (the subtype no one would use for PvP) and give it to the player and say, thank you, we will be fine from here, and drops a few heals and flight potions. He then says why don't you go see my captain by Northern Wastes? Then the quest resets. People can do it as many times as they want for fun but no more rewards after the first one. This type of quests help integrate story, prejudices, racial differences, kingdom origin differences into SK.
2. Quest advancements and area integration like Matrons in Ch'zzrym. Players start somewhere to learn about what's happening in the whole area. Then the mage gives players a mark so they can start exploring one House and a series of quests to get worthwhile loot as well as experience. Matrons interact, guards interact, and so they bring out the lives in NPCs.
2a. Craeftilin, one of the best areas of SK also has this kind of thing. The starting quests may be easy to do, read a book, answer the questions. Then they get to go down somewhere. More quests in there, maybe require players to kill a medium boss or two so they can gather two parts for the final boss.
2c. Final big boss would require a bunch of players to kill, and it would talk and react differently depending on auras. Lighties and darkies would have different reasons/quests to kill him. Maybe people get to zap a scripted item to take off its invincible aura of the final boss. No rampaging plauges please, all that does is annoy the poor healer that came to help.