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Quest A Bunch O' Sidequests

Are the side-quests suggested in this threat decent in quality and length?

  • Fairly good, but far too long...

    Votes: 0 0.0%
  • Not particularly good but the length is just right.

    Votes: 0 0.0%
  • Every aspect of the suggestions need a bit of improvement.

    Votes: 0 0.0%

  • Total voters
    1
In summary, this thread is a collection of side-quest ideas that pop into my head every so often. I try to make them as non-generic as possible, so hopefully some of them may be considered :D.

1. A poor village was swindled out of a large portion of its savings by a group of soldiers who came on the pretext of collecting taxes, but then ransacked the storehouse for everything it was worth and fled. Investigate the nearby barracks and search for their trails.

Basically, the quest begins when the player wanders into an isolated village, where the village chief is seen bemoaning the loss of the villagers' coin. Upon talking with him and enquiring further, the player discovers the details of the soldiers' misdeeds and is beseeched by the chief to find them and, if possible, reacquire the goods and money they had stolen. The player then is hinted to travel to a barracks building in a nearby city. After reaching it, the player asks around the area and finds a troop of soldiers preparing to depart to said village to collect its taxes. When the player claims that the taxes had already been collected, the sergeant denies it and warns the player that evading taxes invited capital punishment. Just after leaving the building, the player overhears a dialogue about how the bandits preying on the royal highway had been more active recently and that they had holed up in [X] location. When traveling to said place, they find a small keep manned by bandits with anomalously good weaponry. The player's job is to make their way into the heart of the fort, while evading the bandits (Either a line-of-sight or a proximity-to-nearest-bandit system would work). At the central room, the player finds the bandit leader and previously encountered sergeant in cahoots, engineering a plan to collect extra taxes from several minor villages with a lack of clout and pocket the money for themselves. The player then leaps out at them in a surprise attack and enters a mini-boss fight, with the bandit leader being a rogue-type based on speed and the sergeant being a melee DPS warrior. After defeating them, the player obtains a Bandit Insignia and a Sergeant Insignia, both quest items they have to turn in to the highest post at the barracks, a Knight, and then explain the situation that occurred. After that, the knight gives the player the extra money and tells them to do with it what they will, and the player then has a choice. They can keep the money for themselves, completing the quest and earning a fairly large amount of money, but nothing else. Or they can give the money to the old village chief, who then profusely thanks the player and grants them access to a hidden shop available only in that village, which sells certain items that cannot be bought with money otherwise. Quest Complete!

(...this feels a bit long)
 

bananaaa

Noble
Noble
I like the idea a lot altho I think you shouldn't limit a shop to people who only choose one option in a side-quest. I assume that you want there to be different options so maybe instead you get different items/money for each option you choose and maybe even a cosmetic tag/metal or something I just personally feel that a shop might not work. The rest of the story I think is super cool and it just might be me nitpicking.
 
Ah, I was simply making suggestions as I didn't know what kind of items would or would not fit in with the server, because I don't have much of a clue about the specifics and numbers.

Another option instead of the secret shop might be a sort of 'heirloom' item of the village chief that provides an experience or loot bonus or something fairly useful for most class builds. Either that, or it provides an abnormal amount of experience, I guess?
 
I think it’s awesome, however maybe for realism the mini bosses drop evidence instead? Either that or you can complete the quest normally, or get extra evidence for a bonus of either money or experience.
 

Aekalix

Frontend & Content Manager
Manager
I like the idea a lot altho I think you shouldn't limit a shop to people who only choose one option in a side-quest. I assume that you want there to be different options so maybe instead you get different items/money for each option you choose and maybe even a cosmetic tag/metal or something I just personally feel that a shop might not work. The rest of the story I think is super cool and it just might be me nitpicking.
Hello, here to barge in. Please note that this is completely allowed and will happen. You will lose access to certain aspects of the game depending on your choices. This might be disappointing as you might miss out but your gameplay will directly reflect your choices, making them meaningful!

Anywho, I like the quest!
 
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