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Class Specific Quests

Posted: Tue Feb 26, 2019 10:53 am
by Jakkal
I've been working on the class subquests (Monk, Cleric, and Shaman) and I got to thinking about the nature of some of the other classes and what special little tricks they get.

That brings me to some things I was discussing with the devs yesterday and I thought I'd post them here just to have it recorded.

I'd like to add in the following "flavor quests" to these classes to make things a little more interesting:

Rogue:
The Issue: How they Acquire Poisons.
Existing Model: Well in Live VG, they got rid of poison crafting altogether, forcing rogues to buy whatever they needed off the rogue vendors/trainers. No one really used the advanced versions from looting because of the insane nature of how the poison proccing worked, you'd run out of them in just a few seconds (This is not an exaggeration).
Pre-Existing Model: In the "good old days" a rogue had to craft their own poisons, and what they could craft and use was based on their adventuring level, but also their poison skill. But they bought the recipes off the rogue trainer.

What I want to do: We are definitely going back to the old poison crafting method, I've already set up the recipes just the items haven't been scripted yet. But it's the "How they acquire poisons" that I'd like to address. I think just buying the recipe isn't good enough. I'd actually like to make quests where the rogue has to go out and adventure for the recipes, or has to learn them from someone more skilled than themselves. Just something with a little more flavor and a little more fun that just buying and having it in their recipe book.

Ranger:
The issue: How they get Arrow Recipes and Pets
Existing Model: In Live VG, Rangers automagically got the new recipes for arrows every 10 levels. They had to do a very simple, "I choose you!" style quest for their pet.

What I want to do: For arrows, I think the ranger should have to do a quest to obtain the new recipes. So every ten levels, go down to that little ranger grove and learn from the masters. I don't want to make this like a chore, so it needs to be fun, engaging and interesting.

For Pets: First, I want to give Rangers /actual pets/. I really don't think they should have minions but actual pets with the pet bar. Then to get the pet, the Ranger gets a special charm spell that allows them to go out into the world and tame any non-magical creature to have as their pet. So if you want something that was not offered before, you can get it. Jackal Pet? Sure. Deer pet? Fine. Mosquito? Weird but okay. Things like undead, magical stuff, shadowhounds, etc would not qualify. Needs to be a mundane style creature. Note to self: Might need to put a size limit on these things so people don't grab those giant rhinos from Seawatch and use it to troll others by putting their pet in the way of things.

We would not be making a different pet bar for each KIND of pet, like a deer would have the same attacks as a bear. So really the ranger would be getting a pet with a generic pet ability bar, and the ranger player gets to decide what pet model they have.

Re: Class Specific Quests

Posted: Wed Feb 27, 2019 3:42 pm
by Curby
Jakkal wrote: Tue Feb 26, 2019 10:53 am Rogue:
The Issue: How they Acquire Poisons.
Existing Model: Well in Live VG, they got rid of poison crafting altogether, forcing rogues to buy whatever they needed off the rogue vendors/trainers. No one really used the advanced versions from looting because of the insane nature of how the poison proccing worked, you'd run out of them in just a few seconds (This is not an exaggeration).
Pre-Existing Model: In the "good old days" a rogue had to craft their own poisons, and what they could craft and use was based on their adventuring level, but also their poison skill. But they bought the recipes off the rogue trainer.

What I want to do: We are definitely going back to the old poison crafting method, I've already set up the recipes just the items haven't been scripted yet. But it's the "How they acquire poisons" that I'd like to address. I think just buying the recipe isn't good enough. I'd actually like to make quests where the rogue has to go out and adventure for the recipes, or has to learn them from someone more skilled than themselves. Just something with a little more flavor and a little more fun that just buying and having it in their recipe book.
Great idea!