Story and Quests...

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I don't know how much of the story or quest progression has been mapped out ahead of time by the creators. So this is just a humble suggestion.

The game currently has a -lot- of landscape that just sort of begs to be used. The early game river pirate quest is an excellent starting point and I think it'd be very easy to expand on that.

Simply adding progressively harder quests to the initial quest giver could add hours of story based gameplay to the early game. You already have a system for giving item and money rewards, it'd be a matter of just expanding on that and adding in a bit more background story with each finished quest.

The first quest as we all know is simply to trash "river pirates" until you've done it often enough to finish the quest. A quest after this could be to perhaps find the source of the river pirate attacks, or perhaps to assassinate their leaders. From here you could move onward to perhaps an attack on a pirate controlled town or something else.

Now, from there you could possibly find out that a local duke was financing the pirate raids to cut the neutral town out of trade routes.

You see where I'm going with this.

I think it'd be great to see even some simple quest chains in the game at some point soon. Right now we've got this big open world that begs for some more filler.

On a side note, I'd like to mention that this engine could be adapted to soo many genres. Once you have this game up and running, I have no doubt you could continue funding your development with games set in other themes. Ancient Rome or China for example.

Excellent work, by the way. Well worth the money.
 
The first quest as we all know is simply to trash "river pirates" until you've done it often enough to finish the quest. A quest after this could be to perhaps find the source of the river pirate attacks, or perhaps to assassinate their leaders. From here you could move onward to perhaps an attack on a pirate controlled town or something else.

Now, from there you could possibly find out that a local duke was financing the pirate raids to cut the neutral town out of trade routes.

And then... You can find out that some mysterious third side stands after that conflict between swardians and vaegirs))) And we'll have default RPG storyline - find some evil guy and heroically kill him) I'm bored of this stuff, to say honestly. Let's just leave storyline and quests to Armagan - it would be much more interesting to play when you DON'T know what awaits you after the next storyline turn.
About different settings: Yes, it would be cool to lead an attack of Yari Horsemen (remember Shogun! :lol: ), or work for Brutus family in Rome) I can suggest: Ancient India, Ancient China, The Era of Crusades, Russia of 600-800 a.d. (try to find some historical facts on this period - this is quite interesting, to say the least :lol: )
 
Probably the best thing about joining this community so early is to hear insight like that, KnZ. Not to suck up, but i totally agree. I want to be surprised.
 
I'm not demanding that the dev team use my ideas. I think you both misinterpreted what I was saying.

I was merely asking that quest progression be prioritized over more cosmetic features, and offering some quick and basic ways to implement that.
 
I agree that there should be a bit more story telling going on, but at this points the devs prioirties are on making sure that game doesn't crash. As soon as this and useability functionality is all implemented I am sure that they will develop more storylines and Quests and such. I do like your suggestions however. :eek:)
 
If there is a story, I hope it won't make you some kind of epic hero, you know, 'the savior of the land'. If you just are a part of the bigger picture, such as you won't kill the king of the other faction, but you help lay siege to his castle or you are patrolling around it so that no supplies could get in.
 
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