Post by ndrs on Nov 7, 2018 14:31:03 GMT
You leave in a little lumber village up in the mountains. You work every day to get some coin selling wood to travelers passing by to the big city a few hours from here. One day you go to the fountain for some water in the morning and when you come back... Everyone is dead. Monsters are making a feast out of peoples guts. Why? Because you left the door open and no one noticed it.
You see? This things can happen. So we have to do some monster crowd control.
Procedural hunting quests and rewards
The party arrives in a lumber village and sees the monsters are pretty strong around there, so you need to train a bit. But grinding is boring. What if the people living in the town need monster-killing services! Much better right?
I propose to have a quest board in every village where people can post hunting quests. This way we interconnect grinding with a purpose and questing at the same time. So grinding gives us exp. And the quest gives us a little bit more.
Proposals:
Explanation 1
Each village has a monster spawning zone in the overworld attached to it. Monster zones could have a threat percentage. If the percentage is high, more monsters spawn and at a higher rate, and quests are generated on the linked village. Once quests are done, percentage decreases, so less monsters around. The player can feel if there is a lot of monster so it can decide on going to the village to search for the quests. Also, the quests decreasing the monster rate means the player will have feedback on its actions, which is
Explanation 2
Each village has a reputation with the player. I'm proposing 0% is the base, and villages cant get mad with you. This percentage means a reduction on price of Inns and shops inside the village. Hunting quests increment this percentage, so if the player does a lot of hunting quests, it will save money.
What do you think?
You see? This things can happen. So we have to do some monster crowd control.
Procedural hunting quests and rewards
The party arrives in a lumber village and sees the monsters are pretty strong around there, so you need to train a bit. But grinding is boring. What if the people living in the town need monster-killing services! Much better right?
I propose to have a quest board in every village where people can post hunting quests. This way we interconnect grinding with a purpose and questing at the same time. So grinding gives us exp. And the quest gives us a little bit more.
Proposals:
- Every village has a quest board
- Quests are procedurally generated
- Quests depend on the percentage of threat in the assigned monster area. (explanation below, point 1)
- Hunting improves reputation on the village. Inn/shops get cheaper (explanation below, point 2)
Explanation 1
Each village has a monster spawning zone in the overworld attached to it. Monster zones could have a threat percentage. If the percentage is high, more monsters spawn and at a higher rate, and quests are generated on the linked village. Once quests are done, percentage decreases, so less monsters around. The player can feel if there is a lot of monster so it can decide on going to the village to search for the quests. Also, the quests decreasing the monster rate means the player will have feedback on its actions, which is
Explanation 2
Each village has a reputation with the player. I'm proposing 0% is the base, and villages cant get mad with you. This percentage means a reduction on price of Inns and shops inside the village. Hunting quests increment this percentage, so if the player does a lot of hunting quests, it will save money.
What do you think?