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View Full Version : Idea for a new type of quest – The Slave Trap Quest type


dreamseer
02-02-2010, 08:05 PM
Imagine this

Part 1 The trap:

You’re a newbie player below level 10 happily going about your business killing and looting quite close to your starting city.
When a familiar NPC who usually has no Quests Hails you the player out of the blue.

Ohh help! me help! Brave warrior I am in Terrible Trouble
What trouble? (says the player)
At that point the NPC turns into an Evil Enchantress (elusion spell)
Ha! Ha says the Enchantress you will do just fine!
Then teleports the player to safe spot in a nearby dungeon (there is always a dungeon nearby)

Part 2 the slavery part

Close to the safe spot where you find yourself trapped there are a few ground spawns that can be collected and given to The Jailer (npc) Orc - Gnoll whatever
And in return he will cast a spell upon you to help you're escape such as the 18 second invulnerability so you can leg it out of the dungeon

That’s it really – obviously there would be variations, the quest NPC could be a copy of an local NPC with the same name, and players might think they’ve found a new quest or something.

I think players might fall for it out of curiosity; everyone is notices an NPC out of place.

Rescuing friends from evil places is the cornerstone of any fantasy story we should have it in mmorpg’s

Just an idea.

ChaosSlayerZ
02-03-2010, 01:08 AM
I actually had a similar quest idea before. But it has few technicalities.
When player gets ported - he also needs to be bound there, otherwise he will just die and exit the dungeon that way =)
on other hand- he may get stack there permanently =)

There was a very similar quest in EQ2 - when you would be running past some of the gnolls in Thundering Stepes - even very very green, and any of them would hit you 3 times- you would get CAPTURED and transported into quest instance. First time this was curious, thought proven to be too difficult to complete, so i just gated out. But after that it got annoying. Every time i would run past those gnolls I would get ported into the dungeon over and over. And trust me- going from Qeynos to Thundering steps is NOT a short run.

dreamseer
02-03-2010, 03:06 PM
Damn that teleporting I'm thinking I might remove all forms of teleporting.
I believe it was invented so that higher level players didn't have to run through lots of newbie zones. I don't understand why they need to keep returning to the newbie zone myself. why not move and live where you're hunting?

I know what you mean though ChaosSlayerZ about gating out I was wondering how to prevent that.

If I remember correctly there are areas or sones in Velctors Labrinth that prevent players using certain spells - I wonder how they work?

Regarding the die and get out method - you would have to go back for your gear. and I'm sorely tempted to set the corpse delay to 1 second (perma death for gear) or some other harsh penalty because players take death to lightly imho.

ChaosSlayerZ
02-03-2010, 05:10 PM
well that would depend on what type of server it is. Many emu server do not have death penalties.
Also, having penalty for death is one thing, not being able to ever recover your corpse- is another. Thousands of people lost their hard earn gear because they simply could recover it- I mean if you have died fighting there the first time, what are the chances you will make it there the 2nd time while naked?

I much rather prefer XP debt and gear damage they have in EQ2/Wow, but unfortunately we don't have such luxury here.