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Sutaseyu
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Post subject: CREATE A GUILD/UNION QUEST FOR SRO Posted: Thu Oct 12, 2006 3:40 pm |
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Joined: Sep 2006 Posts: 116 Location:
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Cut/Paste from other post lol:
In response to mkaaru's other post, it's just a good idea. If SRO admins are too busy to devise any new quests - then let's devise them for them and hand the information to them on a silver platter  I may even ask Gargamel if he would be interested in possibly choosing 1 and rewarding the creator. Post away!
Note: This is for guild/union quests only - single character quests should go in other post.
_________________ Lvl 70 Nuker Babel
Silk Assistant Extraordinaire
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Ice771x
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Post subject: Posted: Thu Oct 12, 2006 3:54 pm |
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Banned User |
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Joined: Jun 2006 Posts: 1562 Location:
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escort an npc character from jan to some location? it can be attacked by mobs and die and all. if it dies you gotta start over. the destination changes with your guild lvl. the higher the guild lvl, the farther it has to go, thus making it more difficult. cus itd be lame if a guild of 60+'s had to get the char to like...dw. cus theyd just pwn everything on the way.
_________________ <<banned from SRF for bot admission. -SG>>
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Darkangel
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Post subject: Posted: Thu Oct 12, 2006 4:00 pm |
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Joined: Sep 2006 Posts: 268 Location:
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Job expansion quests. get job xp or gold/sp/xp. we all know that if u want to be a successful trader/hunter/theif and your a lowbie.... its not ganna happen so i think they should impliment job quests
_________________ IGN - DarkAngel
Build - Hybrid spear nuker
Guild - BestO7heBest
lvl - 64
RETIRED!! *WoW FtW*
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hellsharpt
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Post subject: Posted: Thu Oct 12, 2006 4:17 pm |
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Ex-Staff |
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Joined: Feb 2006 Posts: 3003 Location: Khadgar
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HAve one for each guild level, must complete the first to get to the next.
Have the quest taken by guild leader. He (and the guild) is sent to a location (have a few preset spawn locations). Once there he talks to an NPC being held hostage. Once he clicks ok the guild must defend against a seige of mobs, becoming increasingly difficult.
The difficulty would be based on the guild level and the level of the leader. So would the reward. the reward should consist of guild points, gold (in guild storage) and perhaps skill point exp for every member (some exp too). I'd say just reward those that participated but that might be a little tough to do, especially if there are some dedicated healers that techincally won't be doing any damage.
If you (the guild leader) or the npc dies, you fail and have to restart.
The problem is the NPC spawns, it would be easy for high levels to camp the area and farm exp from the mobs. the only way to prevent it would be to make it in an area only accessible by the guild/union (like the use of deadspace in Eve online), or make them worth virtually nothing in exp and drop nothing so no one has a reason to kill them except those that benefit from the end reward (this might also promote the use of player mercenaries for hire which could be cool).
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Sutaseyu
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Post subject: Posted: Thu Oct 12, 2006 5:31 pm |
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Joined: Sep 2006 Posts: 116 Location:
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OMG these are GREAT ideas! Woo I hope we get more like this ....er wait.. I'm the guild chief...god r u kidding me i'll be hostage for a month 
_________________ Lvl 70 Nuker Babel
Silk Assistant Extraordinaire
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FireJammerXR
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Post subject: Posted: Fri Oct 13, 2006 1:46 am |
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Joined: Jul 2006 Posts: 328 Location:
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Your entire guild must kill like 400000 nachals or something awesome like that.
_________________
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Chaud
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Post subject: Posted: Fri Oct 13, 2006 1:50 am |
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Joined: Apr 2006 Posts: 1950
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FireJammerXR wrote: Your entire guild must kill like 400000 nachals or something awesome like that.
Flowers quest x eleventy billion = boring.
More like the raids in wow. Suta just watch onyxia vids instead of me typing.
