Quest Release 1: Daily Quests
Posted: Sun Oct 17, 2010 11:29 pm
Daily Quests have been completed and are ready to release. There are (5) new quests in total per race in game starting now (5 unique human quests, 5 unique trolloc quests = 10 new quests total).
Every clan on a side has the same quests. Each quest can only be done once per day per character. After a day has passed, those quests are available to be done again. These quests are usually able to be completed by one person, but bringing along help never hurts. Sometimes it will increase the fun. Since clanmates can access the same quests, collaboration can yield significant rewards and speed completions.
Each clanned player now has a total possible quest gain of 5 QP per day, which amounts to about 1 pk scalp. Although it won't get players remort overnight, it does add up over time and can help defray losses from issuing clan gear. Unclanned players may look forward to other daily quests without QP rewards in the future.
Perhaps best of all it gives you something productive to do while you wait for pk to happen that can actually help your character either slowly reach their goals or amplify qp gains by the equivalent of one scalp. The quests, once solved, should take little more than an hour to complete with the right preparations and knowledge at your disposal.
Please note that there are two distinct sets of five, so the quests for trollocs are almost completely different than the ones for humans.
I have surveyed a number of active players over the last four weeks and a lot of people have given their opinions about quests or smobs they want. Some of those requests became ideas and inspirations.
Quests range in difficulty from simple one task quests to complex mysteries. By request, there are no logic puzzles, riddles or clever turns of phrase to crack. I also chose not to test book knowledge. However, there is almost no way you can possibly figure the quest out if you do not check your journal. Also, please make use of the 'quest info' command, which initiates helpful dialogue with your clan mob. This conversation either sets the stage, explains the story line, or gives important hints or clues.
Four new mobs are included in the quest release. These are central figures to some, but not all quests. They may load in places they did not before, among followers that were not previously associated with them. They do not appear in any smob lists, but may load selective items on extremely low % if those mobs double as normal ones. Quest mobs appear and disappear as the quest evolves.
Please report bugs with quests to my PM only to avoid spoilers. If there is a serious bug, please hasten to report it to whomever.
It is not taboo to divulge quest solutions, but knowledge is power. You may enjoy the priveledges of being the first (or only one) to solve one of the 10 unique quests.
Have fun,
J.
Every clan on a side has the same quests. Each quest can only be done once per day per character. After a day has passed, those quests are available to be done again. These quests are usually able to be completed by one person, but bringing along help never hurts. Sometimes it will increase the fun. Since clanmates can access the same quests, collaboration can yield significant rewards and speed completions.
Each clanned player now has a total possible quest gain of 5 QP per day, which amounts to about 1 pk scalp. Although it won't get players remort overnight, it does add up over time and can help defray losses from issuing clan gear. Unclanned players may look forward to other daily quests without QP rewards in the future.
Perhaps best of all it gives you something productive to do while you wait for pk to happen that can actually help your character either slowly reach their goals or amplify qp gains by the equivalent of one scalp. The quests, once solved, should take little more than an hour to complete with the right preparations and knowledge at your disposal.
Please note that there are two distinct sets of five, so the quests for trollocs are almost completely different than the ones for humans.
I have surveyed a number of active players over the last four weeks and a lot of people have given their opinions about quests or smobs they want. Some of those requests became ideas and inspirations.
Quests range in difficulty from simple one task quests to complex mysteries. By request, there are no logic puzzles, riddles or clever turns of phrase to crack. I also chose not to test book knowledge. However, there is almost no way you can possibly figure the quest out if you do not check your journal. Also, please make use of the 'quest info' command, which initiates helpful dialogue with your clan mob. This conversation either sets the stage, explains the story line, or gives important hints or clues.
Four new mobs are included in the quest release. These are central figures to some, but not all quests. They may load in places they did not before, among followers that were not previously associated with them. They do not appear in any smob lists, but may load selective items on extremely low % if those mobs double as normal ones. Quest mobs appear and disappear as the quest evolves.
Please report bugs with quests to my PM only to avoid spoilers. If there is a serious bug, please hasten to report it to whomever.
It is not taboo to divulge quest solutions, but knowledge is power. You may enjoy the priveledges of being the first (or only one) to solve one of the 10 unique quests.
Have fun,
J.