How to make Missions better
Re: How to make Missions better
ok, screw it. We don't need no stinking engine and scripties.
We can always set up our own missions/quests.
Let's shock some noobs and run up to them crying for help ... ono! My Wife has been kidnapped by Basic! He's hiding in the Bathhouse of Pyr! Please help! Then of course you have Basic and another player (female toon) in the Bathhouse, both butt nekked. And when the noob arrive, Basic will be all like, I am the almighty Basic! But I'll give you a chance to go manoymano with me. And then if the noob manage to beat Basic in a duel (not hard), then the female toon will be all like, my hero! and give the noob some munnies.
Eh eh? How's that sound?
We can always set up our own missions/quests.
Let's shock some noobs and run up to them crying for help ... ono! My Wife has been kidnapped by Basic! He's hiding in the Bathhouse of Pyr! Please help! Then of course you have Basic and another player (female toon) in the Bathhouse, both butt nekked. And when the noob arrive, Basic will be all like, I am the almighty Basic! But I'll give you a chance to go manoymano with me. And then if the noob manage to beat Basic in a duel (not hard), then the female toon will be all like, my hero! and give the noob some munnies.
Eh eh? How's that sound?
Re: How to make Missions better
Act 1, Take 1, Zumwalt Scenarios
Mission: Spies Among Us
Starting Cities
Pyr and Yrkanis
Involvement:
6 NPC's, 3 randomly placed in Pyr and 3 in Yrkanis.
Storyline:
Zorain tribes that have rebelled against the Kami way, have started to build encampments in the lands of Fyros and Yrkanis, however, the locals see them as a threat and the leaders of the Fyros and Yrkanis cities have decided to do something about this.
Each city is gathering together there scouts in order to discuss what to do about the Zorian tribes that now pose a threat to there way of life.
In an announcement posted near the city wells, it is said that the meeting is to take place on a certain day at a certain time.
In order to quelch this meeting, the Zorian tribes have sent 3 spies to Fyros and 3 to Yrkanis to gather the information that is going to be discussed at the meeting.
Goal:
Descover who the spies are, find out the agenda of each spy, follow one spy back to there encampent, infiltrate the camp, eliminate the threat.
Setup:
Only 1 of the 3 spies will return to the proper Zorian camp, and the camp is randomly seeded in the lands, there are a total of 4 camps of this tribe, but only 1 of the 4 camps has the deserters of the Kami way, only by leaving the right npc alive and following him back to the camp, will it trigger the npc's to go from neutral to hostile and be allowed to be killed and a reward be given.
The other 2 spies have different agenda's. One of the spies is going to try to lure you and your party away from the propper encampment and into an ambush.
The last spy is going to try to assasinate some military head honcho at an outpost in each of the lands and must be stopped before he can succeed.
Estimated Time for the event:
1 hours
Estimated number of people to succeed:
3 groups verying in size and level, each group would be per spy.
Restrictions on event:
Do to the nature of the event, the Zorian Tribes have decided to strike both the Fyros and Yrkanis people at the same time, this is also do to the fact that both cities are holding there sumits at the same time.
There will not be enough time to attend both events, and once the spies are in motion, each group must keep tabs on there particular spy.
Failures:
If the camp is not discovered either do to the npc being killed to soon or the propper camp is not destroyed during the event, it will remain, and all sources within a 200m range of the camp will cease to exist.
If the assassin is successful in killing the officer at the outpost, the outpost will be over run with the Zorian tribe, and it will become there property, no more missions or rites will be available from that outpost.
If the ambush is successful, Zorian hunters will take over the area and setup camp as a permanent fixture.
Successes:
The zorian camp will be destroyed and show as rubble on the map. Each player will get a reward in there inventory, some special item.
Assassin killed, more options will become available at the outpost, maybe a new stable boy and stable or something.
Ambush Quelched, a new outpost will be erected to help safeguard the area and resources will show up around the outpost within a 200m diamater, that will contain supreme mats that are seasonal, depending on the season the event was ran in.
Difficulty of event:
Medium
NPC Levels:
NPC's will range from level 100 to 150, anyone can participate in the event.