_________________ <<banned from SRF for rules violations. -SG>>
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icechai
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Post subject: Posted: Fri Oct 13, 2006 3:03 am |
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Joined: Jun 2006 Posts: 41
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your guild must kill TG 30 times to lvl up to guild lvl 2, Ureuchi 40 times for lvl 3, Isy 50 for lvl 4, and Yarkan 60 for lvl 5 
_________________ Server: Troy
Guild: Kazlac
7x Int Hybrid ftw!
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Sutaseyu
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Post subject: Posted: Fri Oct 13, 2006 1:53 pm |
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Joined: Sep 2006 Posts: 116 Location:
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lol well I don't know about the unique killing - they don't spawn enough to make it feasible - and more frustrated players is exactly what SRO doesn't need atm lolz  I hope we get more guild/union quest ideas, because it would sure be fun for ppl to quest with their mates.
_________________ Lvl 70 Nuker Babel
Silk Assistant Extraordinaire
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Tohak
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Post subject: Posted: Fri Nov 03, 2006 2:03 pm |
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Joined: Feb 2006 Posts: 343 Location:
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Protect Jangan, Downhang or Hotan from barbarians by holding Fortress
One of our fortresses has been attacked and your Emperor needs your guild's/union's help on defending our beloved city from barbarian attacks from north. Emperor has dispatched his reinforcement legions to protect the fortress but it'll still take 3 hours from them to arrive there. Meanwhile your guild's/union's job is to go to fortress and assist the remaining troops there. You must hold the fortress until the reinforcements arrive. Each guild/union member can get 1 time only teleport scroll from courier that will allow you to get to fortress without delays. Take anything that you might think you need with you since you can only get out by dying or by saving the fortress. Good luck to you all!
- odds: something like 3 to 1 or 5 to 1 enemies per entered guild/union member
- guild should be allowed to do such event once every 9 hours ie. 3 hour fight, 9 hour cool down, 3 hour fight, 9 hour cool down...
- monster levels are limited to those players levels who are inside fortress, each player's monster spawns are near his level meaning level 70 will get level 70 monsters, and level 20 player will get level 20 monsters. This ensures that guild/union can form these raids for certain level ranges
- once entered you can't get out until this quest is over
- loosing fortress makes guild loose GP, guild gets shortgage of supplies from NPCs in the city they were trying to protect (ie. can't buy some NPC stuff) for limited amount of time (9hours).
- winning fight gives GP points (amount depends from the condition of the remaining fortress and how many guild/union members are still alive inside)
- Emperor grants wealthy gold award to all those who survive
- monsters have guaranteed weapon&armor drops (like 5-10% chance) and maybe some HP+mana potions, no other loot since they're attack force.
- finding the leader of attack force (sort of unique) and bringing his head to emperor grants SoS item of choice.
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Lance
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Post subject: Posted: Fri Nov 03, 2006 2:05 pm |
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Advanced Member |
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Joined: Jul 2006 Posts: 2370 Location:
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FireJammerXR wrote: Your entire guild must kill like 400000 nachals or something awesome like that.
ROFLOL XD
kill TG> uri > isy in 1 day, in that order
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Mauler109
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Post subject: Posted: Fri Nov 03, 2006 2:39 pm |
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Active Member |
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Joined: Sep 2006 Posts: 586 Location:
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i like tohaks idea and it could work
the remaining soliders could be taken from the same people that guilds can buy
i know not many people see them running around but there are bow, sword/blade, and spear/glaiver mercs for hire.
so they position like 2 of each at the entrace setting up like a good army would. spear, sword, bow and you help them defend the entrance
lets say there were 3 entranes needing defending put a fire merc at 1, lite at another, and ice at final
making 7 units + Guild members defending
if they could like make the mercs not be lvl 70 it would make it a little more challenging
_________________ I'm back.
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flyingfish
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Post subject: Posted: Fri Nov 03, 2006 3:08 pm |
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Casual Member |
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Joined: Oct 2006 Posts: 51 Location:
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The Guild Leader goes and talks to the guild NPC.
Similar to the guild teleport scroll thing(Never tried one), each guild member gets a pop up saying "Would you Like to enter the guild realm with your guild?"
