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- Jun 22, 2007
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So since the last post i made about this was posted in another subject, i decided to make a new thread. It is about, as the title says, the possibility of using Dungeon 1-2 for high lvled stuff. So here it is:
To make it true-to-lore, you could use the existing dungeons for high level quests.
The first quest i wrote was this quest for dungeon 1: The player speaks to a captain in Mytargas, he tells the player about a traitor who planned to overthrow the current "people in charge" before he was discovered. He has fled, apparently hiding somewhere close to Riversdale. The quest is to talk to riversdale townsfolk. The Player, talking to the townsfolk, then learns that the guy and his most trusted allies were seen heading for the bandit caves (Dungeon 1).
At the railroad part of D1, the place near where the final boss is currently at, there is a pretty large area to the left not used by any mobs or anything. In this area, a neutral bandit npc will be standing. If the player, being at least lvl 35, talks to the bandit, he gives a little speech about how stupid it was of the player to come - that sort of bad-guy thing. After the speech, two other bandits are summoned (they had been hiding), one a healer, one a damage dealer (the last one would then be a tank), and they are all bosses. A tough fight will start, and, after the bandits are dead, the player goes back to Mytargas to claim the reward.
The bandits should of course drop bossworthy stuff for high levels since they are pretty tough to kill. But since they are not part of a full high level dungeon (high leveled players can just rush through the dungeon to sergeant and then kill the remaining 3 mob groups before going for the 3 bandit bosses) the gear they drop shouldnt be the ultimatively best, only second best.
Finally, to make the quest fit into the gameplay of farming for items, people who have already completed the quest can still trigger the dialog and start the fight again. People who are lower than lvl 35, and who have not completed the quest first (unless they are at the stage where you are send to kill them), they cannot trigger the fight and the bandit will just tell the player to "piss off kid" while being invulnerable.
What i didn't write before was this quest-idea i had for Dungeon 2:
A fame-obsessed mage, has, without any evidence to backup his belief, come to the conclusion that the key to removing the plague lies in the depts of the cave inhabited by a long forgotten creature. In the cave, an ancient altar is located (the one at the forgotten one boss) and this altar should, according to the mage and if used correctly, be able to remove the plague entirely due to its magical power combined with his knowledge of curing spells. The mage is located in the sewers where he lives out his eccentric life.
The 2nd quest gameplay-wise:
Some townsfolk in Mytargas have complained about strange loud noises coming from the sewer entrance.
The player goes to check it out, and he finds the mage. There the player finds out that the mage has been testing spells on the mushrooms down there, but to no effect. The mage tells the player that he have found a solution to the plague.
He sends the player to Dungeon 2 where the player fights the forgotten one, and only afterwards it will be possible to activate the altar.
When the altar is activated, the mage teleports in, congratulating the player on killing the forgotten one. He goes to the altar, casts a spell on it and, too late, finds out that it is cursed, thereby turning him mad.
He says some crazy things to the player and then a fight breaks out.
After the fight, the mage will drop high lvl gear and the player can return to a captain in Mytargas to gain only a small reward since nobody actually knows anything about this mage.
To make it true-to-lore, you could use the existing dungeons for high level quests.
The first quest i wrote was this quest for dungeon 1: The player speaks to a captain in Mytargas, he tells the player about a traitor who planned to overthrow the current "people in charge" before he was discovered. He has fled, apparently hiding somewhere close to Riversdale. The quest is to talk to riversdale townsfolk. The Player, talking to the townsfolk, then learns that the guy and his most trusted allies were seen heading for the bandit caves (Dungeon 1).
At the railroad part of D1, the place near where the final boss is currently at, there is a pretty large area to the left not used by any mobs or anything. In this area, a neutral bandit npc will be standing. If the player, being at least lvl 35, talks to the bandit, he gives a little speech about how stupid it was of the player to come - that sort of bad-guy thing. After the speech, two other bandits are summoned (they had been hiding), one a healer, one a damage dealer (the last one would then be a tank), and they are all bosses. A tough fight will start, and, after the bandits are dead, the player goes back to Mytargas to claim the reward.
The bandits should of course drop bossworthy stuff for high levels since they are pretty tough to kill. But since they are not part of a full high level dungeon (high leveled players can just rush through the dungeon to sergeant and then kill the remaining 3 mob groups before going for the 3 bandit bosses) the gear they drop shouldnt be the ultimatively best, only second best.
Finally, to make the quest fit into the gameplay of farming for items, people who have already completed the quest can still trigger the dialog and start the fight again. People who are lower than lvl 35, and who have not completed the quest first (unless they are at the stage where you are send to kill them), they cannot trigger the fight and the bandit will just tell the player to "piss off kid" while being invulnerable.
What i didn't write before was this quest-idea i had for Dungeon 2:
A fame-obsessed mage, has, without any evidence to backup his belief, come to the conclusion that the key to removing the plague lies in the depts of the cave inhabited by a long forgotten creature. In the cave, an ancient altar is located (the one at the forgotten one boss) and this altar should, according to the mage and if used correctly, be able to remove the plague entirely due to its magical power combined with his knowledge of curing spells. The mage is located in the sewers where he lives out his eccentric life.
The 2nd quest gameplay-wise:
Some townsfolk in Mytargas have complained about strange loud noises coming from the sewer entrance.
The player goes to check it out, and he finds the mage. There the player finds out that the mage has been testing spells on the mushrooms down there, but to no effect. The mage tells the player that he have found a solution to the plague.
He sends the player to Dungeon 2 where the player fights the forgotten one, and only afterwards it will be possible to activate the altar.
When the altar is activated, the mage teleports in, congratulating the player on killing the forgotten one. He goes to the altar, casts a spell on it and, too late, finds out that it is cursed, thereby turning him mad.
He says some crazy things to the player and then a fight breaks out.
After the fight, the mage will drop high lvl gear and the player can return to a captain in Mytargas to gain only a small reward since nobody actually knows anything about this mage.