Tasks based on skill level, NPC/world lore, and World Events
Posted: Thu Dec 21, 2017 11:26 am
Right now tasks are limited to Guilds, and feels bland. It doesn't improve the players understanding of the Lore or NPC in the game. Thus, the following should make all task and NPCs better.
Skill rank based tasks
These tasks will be divided in to tiers based on your skill level
<100 amateur: tasks that familiarizes you with the features (and lore in the game). This will mainly involve crafts, foraging, and basic combat, and will reward some useful things such as beginner crafting tools, containers, weapons, and flat skill level increases (+1, +5, +10 to relevant skill)
<500 beginner: tasks that require more effort that rewards some riln, and skill levels when they are completed. These tasks should also introduce the background of the some of the trainers in various city (something like how they end up in the trade, city, position, or job which can be used to predict potential hidden and future tasks that the NPC would offer). These can only be done once per character and adds a flat boost to the relevant skills
>500 intermediate: task that require going deep into dangerous areas and either kill, collect, locate, escort, destroy, disable, retrieve, steal, hunt, capture, cleanse, release, disrupt, and/or assist an NPC in performing a task. Each task will present the NPCs current situation, grievances, desires, and mission. Also, some NPCs can have rivalries, hatred, love, competition, and/or debauchery between them which could give out conflicting task to different users in the area (fostering either some competition between players or even PvP moments). A simple example would be a guild task from Rooks vs Guild that detest the use of nether.
World/event tasks: end game-ish tasks when completed would introduce new abilities, crafts, locations, daily events, global buffs, global debuffs, terrain changes, legendary NPCs, new guilds, new monsters and mobs, wandering tribes that teaches special abilities. Some of these tasks can be accessed by following the instructions in a mail that is send to every player (which would update daily with stats and completion rate as well as honorable user mentions)
I don't think the <100 and <500 skill level tasks would not be too hard to implement and would make NPCs in the game more interactive and developed and give hints as to what kind of task that might appear in the future for the same NPC. It would also introduce new players to the world of CLOK and the freedom it offers.
For the >500 skill, mid-game tasks it will require some overhaul of the task system as well as implementing various scripts to enable certain objects in a location or area based on the task that an user or a group of users have.
For the World/event tasks it could be as easy as tracking the number of monsters a players kills during a week, and rewarding them based on that. Or as complex as chain of quests (with related NPCs) that slowly unlocks event areas which concludes in a Raid-like event for all users (e.g monster X will wander around the wilderness, kill them N number of times to reduce the stats or lock some abilities of Monster Y in event dungeon Z)
The above are also ideas for GM events. However, if some of them can be automated it would make the world much more interesting and engaging.
PS: At the moment, with my character, I feel that I'll be stuck in the cycle of completing similar but unrelated tasks, fighting mobs, and grinding skills endlessly in hope of unlocking the next set of fireworks for my character. I would have to create and raise a new character just to enjoy the different tasks of the other guilds.
Skill rank based tasks
These tasks will be divided in to tiers based on your skill level
<100 amateur: tasks that familiarizes you with the features (and lore in the game). This will mainly involve crafts, foraging, and basic combat, and will reward some useful things such as beginner crafting tools, containers, weapons, and flat skill level increases (+1, +5, +10 to relevant skill)
<500 beginner: tasks that require more effort that rewards some riln, and skill levels when they are completed. These tasks should also introduce the background of the some of the trainers in various city (something like how they end up in the trade, city, position, or job which can be used to predict potential hidden and future tasks that the NPC would offer). These can only be done once per character and adds a flat boost to the relevant skills
>500 intermediate: task that require going deep into dangerous areas and either kill, collect, locate, escort, destroy, disable, retrieve, steal, hunt, capture, cleanse, release, disrupt, and/or assist an NPC in performing a task. Each task will present the NPCs current situation, grievances, desires, and mission. Also, some NPCs can have rivalries, hatred, love, competition, and/or debauchery between them which could give out conflicting task to different users in the area (fostering either some competition between players or even PvP moments). A simple example would be a guild task from Rooks vs Guild that detest the use of nether.
World/event tasks: end game-ish tasks when completed would introduce new abilities, crafts, locations, daily events, global buffs, global debuffs, terrain changes, legendary NPCs, new guilds, new monsters and mobs, wandering tribes that teaches special abilities. Some of these tasks can be accessed by following the instructions in a mail that is send to every player (which would update daily with stats and completion rate as well as honorable user mentions)
I don't think the <100 and <500 skill level tasks would not be too hard to implement and would make NPCs in the game more interactive and developed and give hints as to what kind of task that might appear in the future for the same NPC. It would also introduce new players to the world of CLOK and the freedom it offers.
For the >500 skill, mid-game tasks it will require some overhaul of the task system as well as implementing various scripts to enable certain objects in a location or area based on the task that an user or a group of users have.
For the World/event tasks it could be as easy as tracking the number of monsters a players kills during a week, and rewarding them based on that. Or as complex as chain of quests (with related NPCs) that slowly unlocks event areas which concludes in a Raid-like event for all users (e.g monster X will wander around the wilderness, kill them N number of times to reduce the stats or lock some abilities of Monster Y in event dungeon Z)
The above are also ideas for GM events. However, if some of them can be automated it would make the world much more interesting and engaging.
PS: At the moment, with my character, I feel that I'll be stuck in the cycle of completing similar but unrelated tasks, fighting mobs, and grinding skills endlessly in hope of unlocking the next set of fireworks for my character. I would have to create and raise a new character just to enjoy the different tasks of the other guilds.