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Author Topic: (QOTW 04072008) Storyline Missions and Faction Standings  (Read 6738 times)
Moll
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« on: April 07, 2008, 07:20:47 AM »

I know, another lore question - but we couldn't resist because this one is so interesting. Let's dive right in!

What effect, if any will the "main storyline" have on player development within factions? In particular, will the Noir/Continoma storyline missions be different?

Once players enter the world of Earthrise and familiarize themselves with the factions that struggle for control over Enterra, they can take on storyline quest arcs that develop into an epic story taking place over majority of the expansive territory of the island. The story will be usually branched between Continoma and Noir, but many quests will have shared setups between the two factions. Still, their completion task will vary depending what faction the player is affiliated with. For example, some quests might involve either entering a territory and protecting a settlement from attacks of nearby enemies, or killing everyone in the said territory. Almost every quest is made with such duality in mind. Even when the completion task is clearly defined to the player, they will be free to complete quests in favor of the opposing force, sacrificing many of the rewards of a quest for reputation towards the opposing faction. As we have mentioned before, players will be able to shift from one faction to the other, but such betrayals will be difficult to pull off and it won't be possible to become a turncoat every single day. Even if players are capable of doing acts in favor of the opposing faction, that faction won't immediately greet them with open arms - they would still be viewed as enemies until certain requirements are met. Sacrificing quest rewards in favor of reputation towards the opposing side could speed up the process of warming up with the enemy; the downside is, many quests won't be repeatable so such acts of betrayal can be seen as a one-time speed-up that players would have to use sparingly, not to mention the material rewards they would be missing by doing so.

Eventually, it won't be possible to "screw up" the main storyline - despite a player's actions he would be able to reach the final chapter. We are still discussing many aspects of the storyline, so this is what we can reveal for now.

And that's all for now, but stay tuned for next week!

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Cavadus
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« Reply #1 on: April 07, 2008, 07:49:52 AM »

Hmmmm, so there will be quest rewards....
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LA
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« Reply #2 on: April 07, 2008, 08:20:22 AM »

And will these quests be taking place within the a safe area? Seeing as they we may be being attacked in some of these quests, I would really hate if I am low on health and somone comes running along and one shots me, causing me to fail the quest, get looted and have more item decay.
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« Reply #3 on: April 07, 2008, 08:45:35 AM »

For example, some quests might involve either entering a territory and protecting a settlement from attacks of nearby enemies, or killing everyone in the said territory. Almost every quest is made with such duality in mind.


Sounds to me like the force raiding the territory is going to be players, with npc's probably, and the defense is the opposing faction players, and town npc's in quests like this. 


Once players enter the world of Earthrise and familiarize themselves with the factions that struggle for control over Enterra, they can take on storyline quest arcs that develop into an epic story taking place over majority of the expansive territory of the island.

If its all over the island it wont be all safe. 
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« Reply #4 on: April 08, 2008, 02:05:34 AM »

Epic storyline FTW!   Grin

As always Moll, thanks for the info.

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« Reply #5 on: April 08, 2008, 02:43:14 AM »

And will these quests be taking place within the a safe area? Seeing as they we may be being attacked in some of these quests, I would really hate if I am low on health and somone comes running along and one shots me, causing me to fail the quest, get looted and have more item decay.

Isn't that part of the point?  I think it would be boring if there was no risk besides predictable npcs.  Maybe you can fight in such a way that you don't get low on health or maybe you can be more cognizant of your surroundings, giving you that extra few seconds to escape an incoming player killer?
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« Reply #6 on: April 08, 2008, 04:25:23 AM »

And will these quests be taking place within the a safe area? Seeing as they we may be being attacked in some of these quests, I would really hate if I am low on health and somone comes running along and one shots me, causing me to fail the quest, get looted and have more item decay.

Isn't that part of the point?  I think it would be boring if there was no risk besides predictable npcs.  Maybe you can fight in such a way that you don't get low on health or maybe you can be more cognizant of your surroundings, giving you that extra few seconds to escape an incoming player killer?


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« Reply #7 on: April 08, 2008, 01:13:45 PM »

Won't even bother with 'storyline' quests. Kests take up too much time, when you could be doing other, better, things, such as shooting pixels at other playors(pewpew)
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« Reply #8 on: April 09, 2008, 01:44:27 AM »

again, very promising, tnx Moll  Cheesy
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« Reply #9 on: April 09, 2008, 03:39:18 AM »

Sound great keep up he good work!
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« Reply #10 on: May 04, 2008, 04:10:23 PM »

Won't even bother with 'storyline' quests. Kests take up too much time, when you could be doing other, better, things, such as shooting pixels at other playors(pewpew)

Well I know I will be taking part in these quests!, and other quests, it would be a change to just pvping Smiley.
But, pvp is not bad Wink. But I like questing as well Smiley.
Anyway, it sounds like a good system Smiley.
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