Mission: Spies Among Us
Starting Cities
Pyr and Yrkanis
Involvement:
6 NPC's, 3 randomly placed in Pyr and 3 in Yrkanis.
Storyline:
Zorain tribes that have rebelled against the Kami way, have started to build encampments in the lands of Fyros and Yrkanis, however, the locals see them as a threat and the leaders of the Fyros and Yrkanis cities have decided to do something about this.
Each city is gathering together there scouts in order to discuss what to do about the Zorian tribes that now pose a threat to there way of life.
In an announcement posted near the city wells, it is said that the meeting is to take place on a certain day at a certain time.
In order to quelch this meeting, the Zorian tribes have sent 3 spies to Fyros and 3 to Yrkanis to gather the information that is going to be discussed at the meeting.
Goal:
Descover who the spies are, find out the agenda of each spy, follow one spy back to there encampent, infiltrate the camp, eliminate the threat.
Setup:
Only 1 of the 3 spies will return to the proper Zorian camp, and the camp is randomly seeded in the lands, there are a total of 4 camps of this tribe, but only 1 of the 4 camps has the deserters of the Kami way, only by leaving the right npc alive and following him back to the camp, will it trigger the npc's to go from neutral to hostile and be allowed to be killed and a reward be given.
The other 2 spies have different agenda's. One of the spies is going to try to lure you and your party away from the propper encampment and into an ambush.
The last spy is going to try to assasinate some military head honcho at an outpost in each of the lands and must be stopped before he can succeed.
Estimated Time for the event:
1 hours
Estimated number of people to succeed:
3 groups verying in size and level, each group would be per spy.
Restrictions on event:
Do to the nature of the event, the Zorian Tribes have decided to strike both the Fyros and Yrkanis people at the same time, this is also do to the fact that both cities are holding there sumits at the same time.
There will not be enough time to attend both events, and once the spies are in motion, each group must keep tabs on there particular spy.
Failures:
If the camp is not discovered either do to the npc being killed to soon or the propper camp is not destroyed during the event, it will remain, and all sources within a 200m range of the camp will cease to exist.
If the assassin is successful in killing the officer at the outpost, the outpost will be over run with the Zorian tribe, and it will become there property, no more missions or rites will be available from that outpost.
If the ambush is successful, Zorian hunters will take over the area and setup camp as a permanent fixture.
Successes:
The zorian camp will be destroyed and show as rubble on the map. Each player will get a reward in there inventory, some special item.
Assassin killed, more options will become available at the outpost, maybe a new stable boy and stable or something.
Ambush Quelched, a new outpost will be erected to help safeguard the area and resources will show up around the outpost within a 200m diamater, that will contain supreme mats that are seasonal, depending on the season the event was ran in.
Difficulty of event:
Medium
NPC Levels:
NPC's will range from level 100 to 150, anyone can participate in the event.
For those who know about today, I have a supprise for you tomorrow.
+================+
| Ryzom Site Developer|
| Pegasus Foundation |
+================+
+================+
| Ryzom Site Developer|
| Pegasus Foundation |
+================+
Re: How to make Missions better
geez Zum!
... baby steps ... baby steps ...
Mission: Traders of Pyr.
Involvement: 2 NPCs, x numbers of Mektoubs (Packers)
Storyline: A group of traders need to get from Pyr to Yrkannis to deliver all type of goodies (specifically, to deliver them seashells that the Matis's undies are passed for).
Goal: Escort x numbers of Mektoubs from Pyr to Yrkannis (where x can be from 1 to 3). The more you choose to escort, the higher the reward.
Setup:
Have an NPC stand in front of Pyr near the stables, or even the stable boy himself, give the mission. The player will be given a story line about how we need to get supplies to Yrkannis, then given dialogues option to choose the number of mektoubs he wants to escort. Players are encourage to group together and get their own escort missions (player A takes 2 mektoubs, player B takes 2 mektoubs, player C takes 2 mektoubs, etc). And they can help each other along the way.
Estimated number of people to succeed:
depends on difficulty level chosen.
Restriction:
Each mektoub a player decided to take will need a "deposit", and only safe delivery of the mektoub will the deposit be returned along with the rewards. I.E. if you let your mektoub get killed along the way, say byebye to yer munnies.
