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Re: Quest Showcase

Posted: Wed Sep 06, 2017 8:14 pm
by Jay_H
Awesome! :D Thank you for doing all that. I don't use github so I'll start implementing them once the next build comes out. This'll definitely be a help!

Re: Quest Showcase

Posted: Thu Sep 07, 2017 6:34 am
by Jay_H
Midknightprince wrote:Or make it an endurance Quest, so you can put your writting skills to work...
PC has to survive random attacks from creatures for %amount of time.
Day, and night.
Anything, it doesn't just have to be wild creatures.
Survival = success.
Then you just start over.
It happens in that dungeon with the mad Druid, and on the farm with the tigers and bears...
Your request has been fulfilled.

FGDFU008: The Fighters Questor has a bet that you can survive for one hour after using a summoning gem from Black Marsh. Will you be as lucky as he thinks?

I specifically chose monsters that leave no loot so this can't be farmed for money. Tell me if the monster frequency is too high or too low.

Re: Quest Showcase

Posted: Thu Sep 07, 2017 7:54 pm
by Midknightprince
@Jay_H
Thank you for all this new stuff to do.
Every quest you make feels just like classic Daggerfall :D

Re: Quest Showcase

Posted: Thu Sep 07, 2017 8:56 pm
by Jay_H
Thank you, that's a great compliment :)

Re: Quest Showcase

Posted: Fri Sep 08, 2017 4:02 am
by Jay_H
JHMG003: Mages Guild quest. A mage in the region has turned to necromancy, and the PC is asked to ensure it spreads no further.

Known limitation: the necromancer doesn't disappear when the fight begins.

Re: Quest Showcase

Posted: Sat Sep 09, 2017 3:45 am
by Jay_H
JHMG004: Mages Guild quest. A researcher who needs to get a sample off an atronach is inept at combat. The PC is asked to lead the researcher into the dungeon and kill the atronach for him/her.

Re: Quest Showcase

Posted: Sun Sep 10, 2017 5:26 pm
by Stalin Brando
In the quest "sacrificial lamb" (where baddies chase you to get an important object) I've finished the alotted time but I'm not sure how to finish the quest. I'm directed to a tavern but no one inside wants to talk to me.

I had fled to a lonely home in the desert, and could see people on the horizon, but was unsure if they were enemies or civilians, it gave me a great sense of paranoia. Nice atmosphere, felt like a Terminator movie.

Re: Quest Showcase

Posted: Mon Sep 11, 2017 12:24 pm
by Jay_H
Good! :) The first timer (3 weeks) is the amount you have to run out before returning the gem to the Thieves Guild. The second timer (2 months) is a real end timer, where if you don't return by then you'll fail the quest. I wanted to make it generous enough so it wouldn't matter, but still existent to end the quest if it got hung up by something. So head back to the questgiver and you'll be able to turn it in.

Re: Quest Showcase

Posted: Mon Sep 11, 2017 2:01 pm
by Stalin Brando
That's right, Jay.

But simply talking to the Redguard in the Fighters Guild wasn't enough - I had to accept a new quest to lose the old one.

Re: Quest Showcase

Posted: Mon Sep 11, 2017 2:52 pm
by Jay_H
That's odd. It didn't turn out that way when I tested it (which was limited). Could you tell/show me specifically how that happened?