Matth85 Posted November 12, 2013 Share Posted November 12, 2013 (edited) http://img833.imageshack.us/img833/7343/q18e.png Hey all! I am currently working on a series of quests, related to my 2 released sword mods. It's quite a lot, to be honest, so I need some help before I start digging in on scripting. First off, Would you like to be spoon fed the story, or keep the juicy details in in-game books and what-not? Letting the interested get the lore, and story, while everybody else can just rush to get the weapons. Second, how much work would you like to put into a sword, or two? The idea is to make this feel "legendary" and make you feel like you gain them. I speak of adapting the MMO-kind-of system. Random chance for a piece, random chance for a note, random placement of an item inside a random dungeon. Let's say I got 2 options, which one would people go with? 1) Little random, just named enemies. Done rather quickly. You move on, done.2) Random loot chance. Lots of exploration and work. The rest of the post is info on what I plan to do. ------------------------------------------------------------------------------------- Just to set the stage, let me explain what the deal is, and what you gain: Reward:2 swords.Tiamat - Enchantement consist of you gainaing health on excecution, chance to fear the enemies on hit and every kill gains you a attack speed, and armor-penetration, buff for a few seconds. Stacks a few time. Anghelm - Enchantement consist of a chance to drain magicka, and as the magicka is drained the enemy loses health. The wielder also gets a magicka buff. Considering other bonuses if the player have 100 in a magic school. Short on the story:Part 1:Player finds pieces, can only gain 1 sword.Player finds one of the brother, does a quest for him, gain a "Power Essence( a gem )Player finds a way to reforge the ancient sword. Player gains the forged blade, and enters a trial to use fuse his/her power with the power essence.Players gains the enchanted weapon and Player House( Anghelm) or Companion (Tiamat) Part 2 ( Not complete. Depends if I ever get done Part 1):Player follows the story to gain the other sword. Moving the plot forwards a little. Part 3:Player helps the brothers, story ends, player get a small permanent buff. What I seek to do is making the story focus on the brother and their swords, and make the player really feel like the swords are powerful, yet not game-breaking.My goal is also to keep it lore-friendly, so i will work on adapting it more towards the lore. Most of the story involving the brothers will be found in game books, and through optional NPCs, as they are quite the mystery! What I want to do: - Give my 2 swords a story.- A series of quests.- 1 Companion, Blood Mage/Battlemage and/or gaining a Player Home- Let the player "visit" a small area of Coldharbour. Want to capture the feel of it as well.- Custom enchantements for the weapons.- Give certain NPCs the ability to make the weapons 1h or 2h, or to take off the enchantment. More freedom for the player.- Custom effects. A lot based om "Blood magic" for the Tiamat questline, and "Pure, blue, elvish, magic" for Anghelm. Well, let's see what happens! For now I just need to know how much work people would actually like to put into a quest for "legendary" weapons. Updates---------------------------------------------------------------------------------------------------------- The scattered pieces of the swords. As of now planned to be divided into 3, + a gem.I might work the texture a little too, to make it look more "out of order"http://img850.imageshack.us/img850/8028/astf.pngMatth Edited November 13, 2013 by Matth85 Link to comment Share on other sites More sharing options...
Matth85 Posted November 13, 2013 Author Share Posted November 13, 2013 Nothing? Link to comment Share on other sites More sharing options...
rhowington Posted November 13, 2013 Share Posted November 13, 2013 I like giving the two swords a background story and allowing them to be 1 or 2 handed (maybe one of each.) The quests sound pretty cool as does the player home reward. Everybody is clamoring for voiced companions now, so if you give one as a reward, that might be a consideration. Link to comment Share on other sites More sharing options...
Matth85 Posted November 13, 2013 Author Share Posted November 13, 2013 I still need some opinions regarding the 2 questions I asked :/ 1) Force the lore/history down the player through the quest, or let majority of the story be through optional stuff/side quests/books.2) Have it be a "grindy" quest, with lots of random chances involved. Making you really work for your weapons. Or simply do is Skyrim style: Quest - kill - loot. Nobody got any input? Link to comment Share on other sites More sharing options...
Matth85 Posted November 13, 2013 Author Share Posted November 13, 2013 I take it the forum have died out.Okay then. I'll save this project for the next TES game. Link to comment Share on other sites More sharing options...
Kraeten Posted November 13, 2013 Share Posted November 13, 2013 It would be nice to have a cool quest with voiced npc's, but I think most sensible people understand that's a pretty hard thing to pull off. Not much of an answer, but those are my two cents. Link to comment Share on other sites More sharing options...
Matth85 Posted November 13, 2013 Author Share Posted November 13, 2013 The only problem I can think if, is making it clean. It would consist of a lot of scripts, and a lot of global values. Making it all work nicely together might be problematic.But again, it does not seem like there are enough people around to really care, so I will hold this idea for another TES game. Link to comment Share on other sites More sharing options...
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