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Main Forums => Suggestions => Topic started by: Gwydion on November 06, 2008, 01:31:05 PM

Title: Quest givers
Post by: Gwydion on November 06, 2008, 01:31:05 PM
One thing I really liked about EfU when I started playing it were all of the very centralized quest givers in Sanctuary.  As a newb, you could walk around the start areas and see many quest givers from the lowbie quests to some of the very highest ones.  

The factions all had NPCs that gave quests that were either nearby or very far away with clues how to get there.  The quest usually dovetailed with the aims of the faction, and could actually create good RP situations as PCs would help/refuse to join a company about to embark.

Perhaps the DMs would prefer that we form a group and discover these things ourselves.  However, it may not fit a PC's persona to assume a high charisma role of forming an adventuring party of strangers and exploring the region.

But if "Evelyn the acolyte of Tyr" in the Market area informed you that there was a Barrow of undead just outside the gates that was a threat to travelers there is a more logical justification to band together and eliminate that threat.  

Thanks.
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Post by: ExileStrife on November 06, 2008, 05:17:09 PM
We call this the "newbie circuit" and I absolutely want it and I have been saying this over and over and I do not understand why this was never made and I think it is very bad we don't have this on EfUA.  *breathes*
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Post by: Gwydion on November 06, 2008, 05:39:20 PM
I'm not just talking about the newbie quests.  Most of the mid to high level quests had quest givers that were located close to the main areas.  

Not sure if I'm being mocked by Strife or not, but I thought it was a positive facet of the old setting that the quest givers were fairly close.  

The drawback was server crashes during the return to the quest giver, but those are few and far between now.

Just a thought.
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Post by: PanamaLane on November 06, 2008, 06:00:42 PM
I think even if you don't have a quest giver, npc's that point the way would be a nice addition. That is to say, the guy in the market might not actually give you the quest, but if you ask him about rumors, he might suggest something fishy going on in blank area. I've never been particularly good at figuring out where quests are and know that i'm missing a lot of them out there that would be worthwhile.
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Post by: SpareChange on November 06, 2008, 07:00:42 PM
I think this is a pretty valid suggestion, especially if it's just the NPCs making small talk that might SEEM insignificant, but really they're pointing to a larger picture that could help point the way to quests (or even more information about quests).

And, it gives some of them something a little more interesting to say. =)
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Post by: dragonfire9000 on November 06, 2008, 07:13:40 PM
Por ejemplo, the Cowardly Shield Dwarf that gave a quest that actually occured several miles away. Good plan!
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Post by: ScottyB on November 06, 2008, 08:34:24 PM
I think I'd prefer to see more of what Panama mentioned: rumor-mongering NPCs that mention where to find QAs (or even just really cool areas to explore). If they could be prevented from talking about quests-in-progress, that would be even more awesome.
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Post by: wcsherry on November 06, 2008, 09:41:16 PM
Deep breaths Strife. Easy now Tiger!
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Post by: Joe Desu on November 06, 2008, 09:46:33 PM
I kinda got the impression that there are many clues and quest givers right there in the Zig, ...
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Post by: bob7el on November 07, 2008, 08:55:20 AM
I would love to see this for more quests.  It's much easier to form groups based on rumors and prospects than, "I would just like to explore this area.  //3-6."  The information doesn't have to be free, either.  I'd certainly buy someone a drink for the heads up.
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Post by: Pup on November 07, 2008, 09:20:50 AM
I'm very much in favor of NPCs giving hints to quests and cool areas.  It's so simple yet will add so much.

Great idea. :)
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Post by: chezcaliente on November 07, 2008, 11:37:23 AM
Yeah, rumour-mongering would be hot - better than actual quest-givers. It gives PCs reason to explore beyond exploration for its own sake. Hearing rumours of foul undead abroad, or gathering feral tribes that may be preparing for war, or even of treasure held by certain creatures (whether true or not)... these give different characters good IC motivation for leaving the ruins.
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Post by: Thomas_Not_very_wise on November 07, 2008, 11:39:20 AM
I denounce this because I like being a rebel, and it's my birthday.