i wrote a responce in the nuterd wolves thread and i think it needs a thread of its own so here is a thread for us all to post non faction quest ideas and sutch
how abot adding some inside areas to the ruins next to the archeologist camp? this area has loads of potential a non faction quest giver can be placed in the camp house giving a quest and key to enter the tower in the ruins or the temple thing either will work. you can make it a 10ish level quest with the higer end being 15 or so level ( maybe a requirment of the questgiver only levels 10 to 15 can get the quest? ) have a nifty rewaed or a selection of random same level rewards whatever.
as for inside the ruins how about a trap ridden zone ( something for the rogues to do) and as for monsters maybe some lower level golems or the like and BEHOLDERS a non used monster on the server as far as i know. ithalids (mind flayers) would also be a nice new creature to fight.
and last but not least how about some riddles or puzzles to solve in order to complete the quest everything here seems so straight forward kill kill kill wheres the brains get used? maybe a INT minimum to complete some puzzles ( giving mages somethin to do other than nuke and run for their life )
non faction quest ideas
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non faction quest ideas
"There is no great genius without some touch of madness." - Seneca
"There's a fine line between genius and insanity. I have erased this line." - Oscar Levant
"There's a fine line between genius and insanity. I have erased this line." - Oscar Levant
I like the idea. The archaeologist camp doesn't have to be the limit either. There are plenty areas where this could be done, and serve a useful purpose. granted, those are more conversations and more scripts, but general player immersion would be a good result.
Marius Blightweather - Paladin of Torm
Kyla Vash - Forest Avenger

Kyla Vash - Forest Avenger

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the reason i said limited is that it as one of the staff said its a route for lower level toons to get to ave limiting it to a 10+ lvl quest means they wont accidentaly get into a area way stronger than they should be in. wether the staff cares about that or not i dont know but it would also prevent any powerleveling as lower levels wont be able to go in.
"There is no great genius without some touch of madness." - Seneca
"There's a fine line between genius and insanity. I have erased this line." - Oscar Levant
"There's a fine line between genius and insanity. I have erased this line." - Oscar Levant
It would be cool if the quests involved gaining keys to lower and lower ruins of increasing difficulty, such as:
First level: CR 12-15 mobs (Golems, Elementals, some ghosts)
Second Level: CR 16-20 mobs (Lesser Illithid, Beholders, Golems)
Third Level: CR 21-25 mobs (Illithid, Greater Beholders, Golems)
Fourth Level: CR 26-30 mobs (Ubber demons, Bone Dragons, Demilich).
First level: CR 12-15 mobs (Golems, Elementals, some ghosts)
Second Level: CR 16-20 mobs (Lesser Illithid, Beholders, Golems)
Third Level: CR 21-25 mobs (Illithid, Greater Beholders, Golems)
Fourth Level: CR 26-30 mobs (Ubber demons, Bone Dragons, Demilich).
Brasileiro com Orgulho
Characters:
- Nameless Knight, Crusader of the Northern Coalition
- Surial Blademaster, swordsman of the Last Alliance
Characters:
- Nameless Knight, Crusader of the Northern Coalition
- Surial Blademaster, swordsman of the Last Alliance
geez, everyone wants Illithid and Beholders. Personally i'd prefer to wait for cities of these guys as a super uber enemy. Illithid supposedly once ruled a 'planes spanning empire' and beholders are supposed to have 'more magic in every eye stalk than a powerful wizard' (i was kind of disappointed in the HotU beholders when i got to them tbh. the Illithid were fun though).
Good things come to those who wait.
Good things come to those who wait.