Kill quest prototypes

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Death
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Kill quest prototypes

Post by Death »

They were launched a while back during last update and are now in the game (I wanted to give a few days to see if anyone noticed). There are currently 4 new kill quest prototypes on AOV.

What is a kill quest?

A kill quest is a quest objective where you must go out and kill a certain type of creature a certain amount of times. It may seem simple, but there's many different aspects to a kill quest. Sometimes, it's as simple as killing 5 mongbats, other times it can be as complex as killing a monster in a certain area for it to count.

What kill quests are available on AOV?

There currently exists 4 prototype quests:

2 New player kill quests
1 Regular kill quests
1 Continuation kill quest (3 parts)

The new player kill quests are very simplistic and appeal to new players as their difficulty level is very low. If you are not a new player, you might find these boring. You can still do them if you're curious though.

The regular kill quest is an easy/medium kill quest. Players who have been playing AOV a few weeks and are adept at killing won't have problems with this type of quest.

Continuation quests are quests that have more than one stage. Once you complete 1 objective and return to the quest giver, you will receive a continuation token. Continuation tokens are usually timed, giving you a few hours to continue the quest if you choose to do so
(In the AOV prototype, you have 2 hours in between objectives. So you can choose to pursue the next task or do something different for a bit before accepting the second objective). The token is only needed to accept the next quest (As in, once you accept the quest, the token vanishes and your quest begins).

Where are the prototype quests?

- There are two in new haven. Hover your cursor over the NPCs. If it says "Quest Giver" underneath their name, they might have a quest to offer you.

- There is one outside the orc caves in trammel (This quest is trammel only. There is no mirrored NPC in felucca).

- The continuation quest begins somewhere near the winter spur in Tokuno. There's an npc in a grove of flowers. You might spot her in her kimono while walking along the path. As for the location of the other npcs in the quest, you'll have to use your UO knowledge and the clues the NPC gives you to find them.

How do I know where to go between quest objectives?

Most of the time, the NPC will tell you the information you need. Once you complete a quest and receive a continuation token, the npc will tell you where to bring it. They may not tell you the "exact" whereabouts of the next quest npc, but they'll narrow it down for you. Finding the next quest NPC is part of the quest, but in most cases, you're given enough time to find their locations.

Some continuation tokens you can double click to recap where you're supposed to go. Just in case you're on your way and say "Shoot, where am I supposed to go again?", double clicking the token will refresh your memory.

Are there prizes?

Of course! Why pursue a quest if there's no prizes? However, because these are still being tested for exploits and bugs, the quests will only reward temporary prizes.

The temporary prizes are bags of loot of different sizes and intensities. As the quests become tested and strengthened, the prize list will grow.

You currently cannot obtain recipes from the quests as the new recipe listings are not yet complete and if there's an exploit, we don't want them to be abused for mass hoarding. Once the quests are exploit/bug free, then the prizes will change to reflect the difficulty of the quests.

However, to sweeten the incentive to do quests, one of the quest prototypes has a chance to drop something special. I'm not going to say which one though!

Why should I do these quests?

Not only does it give you something to do in game, you do get prizes and a look into the future of quests. If you do them now, you will know what to expect from future quests. Also, your input and testing will help us work on fixing problems/concerns and exploits so that we can strengthen the quests. Once the quests are strengthened, it will be easy for us to launch many more of them to keep you occupied (Including OSI quests, custom quests and eventually race/gender change quests).

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jrhather
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Kill quest prototypes

Post by jrhather »

I decided to do the Orc one, as I'm at work and don't have the time to devote to a real 'quest'.

A few notes:
Orc Brutes drop Orc Lords on you when you use ranged attacks, as they are supposed to, but when the Orc Brute is killed, the Orc Lords remain. Are they dispellable?

Orc Scouts are supposed to teleport away and hide, to heal. They don't, they merely teleport 3-4 tiles away and reappear.

Orc Mages are the hardest to collect for the quest as they don't spawn as often as they could...

For adventurers:

Bring a bag of sending. The Mages, Scouts and Brutes are the only ones worth looting. I've gotten 20 LRC, 1/3, and other 'max' stat items from them.

*Orc Masks help a lot, just don't attack an orc whilst wearing one*

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Death
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Kill quest prototypes

Post by Death »

jrhather wrote:I decided to do the Orc one, as I'm at work and don't have the time to devote to a real 'quest'.