Failures:
You lose your deposit.
Successes:
Munnies rewards, fame rewards, depending on number of mektoubs that were delivered.
Difficulty of event:
depends on player
... baby steps ... baby steps ...
Mission: Traders of Pyr.
Involvement: 2 NPCs, x numbers of Mektoubs (Packers)
Storyline: A group of traders need to get from Pyr to Yrkannis to deliver all type of goodies (specifically, to deliver them seashells that the Matis's undies are passed for).
Goal: Escort x numbers of Mektoubs from Pyr to Yrkannis (where x can be from 1 to 3). The more you choose to escort, the higher the reward.
Setup:
Have an NPC stand in front of Pyr near the stables, or even the stable boy himself, give the mission. The player will be given a story line about how we need to get supplies to Yrkannis, then given dialogues option to choose the number of mektoubs he wants to escort. Players are encourage to group together and get their own escort missions (player A takes 2 mektoubs, player B takes 2 mektoubs, player C takes 2 mektoubs, etc). And they can help each other along the way.
Estimated number of people to succeed:
depends on difficulty level chosen.
Restriction:
Each mektoub a player decided to take will need a "deposit", and only safe delivery of the mektoub will the deposit be returned along with the rewards. I.E. if you let your mektoub get killed along the way, say byebye to yer munnies.
Failures:
You lose your deposit.
Successes:
Munnies rewards, fame rewards, depending on number of mektoubs that were delivered.
Difficulty of event:
depends on player
Re: How to make Missions better
Act 1, Take 2, Zumwalt Scenarios
Mission: Mektoub Water Soccer
Scenario:
The govenor of Windmeer has decided on an open Mektoub Water Soccer
event in Tryker lands (or shall we say water)
Do to the nature of the lakes and the ability to ride the mounts in the water, the govenor thought it would be a great day at the beach for some water Mektoub Water Soccer.
Objective:
Score points.
Setup:
2 teams consisting of 9 players per team, on mounts, 1 large blow up beach ball, 2 goals.
4 front runners per team, 4 defense runners per team, 1 goalie.
Those people not participating in the event must sit in stands erected for the event.
If there are more than 2 full teams requesting to participate, then a compitition pyramid will be made and winners move on to each round depending on number of teams.
Cost:
Each player puts 50,000 dapper into a pool that is going to be the reward pot at the end of the competition that will be split evenly amongst the players in the winning team.
Rules:
The games consist of 3 x 5 minute timed rounds where each side tries to score as many points as possible. (one full game runs for 15 minutes, times can be adjusted as requested, but only in 5 minute incriments)
You may not dismount from your packer during the event.
If an authorized individual enters the playing field during the event, the game is stopped, the ball is reset to the center of the field, and the players returned to there home starting postition on the field and remain until the invalid person leaves the field.
If the individual enters the playing field a second time during the game, they are immediately killed by Kami Brutes and fed to the Ocyx with no chance of res.
After a 3rd incringment, the individual is tagged in such a way that if they come within 100m of the playing field, the get killed by Kami Brutes.
Feeding your mount is the individuals responsibility.
A goal is considered valid if the ball enteres the goal.
The goalie is the only player that is not mounted, nor is the goalie allowed a mount.
Using your mount to eat the goalie is also forbidden.
Players are not allowed to leave the field on there mount during the duration of the event, if they do, they forfit there position in the team and are no longer considered a player after the 3'rd incident of leaving the playing field.
Each incident is considered a foul, the ball is reset to the 1/3 line mark to the offending team and the opposite team has a kick at the ball per say.
Bonus:
Do to the nature of this kind of event, an NPC could be created to automatically take team signup's for the event and start the event when 2 full teams approach and sign up within 5 minutes of each other.
All moneys are held by the NPC until the event is over and the score is tallied.
In the event of a tie, all funds are returned equally to all players.
Mission: Mektoub Water Soccer
Scenario:
The govenor of Windmeer has decided on an open Mektoub Water Soccer
event in Tryker lands (or shall we say water)
Do to the nature of the lakes and the ability to ride the mounts in the water, the govenor thought it would be a great day at the beach for some water Mektoub Water Soccer.