If the guild member clicks yes, they will be teleported to the area along with other guild mates.
The guild's task is to safely protect some NPCs... maybe 2 or 3.
Many mobs will spawn at random, in waves. Unique killing will be present. Killing mobs, and uniques in the guild realm does not give anything, thus stopping weird abuses. The level and difficulty of MOBs will depend on the levels that enter the realm. (ie. if only 5 lvl 2x enter then the mobs will consist only of mobs 15-30.)
The rewards are Guild Points and Money(which can only be used to level up the guild).
This way, guilds can actually do something to level up together. Instead of 5 people out of a guild of 20 lvling the whole guild and paying every dime to raise its level.
This quest is repeatable as many times as desired. Why? because the participants get nothing from the quest except helping their guild level up. And the higher level you go, the more potions will be needed on MOBs, thus costing more and more for each to partipate.
_________________ IGN: Jinso
LVL: 1
JOB: Stall Millionaire
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Priam
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Post subject: Posted: Fri Nov 03, 2006 3:39 pm |
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Forum Legend |
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Joined: Jul 2006 Posts: 7885 Location: At the apple store, Cause i'm an iAddict.
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union quest: kill 150000000000000000 manyangs.
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senapanaga
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Post subject: Posted: Sat Nov 04, 2006 2:26 pm |
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Joined: Aug 2006 Posts: 1577 Location:
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**** this thread last time i posted a shitload like a 1page long typed up quest for sro then the thread died i pmed sutaseyu wtf ever and she never talked back ..... this shit lmao. 
_________________ Banned for pro-bot statements and other annoying content.
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zphantom
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Post subject: Posted: Sat Nov 04, 2006 6:18 pm |
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Joined: Jun 2006 Posts: 251
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Creating something new is like asking for the impossible. I'd assume that everything iSRO has come directly from kSRO and has taken forever for updates so you have to keep things REALLY simple or use some existing stuff.
The only guild activities I see are Trading Runs (TR), Thieving (T), Unique Kills (UK), Guild Wars (GW), and Union Wars (UW) but TR's aren't profitable for the time and risk; Thieving also isn't worthwhile; UK's are impossible to get to yourself; GWs are hard to set up, UW are even more difficult to set up.
Improving Trade Runs:
+++This is supposed to be the center point of SRO but it's not worthwhile. Impoving this alone will help improve everything else as GOLD SHOULD BE one of the motivations. It would increase trades, increase guild trades, increase union trades, increase thieving, increase rivalries, etc etc.
-Increase profits
-Keep a mercenary alive from one town to another for GP rewards?
-Leaders can summon more than one transport?
-Guild trade animal? + NPC Rider for GP?
-Union trade animal?
Improving Unique Kills:
-More spawns
-Spawn Lord Tsarkon
-Spawn Saytan
Improving Thiefing:
-See Trading Runs
Improving Guild Wars:
-Average the levels and give way more EXP / SP, at least half the EXP loss when you die. At the current rate it's 20 kills for 1 death!
Improving Union Wars:
-See Guild Wars
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dsalfh
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Post subject: Posted: Sun Nov 05, 2006 7:35 am |
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Hi, I'm New Here |
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Joined: Jul 2006 Posts: 13
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You should do something that still fits in with the setting. Like a guild of hunter has to transport a capture thief to the next town and along the way the thiefs guild attacks your group. So maybe got like a cart and this has hp so the thiefs guild attack the cart to let him out.
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Axeoo7
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Post subject: Posted: Sun Nov 05, 2006 8:02 am |
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Frequent Member |
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Joined: Oct 2006 Posts: 1078 Location: Somewhere Fun
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So far i think hellsharpt idea is the best.
My idea is simple a unique mob will be spawned in a area like jagjang dw or hoton depending on guild lvl.
The guild have to find it and kill it within a time limit only that guild can kill this special mob.
Have like 10 spawns with each spawn the time limit is decreased.
If one of them is not killed within the time allocated you have to start quest again.
