- There can/should be many of them in the game.
- Each one is designed for a specialized range of levels of some skill. The first ones would probably be a/d levels, but they could exercise any skill.
- Each has a specific entry point on a map
- Players start this sort of quest by talking to an NPC, like traditional quests
- Each gambit is designed to support a team with a maximum number of players
- Once the gambit is entered, the team is ISOLATED - no one else can come in to THEIR "instance" of the quest
- Some or all Gambits can have time limits
- Each one should be designed to be able to be finished within a reasonable amount of contiguous play time, say 1-3 hours? (If you lag out or log off you can get back in within x minutes)
- I envision Gambits to be designed with a number of creatures, tasks, clues, riddles, obstacles & rewards
- Creatures should be placed, but not spawned - once you kill them, they're dead. I'm not married to that though.
- the challenges therein should challenge the skill(s) being tested.
- Once a player accepts the gambit, then completes it, that player cannot initiate the same one again (like non-daily quests).
- Once a player initiates the gambit, other players can join (to the max allowed for the particular gambit) as long as they are within the correct skill levels, even if they have completed that one before
- Any and all significant rewards should be given upon completion of the gambit, so people don't get rewards and then fail the quest so they can do it again.
- All players should get some reward, but the player(s) initiating the gambit should get the major reward.
- Somewhere within each gambit map, probably around the middle, should be a storage spot
- There should be some random variation within each instance of the same gambit.
Posted 15 December 2014 - 08:44 PM
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