quest type suggestion for when bandits are done

meilodasreh

New member
A "deliver package" quest type would be nice, similar to the "fetch" type we already know, but with an additional "twist".

"Deliver" could work like:

You'd get the "package" from the trader and have to take it to a poi, where you'd have to fight your way to another NPC and deliver it.

The NPC gives you a reward (maybe also chance to trade stuff), but this wouldn't be the end of it, but instead a squad of bandits would spawn (they're after the "package" too), and you'd have to fight your way back out (maybe also having the NPC follow you and you must protect him until the location is cleared of the bandit threat.)

This type of quest would be a convenient choice when you want to go to a certain direction anyway, but not want to return any time soon (which you have to when choosing a fetch quest because the damn satchel is stuck in your inventory the whole time)...and of course for the reward.

Instead you'd have the opportunity to get the reward "on the way", plus the opportunity to have that "one-time-trader" (the NPC) where maybe else none would be in the vicinity.

I think that would be a nice addition to the quest types we already have, and also help smoothing "quest grinding" because it reduces traveling back and forth.

 
Actually it sounds dangerously nice. But if done, I would like for the entire TFP team
to design it. With input directly from the player base, to cover vulnerabilities. The poi
should be invulnerable at foundation and exterior so to complete it a player can't just
cheese it. The the exterior would need an impenetrable collider at the top is angled like
a pyramid, with the same slope angle as mountain sides that break your leg. so no fly bys.

Dishong Tower. a special version. The machines and tubes in full swing, with variably
placed mechanisms to shut off as you clear a volume. But can be switched back on by the bandit
Reinforcements. 5 in the world to be exact, each one unlocks a higher tier of melee, and projectile
weapons. Can only be entered by request from the traders. Each open open only after meeting a
prerequisite of time alive, points accrued, and completed quest volume.

Traders should be ruthless, those with power always are. To catch a thief you have to think
like one. To confound a player you have to think like one also. If it is built only on in house
thinking. It would be the same as a house of straw built on sand. Build it would touch everyone
equally, and prompt a more casual player to test their mettle or just play at a limited level.

Since it would be one helluva gate to advance, It could be labeled something like the Hellgate
quest.

Is this what you were thinking? What would you change by either addition or subtraction?

I'd do it. Mainly because it would be incorporating, that good old feeling of anxiety, with the new
mechanics. Making them work in a more cohesive nature, than as separate entities. Which also refers back

to your back to your query posed on the survivor thread.

Writing about inhouse thinking wasn't a dig, It is what i have learned from watching reading and listening

and playing over the years.

***https://www.youtube.com/watch?v=KFNxJVTJleE***

***https://www.youtube.com/watch?v=GomZNDLX9SU***

 
I personally hate quests in games where you have to lead a NPC somewhere and protect them.  But a delivery quest by itself would be fine.

 
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