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Need some opinions on a quest I'm working on


scarycave

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Hi forumites. I've begun work on my second quest mod called Falling Out. The quest is inspired by a FO3 quest where you had to collect keys to get a fancy suit of armor. The quest differs though by having you have to find the armor, since Oblivion has more clothing options opposed to Fallout's tradition of Shirts and Pants are sewn together. I've gotten to about stage 70, which has the player turn in the Cuirass and Greaves. Next is the gloves and then the helmet. I plan to change things up when you reach the helmet though so if you don't like spoilers you might want to leave...

 

 

 

Each person you killed was part of an adventuring party that was corrupted by the armor. The helmet guy, the teams healer, is the only one who didn't don the armor and went to research the cause of his friends madness. The armors cursed by a spiteful blacksmith who made it for a knight that married the girl of his dreams to make him into a monster. The guy with the helmet fills you in on this detail and tells you to kill the quest giver and retrieve the armors you've turned in so it can be destroyed. You kill the guy, and comeback just in time for everyone's favorite game show moral choice! You can either kill the helmet guy and claim the cursed armor (Weightless Heavy Armor) or turn it to have destroyed and receive a lesser power that shields,dispels,heals, for 30 seconds. (The guy who you can turn it in to was the groups healer.)

 

 

 

So what do you think...does it make sense? Is the moral choice too one side? I'm looking for a critique of the quest before I get too far....

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Weightless heavy seems pretty nice, but how are you going to simulate the corrupting madness of it?

 

 

 

The npcs that you get the armor from so-far are generally friendly until you bring up the armor, in which they will immediately attack you. The quest-giver also starts out friendly enough, and is quite happy to give you the request of killing his friends. You can ask him about the current friend your looking for and he'll give childish comments about them, like calling the first one a cry-baby. He also shares the getting really angry about the armor when you bring it up. For the player though it won't be as easy...so I'll probably have to give the armor a negative personality and will-power bonus, or just use the excuse the player is already mad (from the way you persuade people by threatening, admiring, bragging, and telling them a joke) but that seems pretty cheap.

 

 

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I was thinking of adding an ability on the armor that messes with the player - things like random message boxes with messed up text, having the player UnEquip their weapon randomly while in combat, playing certain sounds at random, forcing the player to cast a weak area frenzy spell. Things like that...

 

I've added a "faint" ability so far that will make the Player fall-down and play a loud "gong" sound that made me jump. The time is set depending on your "cursed level", which is relative to the pieces of armor you wear. I wish I could do things like display images on the screen like the Suffering though. :)

 

I love that your interested in the evil reward (you evil, evil people) though, but could you give me a bit of input on the quest itself?

 

 

Edited by scarycave
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well you didn't really make it really clear, you should definitely give out the names of these guys so it's clearer and easier to understand who is who

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I still haven't worked out the names so far...the characters are all Argonians.

The Quest-Giver is Sheds-Scale

The Healer is called Flesh-Smelter by Sheds-Scale but....

 

 

It's Wound-Healer. All the names he's been telling you like Flesh-Skinner, Skull-Crusher, Mind-Twister are lies as well.

Wound-Healer is the only one that can refer to his own name and Sheds-Scale's real name.

 

 

 

 

Edited by scarycave
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It's a nice idea, but I think I wanna focus more on the player. I've got some "effects" right now for the armor using a quest-script.

Side-Effects of wearing the cursed armor are, but not limited too:

-Randomly being launched into the air. (With the bone-snap sound effect playing)

-Casting silence on yourself.

-Self-Combustion (Does no-damage to you, I'm hoping to get it to scare Npc's without casting a spell.)

Do you think I should even bother with the "good path" though? I'm really liking the armor. I think I'll just have him take it, say to meet you at some location to give you reward, and fully succumbing to the armor when you meet him (Being set on fire and dead, or going mad and attacking you).

 

 

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Actually you could do that, and make it more based on the whole madness theme, which is really interesting and rarely touched on in games. Like, what would you think if you were driven insane? What would you see? Would you see children as towering monstrosities? Dragons with feet like rabbits? Would you be a more organized killer, seeing yourself as above the common man, seeing them as maybe prey or even playthings? Or would you kill because the madness causes you some sort of imagined pain and the only way to "relieve the pain" is to kill? You could do a lot with the theme. But another question is, since it drives you insane (basically) was the so called Blacksmith a Daedric worshipper who had Sheo curse/enchant it to drive you insane? Or is it a more sinister form of corruption, maybe like Molag Bal? Edited by frakle
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