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[Quests] New quest types and changes to existing


RhinoW

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[NEW QUEST TYPES]

 

 

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[Extermination]

 

Quest goals and description:

 

- Replaces/Merges both Clear Zombies and Infestation
- The player must clear the designated PoI by eliminating all targets.
- Extermination quests will have different variants that change the spawns, some being unique to specific PoIs and locations and some only being available after a certain tier.
- Variants will vary in reward as well as the quest tier.


Quest variants/modifiers:

 

Normal : Similar behavior to what we have now, zombies will be based on gamestage/difficulty..etc
Feral Outbreak: A great portion of zombies has been replaced with feral counterparts.
Radiated Outbreak: A great portion of zombies has been replaced with radiated counterparts.

 

Vulture Nest: A great portion of zombies has been replaced with vultures, unique to open air PoIs.
Dog Nest: A great portion of zombies has been replaced with zombie dogs.

 

Special Outbreak: A great portion of zombies has been replaced with special infected.

 

or unique outbreaks for some

 

Spider Infestation: A great portion of zombies has been replaced with Spider Zombie
Military Outbreak: A great portion of zombies has been replaced with Military Zombie, unique to military PoIs. (More or less just characteristic of the place you're going to)
Wight Outbreak: A great portion of zombies has been replaced with Feral Wight

 

 

 

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[Seek & Destroy / Apex Hunt]


Quest goals and description:


- The player must find and kill a specific target.
- Said target is not marked on the PoI and has to be found
- The target is also usually surounded by relevant enemies to its tier and location.

 

Quest variants/modifiers:

 

Tier I+ - Apex Normal Zombie; Apex Vulture; Apex Zombie Dog
Tier II+ - Apex Screamer; Apex Spider 
Tier III+ - Apex Tough Zombie; Apex Mutated Zombie
Tier IV+ - Apex Bear; Apex Cop 
Tier V - Apex Wight; Apex Demolisher

 

(I know you're confused, but I'll make a new article soon about the apex versions of zombies and my personal thoughts about existing zombies).

 

 


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[Fortify and Defend]

 

Quest goals and description:

 

- A multi phased quest that ends with a decent sized horde so the player can have mini defense experiences outside of blood moons.

- First objective will require the player to clear the PoI, however, zombie count is reduced significantly
- Second objective will require the player to place spcecific blocks on highlighted areas (pre-made for that PoI), these blocks can be a wooden shape or spikes.
- Third objective will require the player to repair or upgrade windows or something alike, never going beyond wood tier.
- Fourth objective will require the player to start the generator when they're ready.
- Final objective is surviving the spawned horde.

 

Notes:
- Zombie spawns for both the PoI and the horde follow the normal spawning scaling. 
- This quest will never send you to a big PoI.

 

 

 

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[Supply Run]

 

Quest goals and description:

 

- Replaces the Fetch quest
- The player has to go through multiple containers and get different "supplies", not just a single "White River Supplies".
- These supplies are relevant to the quest's PoI. (ex: a military location would have military supplies like weapons, ammo, armor; a working stiffs would have material supplies, tool supplies..etc)
- The supplies can spawn in any relevant lootable container
- The containers are not pinpointed on the compass, but will start blinking when the player is near one.
- This is a scavenging quest that makes the player run through the PoI in search of the needed items.
- Higher quest tiers follow bigger and more dangerous locations, increasing the amount of required items.
- Rewards have a higher chance to be relevant to the quest variant.

 

Quest variant examples:

 

Food Supplies 
Electrical Supplies
Medical Supplies
Material Supplies
Military Supplies
Valuables

 

Quest goal example:

 

Example 1:

0/4 - Food Supplies
0/1 - Medical Supplies

 

Examples 2:

0/5 - Weapon Supplies
0/3 - Ammo Supplies

 

 

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[Guarded Valuables]

 

Quest goals and description:

 

- Similar to the fetch quest.
- The player has to go through one of many locked safes pinpointed on the compass.
- One of the safes will have the necessary item the trader wants.

- Gets increasingly more difficult through the tiers, especially if you get sent into the big tower building.

 

 

 

 

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[Special "Quest"]

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[Daily Requirements]

 

- A secondary quest that is started immediately upon being accepted.
- The quest consists of the player gathering and delivering X amount of specific resources to the trader until the end of the day.
- The duke rewards are less than if the player were to sell them, but the XP and extra rewards make up for it.

 

Quest goal example:

 

0/20 Mechanical Parts
0/2 Headlights
0/500 Gas can
0/5 Water
0/1 Meat Stew

 

 

 

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[Existing quest changes]

 

[Restore Power]

- Starting a generator spawns a horde of enemies in X radius (perhaps outside of the PoI?)
- Higher tiers have more generators to start while also spawning stronger zombies.

 

(I got no idea if that's how the restore power currently works, but the wiki doesn't have much info on it).

 

 

 

Let me know what you think! I always like discussing game design with people :)

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