Objective:
Score points.
Setup:
2 teams consisting of 9 players per team, on mounts, 1 large blow up beach ball, 2 goals.
4 front runners per team, 4 defense runners per team, 1 goalie.
Those people not participating in the event must sit in stands erected for the event.
If there are more than 2 full teams requesting to participate, then a compitition pyramid will be made and winners move on to each round depending on number of teams.
Cost:
Each player puts 50,000 dapper into a pool that is going to be the reward pot at the end of the competition that will be split evenly amongst the players in the winning team.
Rules:
The games consist of 3 x 5 minute timed rounds where each side tries to score as many points as possible. (one full game runs for 15 minutes, times can be adjusted as requested, but only in 5 minute incriments)
You may not dismount from your packer during the event.
If an authorized individual enters the playing field during the event, the game is stopped, the ball is reset to the center of the field, and the players returned to there home starting postition on the field and remain until the invalid person leaves the field.
If the individual enters the playing field a second time during the game, they are immediately killed by Kami Brutes and fed to the Ocyx with no chance of res.
After a 3rd incringment, the individual is tagged in such a way that if they come within 100m of the playing field, the get killed by Kami Brutes.
Feeding your mount is the individuals responsibility.
A goal is considered valid if the ball enteres the goal.
The goalie is the only player that is not mounted, nor is the goalie allowed a mount.
Using your mount to eat the goalie is also forbidden.
Players are not allowed to leave the field on there mount during the duration of the event, if they do, they forfit there position in the team and are no longer considered a player after the 3'rd incident of leaving the playing field.
Each incident is considered a foul, the ball is reset to the 1/3 line mark to the offending team and the opposite team has a kick at the ball per say.
Bonus:
Do to the nature of this kind of event, an NPC could be created to automatically take team signup's for the event and start the event when 2 full teams approach and sign up within 5 minutes of each other.
All moneys are held by the NPC until the event is over and the score is tallied.
In the event of a tie, all funds are returned equally to all players.
For those who know about today, I have a supprise for you tomorrow.
+================+
| Ryzom Site Developer|
| Pegasus Foundation |
+================+
+================+
| Ryzom Site Developer|
| Pegasus Foundation |
+================+
Re: How to make Missions better
Noinossalg Chronicals: The noob initiatives: Letter 1
Mission: Turn of the tide...
Scenario:
The Greenseed have noticed that the rogue camp of the Turn of the Tide is becoming unruly and harassing passersby on the road to Davae.
Objective:
Eliminate the Turn of the Tide Leader and her followers to allow safe passage. It is fabled that the followers will not return for 2-3 days (in-game of course).
Setup:
Upon entering the Greenseed camp, and coming withing 5 meters of the Tribe chief, a lvl 50 or below character will be prompted with a chat bubble from the chief.
The chat tells of the findings of the Greenseed scouts. It also tells that the camp has become out of hand and that the tribes followers have multiplied to an unacceptable level. The character is given the option to continue and learn more, or ignore the chief.
Upon learning more and accpting the mission to beat back the tribe, The chief gives the character a message to be taken to the Captain in Davae and instructs the player on the location of the town, and the Captain. The delivery is timed to 5 minutes. If not delivered, the mission is reset and the tribe chief will again offer the chat bubble to players in the surrounding area.
Upon delivering the message to the captain, the captain then offers a chat bubble describing the horror ahead for travelers of the road between Yrkanis and Davae. He then enlists the message deliverer to form a team to deal with the rogues! * (this part may be eliminated) He describes that this is a task for my young apprentice fighter and cautions that no ability over lvl 50 may be used in the elimination of the tribe. Instructions are then given that a team of 4 players minimum must be formed by the one accepting this mission. The captain then describes that once your team is formed, go deal with the tribe, the chief in the tribe wears an orange amulet, when you have eliminated the threat, please return the amulet to me and I will reward you and your team.
Delivery of the amulet rewards the organizer with... an the amulet (pendant)to be delivered to the Greenseed chief. Upon delivery to the chief, the leader receives significant greenseed fame with an explanation of fame... As well as the chief returning the pendant now enchanted with a 200hp bonus and hp regen buff the item has 50hp.
and the partipants with... A dagger that has 30 hp, but does 2x the damage and has a HP regeneration buff on it.
