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Re: The Quest Prompt Thread

Posted: Thu Aug 17, 2017 2:25 am
by Midknightprince
Never mind man, it's too confusing, maybe I'm just too tired.
I just want MORE QUESTS.
sorry to bug you :)

Re: The Quest Prompt Thread

Posted: Thu Aug 17, 2017 2:26 am
by Jay_H
No, it's no problem for me. Go ahead and add the quest file names to that file, and put a comma after each one, like

FGDFU005.txt,

You'll be doing this a lot until we have an integrated quest system, so it'll be good to learn it now :)

Re: The Quest Prompt Thread

Posted: Thu Aug 17, 2017 6:56 am
by Midknightprince
Jay_H wrote:No, it's no problem for me. Go ahead and add the quest file names to that file, and put a comma after each one, like

FGDFU005.txt,

You'll be doing this a lot until we have an integrated quest system, so it'll be good to learn it now :)
Yeah, I know.
Just tired.
Ill mess with it tomarrow.
The thing I was trying to say is that last one I got (quest file you posted) wed has some of the same file names.
Only 3 or 4 new ones (am looking at both files right now), and its confusing me.
I guess It dident come out like that, cause I rem how I did it last time (not hard), and I do want to master this stuff ( I know I can do it), was just trying to verify that first.

My Youtube has been blowing up all day, can't stream, or even watch my stuff, had to reinstal my vid card drivers cause the stupid GeForce Exp messed it all up (grrr).

Bad day man, but I will come back to later, no worries :)

Re: The Quest Prompt Thread

Posted: Thu Aug 17, 2017 7:20 am
by Jay_H
No problem :)

Thieves Guild quest: 40+ reputation required. A member's robbed a chest containing some valuables, but it's magically sealed, and only the circinate "Open" spell will unlock it. The PC must go and open the chest for half its treasure. (AVAILABLE)

Mages Guild quest: 55+ reputation required. A house has been haunted for a period of several weeks by a mummy/zombie/lich who keeps reappearing after defeat. The PC must use the Holy Word spell in the residence to end its influence. (AVAILABLE)

Innkeeper and Merchant quest: The shopkeeper informs you that after years of mediocre performance, this shop must shortly close unless there's a major financial reversal. The PC is asked to steal a bag of merchandise from another store in exchange for the shopkeeper's last heirloom. (AVAILABLE)

??? quest: An enchanted heavy object of some kind is in a Mages Guild/temple/residence, and while it's present, monsters continue to appear within. The PC must find the mage who constructed it and slay him/her to end the curse. (AVAILABLE)

Fighters Guild quest: Somewhat similar to the Guard Duty quests. This involves an assassination attempt instead, where the PC must kill all intruders under a strict time limit, maybe 30 seconds. If the timer expires, the mark is killed and the quest fails. (COMPLETED)

Re: The Quest Prompt Thread

Posted: Thu Aug 17, 2017 10:58 pm
by Feralwarlord
Knights Quest: City under siege
the city your currently in is under attack you need to go defend the city's ruler.
you will find enemies and guards fighting in the streets, when you get to the palace you will find that the attackers leader and their bodyguards have gotten into the palace, you need to kill them, talk to the city's ruler and return to the questgiver
Rewards: Reputation with your faction, reputation with the city, gold



also perhaps you could include the tables to enable the quests along with the quests themselves in your .zip file

Re: The Quest Prompt Thread

Posted: Fri Aug 18, 2017 1:09 am
by Jay_H
Feralwarlord wrote:also perhaps you could include the tables to enable the quests along with the quests themselves in your .zip file
At this point I may. We may have a more convenient way of doing things in future releases, but for now I'll see what I do with that.

Dark Brotherhood quest: 15+ reputation required. Some priest of nature is causing disturbances in nearby cities, making spriggans and various animals show up in places they should not be. During the daytime random animals and spriggans will spawn in the dungeon, but during the night, when the enemy sleeps, there will be no such enemy additions. Kill the priest for a gold reward. (COMPLETED)

Dark Brotherhood quest: 70+ reputation required. There's a high price to kidnap a certain wizard for ransom, but they fear he/she may teleport away or die in the struggle. The PC must cast the Wizard Rend spell on the enemy to incapacitate him/her. Dark Brotherhood operatives waiting nearby will then do the rest and provide the PC's reward.

Thieves Guild quest: 5+ reputation required. The guild has figured out a way to bring justice to a snitch on their operations. The PC must enter the person's home and change one piece of paper for another, without injuring the owner who will most likely be present. If the owner is injured the PC is revealed and the mission fails.

Mages Guild quest: 55+ reputation required. Some student has created a flesh atronach with overwhelming regenerative properties, contrary to guild rules. For a gold reward the PC must go to a dungeon and cast Hand of Decay on the creature to end its immortality.

Mages Guild quest: 45+ reputation required. A spellblade is suffering from a curse by another mage which prevents magicka regeneration. The PC must go to the spellblade's home and cast the Null Magicka spell on him/her to release the curse for a gold reward.