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Hesseth
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Post subject: Posted: Sun Nov 05, 2006 9:18 am |
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Regular Member |
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Joined: Sep 2006 Posts: 249 Location:
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We all know we have to port to Thief town. Why not make a Thief raid town. Were a Union/Guild are the only ones that can zone in. The Thief town is full of Thief of diffrent levels and one Grand Master Thief that spawns only after the whole town is clear of all thiefs. Something that would take the guild to work as a team to kill. That means people healing a main tank and nukes to hit all the while the main tank has to keep the mob on him or her.
This can be done but it would take the guild to work as a unit. This may take a few trys to get it right.
This is the basic raid for Everquest. Belive me its alot of fun when you do win in the end. Everyone feels like they really did something.
...........................................................................................................................................
The next ideal is a top dog type of system. This game is built around PvP lets take it to the next level!
After your guild has farmed its GP to max. They have to have a guild war with a guild of the same rank and win to move on to the next level.
Level 1 Vs Level 1 . Winner becomes Level 2.
Level 2 Vs Level 2. Winner Becomes Level 3.
Level 3 Vs Level 3. Winner Becomes Level 4.
What do you think?
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billgeta
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Post subject: Posted: Mon Nov 06, 2006 3:16 pm |
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Joined: Apr 2006 Posts: 227
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the 1st one to pk the gm.  :D:D
lol..
but guild/union quest would be fun though
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avanti42
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Post subject: Posted: Mon Nov 06, 2006 10:22 pm |
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Regular Member |
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Joined: Nov 2006 Posts: 252 Location:
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How bout you put one guild up against another, like one guild has to protect a fortress and the other attacks it. or one guild has to raid the other guild's fortress and kill the leader of the guild or the npc that the guild is protecting. It'd be more fun to play against other people who can think and use tactics than programs i think
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pingpongboss
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Post subject: Posted: Mon Nov 06, 2006 11:37 pm |
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Joined: Apr 2006 Posts: 509 Location:
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zphantom wrote: Improving Unique Kills: -More spawns -Spawn Lord Tsarkon-Spawn Saytan 
lmao ^_^
_________________
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zphantom
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Post subject: Posted: Tue Nov 07, 2006 3:41 am |
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Joined: Jun 2006 Posts: 251
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pingpongboss wrote: zphantom wrote: Improving Unique Kills: -More spawns -Spawn Lord Tsarkon-Spawn Saytan  lmao ^_^
Yarkon 
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Mauler109
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Post subject: Posted: Tue Nov 07, 2006 1:52 pm |
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Joined: Sep 2006 Posts: 586 Location:
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Kamakura wrote: Quest where u have to kill each unique once - or kill like 50,000 bandit archers * - *
to easy for new guild that have farmers..
LETS DO IT
_________________ I'm back.
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achmalach
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Post subject: Posted: Tue Nov 07, 2006 2:05 pm |
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Joined: Sep 2006 Posts: 986 Location:
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the idea of flyingfish (no individual win) combined with the fortress idea would rock
_________________ CAPPED, but not farmed :/
Level 4x Rogue
A Joymax Guild Leader? -->
Raiden wrote: You were inactive for 3 days, and one of my Co. Leaders kicked you. I apologize for the inconvience.
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arretjescake
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Post subject: Posted: Tue Nov 07, 2006 3:56 pm |
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Common Member |
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Joined: Jul 2006 Posts: 157
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union quest
Make an union trade from Hotan to Jangan with 20 five stars, if one dies along the way the objective is failed.
Reward: Permission to make union logo.
Thief union quest ( will be implemented, atleast , the thief union thingy )
Rob an union trade with 20 five stars, then make it to the bandit den with the 20 five stars, if one dies along the way the objective is failed.
Reward: Tons of thief xp / make a thief union logo.
Hunter union quest
Escort the union and stop the thief union from robbing it.
Or just stop a thief union from robbing an union.
Reward: Make hunter union logo/ hunter xp.
Why choose for this? Cause jobs are boring, add this, and the competition is at it's best !
Then atleast huy can use it's +9 glaive for example, caping is rather boring if you have such a weapon.
_________________ I bot.
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