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Random Quests - R
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Sum Ting Wong
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Joined: 03 Dec 2004
Posts: 164
Location: Texas

PostPosted: Wed Jan 19, 2005 12:52 am    Post subject: Random Quests - R Reply with quote

i'd like the idea of having town guards, which could defend against pk's (in some cities) and stray aggressive monsters, who could also give out "random" quests, just like, kill 10 darklings in the next hour and report to me, and you get bonus exp and maybe some money. also, have the quests end at around lvl 15 or so, so that they can't be used to continually leveled up, but it might keep all the newbs occupied and not bugging the highbies.
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Poof
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Joined: 01 Dec 2004
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Location: Indiana, USA

PostPosted: Wed Jan 19, 2005 12:54 am    Post subject: Reply with quote

Not that bad of an idea actually. :P
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Thandrophir
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Joined: 07 Dec 2004
Posts: 221
Location: Maryland, USA

PostPosted: Wed Jan 19, 2005 1:33 am    Post subject: Reply with quote

I like it. I like it a lot.
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Avaith
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PostPosted: Wed Jan 19, 2005 1:34 am    Post subject: Reply with quote

Sum Ting Wong is a genious
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jellocube27
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Joined: 02 Dec 2004
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Location: New Jersey, USA

PostPosted: Wed Jan 19, 2005 2:27 am    Post subject: Reply with quote

Reminds me sort of grand theft auto 4.
Beat down someone a policeman is chasing, get fifty bucks! Very Happy
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Archosseus
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Joined: 03 Dec 2004
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Location: Rotterdam, NL

PostPosted: Thu Jan 20, 2005 2:41 pm    Post subject: Reply with quote

Not bad, though can you imagine how easy things are at that level 15 point?
Since one only has completed quests for one person, all the other npc quests are still left, and those would be way easier by that time. Just like Syke had his wolves quest. Imagine takinga quest like that at level 15. It isn't to bad, but it would be a cheap way to get levels in the start. And i personally hate cheap ways to get levels in a RPG. Make it hard.
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Thanquol
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Joined: 02 Dec 2004
Posts: 239
Location: London

PostPosted: Thu Jan 20, 2005 4:17 pm    Post subject: Reply with quote

Just like Fable Razz

It would be very good to implement guards - but they would inevitably end up dead - killed by some 1337 highbies. Actually, thats a positive.
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WANG
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Sum Ting Wong
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Joined: 03 Dec 2004
Posts: 164
Location: Texas

PostPosted: Thu Jan 20, 2005 9:45 pm    Post subject: Reply with quote

Quote:
Not bad, though can you imagine how easy things are at that level 15 point?
Since one only has completed quests for one person, all the other npc quests are still left, and those would be way easier by that time. Just like Syke had his wolves quest. Imagine takinga quest like that at level 15. It isn't to bad, but it would be a cheap way to get levels in the start. And i personally hate cheap ways to get levels in a RPG. Make it hard.


make a level cap on the big quests, such as a level 15 can no longer GET syke's quest to begin with, and if they have it already, it becomes void. also, have something about it saying "expires at level **", so newbies can't complain they had no idea it was going to expire.
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Still around the corner they may wait,
A new road or a secret gate;
And though I oft have passed them by,
A day will come at last when I
Shall take the hidden paths that run
West of the Moon, East of the Sun
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Enquillion
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Joined: 01 Dec 2004
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PostPosted: Fri Jan 21, 2005 1:49 am    Post subject: Reply with quote

Eh... I kind of dislike that thought, it's better with a cooldown on the random quests than disabling those that actually have more of a story or even grant you a frickin' skill. So if you forgot to do his quest before level 15, pff, bye bye fighter branch?
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scotty
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Joined: 23 Dec 2004
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PostPosted: Fri Jan 21, 2005 2:37 am    Post subject: Reply with quote

make the rewards level pending. If you are doing a level 15 quest and you are level 15, it will be hard but you should get a crap load of experiance and gold and the skill of "whatever". But if your a lvl 200 doing a lvl 15 you would just get the skill.
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