Quests/RPG/Diolauge Trees? Your Ideas?

The place to request or suggest new ideas and features.
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erekerendo
Posts: 4
Joined: Thu Nov 07, 2013 7:23 am

Thu Nov 07, 2013 7:43 am

So far I have run into a few very simple questy RPG features in the game. One being the guarding of a caravan, another being wether or not to get a facelift (affraid to try this), and another being the crazy warrior wanting 1 million to join your group.

I want to see real RPG quests you can take on for extra cash. Eventually I'd like new quest systems and trees to be added in updates or downloadable as Mods.

I also think there should be more politics in the game and that fulfilling quests should affect your standing with different factions

What kinds of quests would you add? Are there any other ways you could make this RPG like

P.S. One interesting idea I think applies a bit was the suggestion of adding marraige/reproduction

Crador
Posts: 16
Joined: Thu Nov 07, 2013 7:29 am

Thu Nov 07, 2013 8:31 am

Ahh, those people wanting to turn sandbox into RPG keep amasing me.
... almsot as people trying to turn RPG into sandbox ; )

IMHO, more quests in sandobx = less sandbox in sandbox. I'd prefer getting faction standings trough trading, killing enemy faction members, healing wounded members and so on. Not by bringing "Trouses of flooding" five times in a row or killing rats in a shopkeepers basement.

For example:
- faction FN have a town TW, which got raided (as a part of persistent word) by some bandits. Traders in that town get an attribute "Medicine needed" for few days, so for each medicine item you sell to them in that time, you get +X% to standings with that faction.
- FN wants to build something in TW, so Building Materials are needed.
- TW defense forces was wiped in last battle, so they are forming new one. Specific types of weapons and armors get +X% to buying price.
- TW forming a caravan heading to another FN town. Making sure it gets to end point will decrease some goods prices at target town by -X% for few days. It can happen even without players defense, just a matter of luck. No additional triggers, no "two guaranteed bandit attacks because player accepted caravan guarding quest".

And so on. As in things just happening without player being in the center of events, without those dialogues there and here, without heroes savng world and stuff.

erekerendo
Posts: 4
Joined: Thu Nov 07, 2013 7:23 am

Thu Nov 07, 2013 9:01 am

Mmm, yess good ppoint. But yeahI like your ideas, but at the same time I want those odd jobs.

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1337
Posts: 944
Joined: Fri Oct 28, 2011 11:18 am
Location: Luxembourg

Thu Nov 07, 2013 10:33 am

1337 wrote:There is no plan for a main story quest line that you would follow like in other RPGs.

Even side quests will be less scripted than in other games, eg :
you hear that bandits are planning to attack a village, so you can try to protect the village, assault the bandits beforehand or even join them to steal all the delicious p­ies from the villagers or you can just watch from far away while drinking beer and come back later to scavenge.
In Kenshi you are not supposed to be the center of the world (at least as long as you haven't enslaved everyone). You'll get your "quests" by listening to rumours for example and "jumping" into the story.

You should always proofread carefully to make sure you didn't any words out.

Need help? pm me or any other mod.

drakken
Posts: 67
Joined: Sat Nov 02, 2013 9:59 pm

Thu Nov 07, 2013 10:44 am

1337 wrote:
1337 wrote:There is no plan for a main story quest line that you would follow like in other RPGs.

Even side quests will be less scripted than in other games, eg :
you hear that bandits are planning to attack a village, so you can try to protect the village, assault the bandits beforehand or even join them to steal all the delicious p­ies from the villagers or you can just watch from far away while drinking beer and come back later to scavenge.

I prefere when it is like that 1337 (what a weird nickname, he must be a borg.. )
Events are happening all the time, you are here it is all good you can decide about what to do and if you are away, the village is assimilated.. err. plundered by the bandits, the vilangers are running away, well those who can run away, the weaks are killed, natural selection and life goes on.
A mini real auto living world, kind off what they have tried to do for guildwars 2 but imho they have failed. finally a game with no life ending main story!

Crador
Posts: 16
Joined: Thu Nov 07, 2013 7:29 am

Thu Nov 07, 2013 10:52 am

drakken wrote: I prefere when it is like that 1337 (what a weird nickname, he must be a borg.. )
http://www.urbandictionary.com/define.php?term=eleet

And yeah, player not being a center of universe is what brought me to Kenshi. Aaand dev's smart mind, which added MOD official constructing utility even to pre-alpha. Who understand, that community-made MODs are usually what makes sandboxes really succesefull (Minecraft). I see potential!

Xen
Posts: 110
Joined: Sat Jun 22, 2013 5:19 am

Thu Nov 07, 2013 2:10 pm

Dialogues like in Planescape: torment >:D

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Santaissick
Posts: 912
Joined: Tue Sep 04, 2012 10:44 pm
Location: FINLAND, korvatunturi
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Thu Nov 07, 2013 2:17 pm

drakken wrote:what a weird nickname, he must be a borg..


| 41\/\/4'/5 70ü6]-[7 17 /\/\34/\/7 1337 :|
"What was once a pile of dirt, is now even greater pile of dirt, as I shoveled more dirt on it." - Kim Jong Un, 2013

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