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The Lunch Break Blog

For those of us who would rather be leveling right now.

Author: cmagoun

Final Dynamic Quest Examples

Posted by cmagoun Tuesday June 16 2009 at 12:14PM
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Sorry for the delay between posts; there has been a lot going on here. In any case, I would like to finish up with these example dynamic quests before moving on. Here are two more DQs I would love to see in a game.

Tale of Two Cities

Where It Occurs

The Two Cities DQ occurs in a region where there are two settlements within a reasonable walking distance.


How and When It Starts

This DQ would probably only pop every few days.


What Happens

The premise of the Two Cities DQ is that there is some kind of dispute between the towns and that they are poised for war. Scouting parties from the two towns spawn in the wilderness between them. The parties won't be hostile to players, but if two opposing scouting parties meet, they will battle. The towns will close their gates and visitors will have to pay a war tax to enter. Prices for goods rise in both towns.


How Players Get Involved

Players traveling to either of the two towns will be able to join the scenario as members of the hawk or dove factions. NPCs in town would be talking about the pending war and would be able to point players to the various town officials and generals that would provide missions.


What Players Do

Hawks are trying to drive the two cities towards war. They can do this by attacking the opposing city's patrols, or by performing gathering and crafting runs to create armor and weapons.

Doves can try to make peace between the two towns by performing diplomatic missions to the other town. These missions would require the diplomat to carry an item (a gift, or a treaty) to the other city. Fairly tough spawns of assassins would try to stop the player, so he would likely need to be crafty, or bring friends. Games with conversation/diplomacy systems (Vanguard is the only one I know of atm) would be able to use these skills to further their cause.


When Does It End

The server keeps a tally as players complete missions in both towns and at some point, either the hawks will drive the towns to war, or the doves and peace will prevail. If the doves win, then the towns remain at peace and the scenario ends. If the hawks win, then it is war and another DQ chain (described below) is started.


How Players Are Rewarded

Regardless of the ultimate outcome, players are rewarded in gold and xp as they complete missions for their faction.

 

War! (PvP)

Where It Occurs

The War! DQ occurs in a region where there are two settlements within a reasonable walking distance.


How and When It Starts

The War! DQ occurs after the hawks win Tale of Two Cities.


What Happens

Periodically, both warring cities spawn war parties that head to the opposing town via roads and paths that connect them. If a war party reaches the enemy town, it attacks the gates (which are defended by guards and static defenses), trying to enter the town and possess the town's flag.

Without player intervention, this is very unlikely to occur, because when the groups meet, they battle. Typically, the war parties are very evenly matched such that a battle between them leaves only a few very injured soldiers from the winning side. The survivors are in lousy shape and are thus chewed up by the town guards and towers. Left alone, the war parties clash and ultimately kill themselves against the enemy's walls.


How Players Get Involved

Many players will already be involved due to their participation in the previous DQ. However, new players are drawn into the conflict by enlisting in one of the two towns. Doing so will make them kill on sight to all of the enemy town's NPCs and players.


What Players Do

Crafters and gatherers can help the war effort by gathering needed materials and crafting weapons, armor, seige weapons and towers. Crafting weapons and armor causes the city to create upgraded war parties, or create more of them. The more numerous and better equipped warriors will eventually overwhelm their opponents and be able to inflict damage on the enemy town.

Crafting seige engines produces slow moving weapons which travel with a group of soldiers. The weapon can be easily destroyed if the soldiers guarding it are killed. However, if the seige engine reaches town, it can do serious damage to towers and walls.

Crafting towers helps upgrade the defense of the town, or repairs the defenses that have already taken damage.

More adventurous types can patrol the roads and kill groups of enemy soldiers (and likely players). This not only reduces possible damage to their own town, but makes their own soldiers more likely to be able to assault the enemy in numbers. They can help attack the town (though the number of guards and static defenses should make that dangerous without numbers). They can issue basic orders to nearby soldiers, telling them to follow, attack, fall back, etc. Players can also take control of seige engines, allowing them to target specific defenses.

The idea is that, without players, the war continues without any progress being made by either side. Players tip the balance and determine the course of the war.


When Does It End

The war ends when one side breaches the other's town and destroys that town's flag. Alternately, the war could end after a certain number of hours have passed.


How Players Are Rewarded

Players are rewarded both for joining the war effort and for their contribution to the war effort. A small bonus is given to the side that wins the war, but a larger bonus is afforded to those who joined the side that was outnumbered, with the bonus being in proportion to how bad the odds are when they joined.

MMORPG.com writes:
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