Dark Brotherhood quest: 80+ reputation required. The Brotherhood is being paid particularly well to not only take the life of a mark but obliterate the body as well. The PC must use Hand of Decay or Sphere of Negation on the enemy to ensure the body disappears entirely. If the enemy is killed the quest fails.

Innkeeper and Merchant quest: The PC is given a gem and told to go to a tavern in another city. Upon entering, the PC is attacked by a few enemies and falsely accused of stealing the gem. The PC must return to the questgiver, who is now an armed enemy, and slay him/her for attempting to pin the crime on him/her. (STALLED)

Knightly Order quest: The PC must retrieve evidence regarding an assassination and turn it over for a trial. The PC may be waylaid by enemies on the way to deliver it. (COMPLETED)

Knightly Order quest: The PC is sent to a dungeon to retrieve a piece of armor belonging to an adventurer. It will be given to a family member as a momento. (COMPLETED)

Dark Brotherhood quest: Slay an amateur assassin and then the mark to show the Brotherhood's supremacy in the region. (COMPLETED)

Re: The Quest Prompt Thread

Posted: Tue Aug 29, 2017 11:50 am
by NikitaTheTanner
One idea for Dark Brotherhood's quests would be to include many more town based contracts. I always found it weird how you are constantly send to dungeons for assassins' guild quests, at least for low reputation tasks. Some darker and more sinister assassinations are in order, I think!

Some ideas:
- Quest to assassinate a Knight who's trying to be a hero. Can find him in Knightly order building. Lowers reputation with this Order.
- Quest to assassinate a Thief who stole from a wrong guy. Can find him in Thieves guild building. Lowers reputation with the TG.
- Quest to kill a Priest whose sermons have annoyed too many people. Can find him in the Temple. Lowers reputation with the Temple.
- Quest to assassinate a Barbarian who slept with a wrong woman. Can find him in one of the Taverns. Doesn't lower reputation :P

Just simple low reputation contracts which don't involve dungeon crawling. They all can have some catchy cliche dialogs as well, like the Knight telling you that he will "Smite all evildoers!" when you attack him, or Priest shouting "Blasphemer! Repent for your sins!", etc.

Re: The Quest Prompt Thread

Posted: Tue Aug 29, 2017 12:31 pm
by Jay_H
Definitely. I always had the idea that the Dark Brotherhood was an "expert" type of guild where you always have hard quests and few rewards, but I don't know if that's intentional. I can do at least two of those quests right now.

Re: The Quest Prompt Thread

Posted: Tue Aug 29, 2017 12:47 pm
by NikitaTheTanner
Definitely. I always had the idea that the Dark Brotherhood was an "expert" type of guild where you always have hard quests and few rewards, but I don't know if that's intentional. I can do at least two of those quests right now. However, the "say when injured" trigger isn't live yet, so that'll have to come later.
I dunno, I think every guild needs some simple things to get it rolling :) For the sake of realism, or something! Daggerfall is like the only game that makes routine tasks kinda interesting, simply due to the immersion into the world. You are not a hero on the adventure necessarily, but often just doing menial and tedious tasks. :lol: Sounds stupid, but it really makes you feel like the world is real. It's huge and you are just a small part of it.

But interesting dialogs might spice up these quests a bit. If on attack is not live yet, what about on death? Knight can be saying something like "Alas! I shall perish and all my work will go to waste!", Thief "Damn! Shouldn't have taken on this job...", Priest "Curse you, foul beast! May you suffer eternally in the waters of Oblivion!", Barbarian "Garh! At least she was a good lay...", just examples, of course.

Re: The Quest Prompt Thread

Posted: Tue Aug 29, 2017 1:11 pm
by Jay_H
One of the things I'm planning on doing after 0.7 is modding guild quest tiers, with minimum and maximum reputation ranges for each one. This'll mean quests will start simple and gradually get more complex in each guild. For example, in the Fighters Guild:

Rep 0-25: Wild Animal, Unwanted Houseguest, Hunt for Giant Rodents
Rep 15-40: Giant Killing, Runaway Pet, Pack of Giants, Domestic Squabble
Rep 35-80: Hunt for a Spriggan, Hunt for a Gargoyle, Hunt for Harpies, Hunt for an Atronach
Rep 50+: Standard Protection
Rep 60+: Lord K'avar, Fighters Lich, Hunt for a Daedroth.

It just makes no sense to me for someone at the rank of Champion to still be killing bears and spiders in local houses :| I'll also probably mod gold rewards in like manner so a local bear only pays between 75 and 150 gold regardless of PC level, but killing a Daedroth or a Lich in a dungeon would provide 2000+.

I say this since it would provide a graduated level of difficulty, as you suggested.

On death it's possible, and I'm planning on doing it that way. It shouldn't be too hard to write meaningful dialogue for it. I'll see what I can do in the near future.