by Archiplex » Wed Oct 09, 2019 12:10 am
Made a note of this in my w12 recipe thread, but there needs to be layers of quests
Credo quests, individual quests, local quests and realm quests.
Credo/Individual quests would be much like what we have now, where it's mostly fetch quests, exploration quests or stat raising/experiencing certain things. Stuff we can do alone and don't need to interact with others.
Local quests should be village-based, in regions of lands spanning multiple grids. It could be things like a single npc spawning in a region and being tasked to bring a large amount of resources to them, or construct a building made of specific resources nearby, or to hunt down specific, quest-spawned unique monsters that only spawn in a region.
Such quests would either be competetive or cooperative- meaning you either have to race a nearby village to 'finish' the quest, or that each village can contribute to an overarching progression score, and at the end of it, each village is rewarded based off their total contribute/the reward is a regional buff (refilling all resources, quality increasing, etc)
Realm based quests would be far bigger and should always be competitive- realms competing against other realms. These should be quests that require people to travel far and wide; such as a singular, moveable structure that must be placed upon realm soil (but spawning in a place no realm can claim) for a certain amount of time. Or having to collect various objects scattered across the world, and always being able to locate such objects (including potentially having to raid bases to get them, if they are being stored away)
Quests also need a difficulty scaling instead of the current RNG mess- I believe this would also solve the tediousness of credos.
Rather than having a random number of quests and objectives, each objective should have a bit of a 'difficulty' score, i.e killing a boar or finding a daisy is easy, but mining direvein or crafting woodland crowns is not. Each credo/quest would have a general 'difficulty' rating it wants, and it'll generate objectives only that match up to that difficulty score. Credos, for example, would start off with 'easy' quests at level 1, but would have many hard quests at level 5- so that quests like "craft a woodland crown" still appear, but only rarely and only at the difficult portions of a credo.
I also think realm bonus increases and village bonuses could easily be tied into local/realm quests
Queen of a cold, dead land. Caretaker of the sprucecaps.