If the mission is completed, it is not available again for 2-3 ingame days, allowing the tribe to re-form and become unruly.
Upon leading the mission once, the chief will tell you about it, but will not offer you the mission to eliminate the threat, but in fact enlists you to tell others of the threat and that he is looking for a worthy leader (lvl 50 or below) he gives you an order to be deliverd to a worthy leader that then needs to be returned to him. Upon receiving this, he will offer the mission if available to the carrier of the order (timed).
If you are over lvl 50 the chief just bables about the trouble and tells you nothing more.
If you have completed the leader mission and are now over lvl 50, The chief offeres you Noob initiative Letter #2.
(P.S. This is my firs mmorpg, don't flame my noob mission.) This can be adapted and modified for every land.
Mission: Turn of the tide...
Scenario:
The Greenseed have noticed that the rogue camp of the Turn of the Tide is becoming unruly and harassing passersby on the road to Davae.
Objective:
Eliminate the Turn of the Tide Leader and her followers to allow safe passage. It is fabled that the followers will not return for 2-3 days (in-game of course).
Setup:
Upon entering the Greenseed camp, and coming withing 5 meters of the Tribe chief, a lvl 50 or below character will be prompted with a chat bubble from the chief.
The chat tells of the findings of the Greenseed scouts. It also tells that the camp has become out of hand and that the tribes followers have multiplied to an unacceptable level. The character is given the option to continue and learn more, or ignore the chief.
Upon learning more and accpting the mission to beat back the tribe, The chief gives the character a message to be taken to the Captain in Davae and instructs the player on the location of the town, and the Captain. The delivery is timed to 5 minutes. If not delivered, the mission is reset and the tribe chief will again offer the chat bubble to players in the surrounding area.
Upon delivering the message to the captain, the captain then offers a chat bubble describing the horror ahead for travelers of the road between Yrkanis and Davae. He then enlists the message deliverer to form a team to deal with the rogues! * (this part may be eliminated) He describes that this is a task for my young apprentice fighter and cautions that no ability over lvl 50 may be used in the elimination of the tribe. Instructions are then given that a team of 4 players minimum must be formed by the one accepting this mission. The captain then describes that once your team is formed, go deal with the tribe, the chief in the tribe wears an orange amulet, when you have eliminated the threat, please return the amulet to me and I will reward you and your team.
Delivery of the amulet rewards the organizer with... an the amulet (pendant)to be delivered to the Greenseed chief. Upon delivery to the chief, the leader receives significant greenseed fame with an explanation of fame... As well as the chief returning the pendant now enchanted with a 200hp bonus and hp regen buff the item has 50hp.
and the partipants with... A dagger that has 30 hp, but does 2x the damage and has a HP regeneration buff on it.
If the mission is completed, it is not available again for 2-3 ingame days, allowing the tribe to re-form and become unruly.
Upon leading the mission once, the chief will tell you about it, but will not offer you the mission to eliminate the threat, but in fact enlists you to tell others of the threat and that he is looking for a worthy leader (lvl 50 or below) he gives you an order to be deliverd to a worthy leader that then needs to be returned to him. Upon receiving this, he will offer the mission if available to the carrier of the order (timed).
If you are over lvl 50 the chief just bables about the trouble and tells you nothing more.
If you have completed the leader mission and are now over lvl 50, The chief offeres you Noob initiative Letter #2.
(P.S. This is my firs mmorpg, don't flame my noob mission.) This can be adapted and modified for every land.
~ Noinossalg (Noin to most) ~ OmegaV ~ King Of Nexus ~
~ Adventurer First ~ Home: Windermeer ~ Residence: Arispotle ~
~ The Windermeer Male Fashion Show Champion ~
~ Ubi major, minor cessat - The weak capitulate before the strong ~
~ Adventurer First ~ Home: Windermeer ~ Residence: Arispotle ~
~ The Windermeer Male Fashion Show Champion ~
~ Ubi major, minor cessat - The weak capitulate before the strong ~