Heros and Quests

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Heros and Quests

Postby Azekial » Sat Jun 12, 2010 11:03 am

If you have one hero, that hero can have one quest.

Why if you have more that one hero can each hero not be on a quest.

Only 1 quest per hero not one quest per team.

Alternatively why can any hero not complete the quest?
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Re: Heros and Quests

Postby KGB » Sat Jun 12, 2010 6:10 pm

I second the request for 1 quest per hero. But only that hero should be able to complete their quest.

Also, do not have quests come from temples like Warlords 2 did. That puts too much emphasis on who gets access to temples. In Warlords 3, quests came from any city you owned and were categorized as easy/medium/hard and the player selected the level of quest they wanted for their hero. That is much fairer.

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Re: Heros and Quests

Postby Pillager » Tue Nov 09, 2010 7:15 am

I'm on the quest bandwagon. Questing may be my favourite single aspect of warlords II and especially III. Warlords III perfected the questing system IMO. I agree with KGB, new quests should be available at cities. Getting quests only at temples is too fiddly and (depending on the map) unbalanced.
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Re: Heros and Quests

Postby Zajoman » Sun Dec 19, 2010 9:34 pm

Pillager, you have a way with words, man. I've burst into laughter several times now, reading your posts on the forums. Besides that, I also do agree with the DLR way.
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Re: Heros and Quests

Postby Moonknight » Sun Jan 09, 2011 6:09 pm

I'd actually prefer quests only available from temples. Or, maybe there can be certain type of quests available from cities (things like hunting down an opposing hero or capturing a city) which rewards the questing hero with a lot of extra XP, but then there are also quests only available from temples (like searching hidden ruins or traveling to a different temple) that would reward the hero with items, money, or allies.

It feels weird to me that if a hero completes a quest given from their city and is then rewarded money or allies, who is providing these rewards? The Warlord of the army? Why wouldn't he just give the money and allies in the first place? I'd rather quests have the 'favor to the gods' touch to it...

Just my thoughts, regardless I look forward to questing being available! My personal favorite types of quests are tracking down a specific item, which could change hands or be left on the ground or in a city after a battle.
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Re: Heros and Quests

Postby Pillager » Sun Jan 09, 2011 7:39 pm

Moonknight,

I understand that the temple is a more thematic place to receive a quest, but it doesn't work as well as a game mechanic.

Questing in warlords 2 was a bit of a tack on, and grossly unbalanced. Warlords 3 reworked the questing system and made it a much more balanced and integral part of the game.

Special quests that are only available at temples is an interesting idea...but it is just another bonus for players lucky enough to start next to one. Maybe visiting at temple could be a quest? This would add a dash of holy flavor anyway.
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Re: Heros and Quests

Postby KGB » Sun Jan 09, 2011 8:35 pm

I agree with Pillager. Quests *have* to come from cities other wise the game gets badly unbalanced unless you fill the map with temples.

In DLR, there were 3 kinds of quests you could select: easy, medium, hard. You could always select an easy quest. You could only select medium at a city with L6 walls (+2 bonus) and hard at a city with L8 walls (+3 bonus).What you had to do for the quest was based on what was selected. Easy quests could often be completed that turn or the next. Medium required 2-5 turns and hard required 4+ number of turns.

Easy Quests: Search a ruin (non-hidden), visit a site (temple/port/gold mine/tower), travel to another of your own cities, travel to an enemy (neutral or another player) city (but not capture it, just visit a square next to it), capture a city, kill a specific enemy unit
Easy Quest Rewards: Gold, XP, a single ally (weak like a Wizard/Elemental), reveal a DISTANT hidden ruin, a minor item

Medium Quests: Search a ruin (hidden or non-hidden but further away than an easy quest), capture a city, raze a city, kill X number of enemy units, kill an enemy hero, retrieve an item (ruin/enemy hero), raze a site (temple/port/gold mine/tower).
Medium Quest Rewards: Gold, XP, 2-3 allies (better ones like Demons/Medusa/Devil/Archon), reveal a NEARBY hidden ruin, a medium item, 1 mana crystal.

Hard Quests: Capture a city, Raze a city, kill 2X number of enemy units as a medium quest, kill a high level enemy hero, retrieve an item held by a distant enemy hero.
Hard Quest Rewards: Gold, XP, 4-6 allies (good ones like Dragons/Devil/Archon), a very good item, 2-3 mana crystals.

For example an easy quest might involve capturing a very nearby city THAT ONLY had a few defenders (1-2). A medium quest to capture a city always selected a city further away OR with more defenders (3-4) while a hard one would be a very distant city WITH AT LEAST 5 enemy defenders. Sometimes there were literally *no* medium or hard quests available if there were no enemy heroes/armies/cities/items/ruins etc that met the quest criteria.

Warbarons should strive to emulate this model because it was well balanced.

Now I too understand the thematic urge to get quests at temples. So maybe Warbarons should only have easy/medium quests available at cities and hard would come only from a temple. So that way everyone has access to quests and if you want a hard one you had to travel to get it.

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Re: Heros and Quests

Postby Moonknight » Mon Jan 10, 2011 1:59 am

I forgot about how the level of quests available was tied to the city walls. What if instead, you could opt to 'build' a church (or mini-temple) within a city for 200 gold or something and only then could you get quests from it?

That would combine the best of both worlds. I think that would be better than being able to get a quest at any of your cities, it should be harder than that. Either that or make it so only the capitol can provide quests.

You could even make it so you have to upgrade the church within the city in order to get the harder quests available.
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Re: Heros and Quests

Postby Zajoman » Mon Jan 10, 2011 2:54 am

Moonknight wrote:I forgot about how the level of quests available was tied to the city walls. What if instead, you could opt to 'build' a church (or mini-temple) within a city for 200 gold or something and only then could you get quests from it?

No. Strays away from the simplicity we all love about Warlords. I can see where this would eventually go - city development ALA Civilization...
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Re: Heros and Quests

Postby Pillager » Mon Jan 10, 2011 5:06 pm

I want my starting hero to begin his first quest on turn one.

Cities would already have churches/temples, especially in a fantasy world where gods physically exist and their blessings have a significant impact on events. I know I'd be praying (if only to keep the lightning bolts of displeasure away).
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