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New Quest Type: BOUNTY


youeatcandy

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What do you think about a new quest type?

Players would get the quest from the trader like normal, but it's unlike any other kind of quest. For now, let's call the new quest variant "Bounty".

Upon taking a Bounty, a quest marker is placed just outside of the trader for the player to activate at their leisure. However, when activated, a timer is started and a countdown from 60 minutes appears at the top corner of your screen. You have 1 hour to slay as many SLEEPER zombies as possible!

 

Each quest tier of Bounty is as follows:

T1: 100 Dukes for every 5th sleeper zombie

T2: 250 Dukes for every 10th sleeper zombie

T3: 500 Dukes for every 15th sleeper zombie

T4: 1,000 Dukes for every 20th sleeper zombie

T5: 2,000 Dukes for every 25th sleeper zombie

 

A simplified version of the description (see above) could also appear near the timer on screen with an active counter to track your kills and Dukes earned. A sound effect could be used for each time the player earns a new bounty.

Because of the how the higher tiered Bounty quests are set up, player's would be encouraged to explore higher tier poi's in an effort to find more zombies per minute.

So, with each tier there is a higher reward but at a higher risk. Additionally, with each consecutive tier the bounty price is exponentially increased. Notice from t1 to t2 the bounty price is increased by 100+50 Dukes. But from each tier after t1 to t2, the bounty is doubled from that of the previous tier.

 

To compare earnings equally, we'll use the least common multiple of 300 sleeper zombies. Therefore, for every 300 sleeper zombies killed, a player can earn the following for each quest tier:

T1: 6,000 Dukes

T2: 7,500 Dukes

T3: 10,000 Dukes

T4: 15,000 Dukes

T5: 24,000 Dukes

 

The player would NOT receive a bonus item of their choice from the trader, but only their well-earned bounty (Dukes).

The catch--and flavor text--is that the Duke himself wants the whole town/ area cleared before his men come to loot the area (but the loot would still be there for you to loot later). Therefore, if you loot anything (except for dropped loot bags) during the Bounty quest you forfeit the bounty.

Also, I can see how resetting the whole town or every poi in the world would be problematic, so I suggest either (1) making it so the player's claim block prevents a poi from resetting, or (2) activating a Bounty quest wouldn't reset any poi.

I suggest either (a) making this kind of quest only available once per tier; becoming an option for the last quest before unlocking the next tier of quests. Or, (b) making them more rare than other quests.

What do you think???

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It could be interesting but at least for me, I always have way more dukes than I have any need for, so I'm left with the option of getting a ton of dukes I don't need at the cost of looting the POIs and getting resources that I do need.  I think I'll always go to the loot rather than trying to get more dukes.

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The

8 hours ago, Riamus said:

It could be interesting but at least for me, I always have way more dukes than I have any need for, so I'm left with the option of getting a ton of dukes I don't need at the cost of looting the POIs and getting resources that I do need.  I think I'll always go to the loot rather than trying to get more dukes.

 

For the mid and early game that would be fine, also higher reward stages with other items could work. But another idea i also got in a post before: Give items rarity tiers, topmost rarity items could be a reward for highest bounty reward or highest rarity items can also be found in T5 loot for example. This highest rarity items should not be able to be found in standard loot or trading offers.

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