This is still a work in progress. Just been thinking about it for a little bit. I'd love input from others to refine it, if it is something that could be considered for addition to Game!evev wrote:To wrap this up, the world is your oyster guys. If you really want more quests then design some and then submit them for review. At the most basic I'd suggest you include:
- Which event triggers the quest?
- What are the requirements for the quest to trigger?
- Please write the text that will provide the player with a backstory and clear quest requirements.
- Step by step list of actions a player takes to fulfill the quest.
- Can the quest be failed?
- What is the quest reward?
This is a quest and a new Pet/feature all in one.
The new Pet is the Monster Biologist who keeps a Bestiary of all the monsters you slay while he is following you. The Bestiary would be accessible either through the Profile or perhaps some area/NPC on the Town map (like a Zoo or Taxidermist or something).
I envision the quest being in a new area, ideally an exotic tropical island or something accessible by boat from the docks visible in the top left of the Town map. There could possibly be a toll to use the boat transportation to get to the island, if such a thing is appropriate, although I don't envision it being nearly as expensive as Holiday Island.
Since gaining the services of the Monster Biologist would be the prize for completing the quest, I don't think that the Quest Master need be involved beyond possibly giving the player a hint once the new area is available. Certainly no gold or experience need be awarded.
Once the player arrives on the island, there would be several areas to explore, each one more difficult than the last and probably restricted by level so that the player must return several times over a few levels in order to complete all the goals for the quest. Since it would cost some amount of money to reach the island, possibly having a healer there would be a good feature, except having the prices be significantly higher than the healer in Town yet still cheap enough to make it worth using the island healer instead of making a return trip via boat to Town to heal there.
On the island, there could also be a Lead Scientist, the equivalent of the Town's Quest Master, who would advise the player about the details of the quest. I haven't thought too much about details, but the basic theme behind the quest would be something like this:
- There are several tribes of monsters on the island that are being studied by a group of scientists.
- The monsters have raided the camp of the scientists and each tribe has stolen an important piece of equipment/machinery or kidnapped an important person. To prevent the creation of additional items, perhaps the monsters have instead overtaken various areas of the scientists' camp and must be cleared out of each area in turn.
- The player must quest in each of the monster areas to win and return each item/clear the area and return it to the scientists' control.
- I personally prefer quests that end with fighting some sort of boss, so once a player has killed enough of each monster type in an area or gotten a special item (ala flashlight, darkness inhibitor), he goes on to fight the leader of the tribe and win the special quest item/win back control of that area.