A few notes:
Orc Brutes drop Orc Lords on you when you use ranged attacks, as they are supposed to, but when the Orc Brute is killed, the Orc Lords remain. Are they dispellable?

Orc Scouts are supposed to teleport away and hide, to heal. They don't, they merely teleport 3-4 tiles away and reappear.

Orc Mages are the hardest to collect for the quest as they don't spawn as often as they could...

For adventurers:

Bring a bag of sending. The Mages, Scouts and Brutes are the only ones worth looting. I've gotten 20 LRC, 1/3, and other 'max' stat items from them.

*Orc Masks help a lot, just don't attack an orc whilst wearing one*
Not sure if the orc lords are meant to dispel or remain upon the brute's death. I believe they are meant to remain as by their description "They lob orc lords at you". If anyone can confirm that they are meant to dispel, feel free to post.

We can make the orc scouts heal if necessary. They're also supposed to detect hidden which can also be put in. Mind you, they're already a pain in the ass to begin with and adding those abilities would create a more annoying creature next to imps and phantom asps.

I can check how many orc mages are spawning, thanks for pointing that out.

Thanks for the feedback.

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jrhather
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Kill quest prototypes

Post by jrhather »

Finally completed the quest.
Got the loot bag.
Not too impressed...

I Don't Like:
Hats seem to not have properties, as usual.
1900 gp is really low for the time invested.
Too few items.
No regs, resources, gems or other 'rewards'

I Do Like:
The named bag. I like that kinda shit.
I like how most items have a LOT of properties, some even maxed.
How long it took. I like long quests.

Suggestions:
More gold
Hats with properties
Gems, masterpiece resources, rare gems, regs, possible armour set? SOMETHING else...a piece of obsidian? (for the collector quest)
Savage masks with props, tribal berries, tribal paint, orc mask with props...something UNIQUE

again, just my thoughts.

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Death
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Kill quest prototypes

Post by Death »

In response to previous post ^

I Don't Like:
Hats seem to not have properties, as usual: I'll have to check why those aren't getting bonuses. It happens in every system.

1900 gp is really low for the time invested
Too few items.
No regs, resources, gems or other 'rewards':


Depends on the quest you did. Normally that tokuno quest will give a craftsmans satchel at the end. Actually, there will be an escort objective in the middle the way I'm thinking. The one right now is a test prototype. Craftsman satchels aren't in because satchels always have a recipe and the recipe listing is not complete (There will easily be over 100 recipes, and those are just the common ones). The only loot packs that are currently in are the "standard" bags of treasure. The ones that are missing are "bag of trinkets", "Craftsman satchel" and "strongboxes". These will be put in once the prototypes are finalized. Those bags have everything from resources, gems, recipes, special items, etc etc. Those are reserved for quests with numerous objectives (The higher you go up a quest chain, the higher the prize drop for that objective). I can take a look at the gold though.

I Do Like:
The named bag. I like that kinda shit: Whatever melts your butter lol.
I like how most items have a LOT of properties, some even maxed:
The large treasure bags have great intensity.
How long it took. I like long quests: and to think those were short quests. Long quests will easily be 7 - 12 objectives of varying difficulty (The longest ones would obviously give something worthwhile unless they were stupidly easy).

Suggestions:
More gold: Shouldn't be a problem, just a matter of raising the range.

Hats with properties: That's a given as it's supposed to be intended but the cloth isn't inheriting bonuses. I rather like the idea of people showing off their uber mage hats or berrets.

Gems, masterpiece resources, rare gems, regs, possible armour set? SOMETHING else...a piece of obsidian? (for the collector quest)
Savage masks with props, tribal berries, tribal paint, orc mask with props...something UNIQUE:
Prototypes: Not so much. When quests are finalized and free of exploits+bugs ABSOLUTELY! However, I snuck in a special item into one of the quests. Just keep doing them and you'll eventually find out what it is.

Thanks for testing the quests and providing the great feedback!

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Death
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Kill quest prototypes

Post by Death »

I've added recall runes to the "quests" bookshelf in the gate library (It's the fire orange set of books labeled "Kill Quest Prototypes"). As new kill quest prototypes are created, they'll be put into this book. This book will only take you to the start of the quest. If the quest is multi-objective, the other objectives will not be included in the book.

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Munson
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Kill quest prototypes

Post by Munson »

umm i tried the winter reaper one or whatever, and i couldnt find any, so i cancelled it and started the goulish spellbinder one within like 30 seconds of when i cancelled the first one, just wondering if there is supposed to be a timer on them, or if there isnt a timer yet because of testing purposes.

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Death
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Post by Death »

Munson wrote:umm i tried the winter reaper one or whatever, and i couldnt find any, so i cancelled it and started the goulish spellbinder one within like 30 seconds of when i cancelled the first one, just wondering if there is supposed to be a timer on them, or if there isnt a timer yet because of testing purposes.
These are test quests so the timers are pretty relaxed right now. Ideally, we would put a minimal delay in between getting quests (Like 5 minutes). This would be a "cool down" period in between quests similar to the delay in between escorts.

It's not a large concern at the moment because there won't be many single objective quests once they are finalized. Most quests will contain a minimum of 2 or 3 objectives. You can do however many of these objectives as you want in a quest but you'll only get the good prizes if you go all the way through. That being said, the whole length of the quest has to be done to merit a decent prize. Quests can take anywhere from 1 minute to 3 hours. The amount of time and difficulty of the quest would reflect the prize (1 min = crap, 3 hours = awesomeness).

Winter reapers are in the winter spur (Right up north of that NPC quest giver, where the lady of the snow live). The spawner only has a minimal amount of reapers at the moment but I'll be raising the spawn because it's being tested and last I checked, a bunch of people were doing the same quest at the same time because it was new. When I went to go test it out, the spur was wiped of reapers because somebody had just completed the objective. Check back later on in the day and the reapers should have respawned.

By the way, anyone notice the aura changes?

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jrhather
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Kill quest prototypes

Post by jrhather »

Munson wrote:umm i tried the winter reaper one or whatever, and i couldnt find any, so i cancelled it and started the goulish spellbinder one within like 30 seconds of when i cancelled the first one, just wondering if there is supposed to be a timer on them, or if there isnt a timer yet because of testing purposes.
What was so hard about that? Go to where the lady of the snow are.

AKA winter spur. Seriously...stratics ftw.

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jrhather
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Kill quest prototypes

Post by jrhather »

Seer Death wrote: By the way, anyone notice the aura changes?
Yeah the reapers and the snow elems are all owwie with the cold shoulder.

Goddamn Lady of the Snow and her Blood Oath. BAH


And wtf are the random crowd of Ronin doing just hanging out at the entrance like that?

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jrhather
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Post by jrhather »

My biggest beef with the whole quest thing is not being able to recall or use BoT while holding the quest token.

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Post by Death »

jrhather wrote: AKA winter spur. Seriously...stratics ftw.
He might have been in the area and didn't notice any as they were already killed off. Winter reapers aren't too hard to kill and can take up to 7 min to respawn.

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Post by Death »

jrhather wrote:My biggest beef with the whole quest thing is not being able to recall or use BoT while holding the quest token.
This is restricted for certain quest objectives. We put them in now for testing purposes but it can be added/removed at will depending on how we code them.

Say you get a continuation token where you have to go from britain to ice dungeon, we might not make it so painful for you to walk all that way and allow you to recall with that token. However, if the distance is fairly short we would have it so you need to walk. There are many different examples of where it should be used and where it should not be used (I realize that the tokuno quest has you boomeranging from end to end, but this is a prototype and we'll try our best to make it so that you don't have to go back and forth so many times).

Continuation tokens are also a component to delivery quests (Delivery quests will start to surface soon). Delivery quests need you to deliver the item from point A to point B. Allowing you to travel with the item would defeat the purpose of delivering the item in a certain time frame and would pretty much be seen as cheating. Adding a travel restriction also deters travel questing with scripts. Tokens are coded to prevent scripting and exploiting and to make it more enjoyable and fair for players who play without heavy tool use.

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Post by Death »

jrhather wrote: And wtf are the random crowd of Ronin doing just hanging out at the entrance like that?
Ya, they were there on demise so we added them there too for familiarity sake (Mind you, the demise ronin are far less intimidating). I had reduced the range and number of spawning yesterday as they seemed to like the cold air of the winter spur and kept spawning there. Because of the quest and the overall spawn itself in the winter spur, I'll just move em over closer to the fan dancers and away from the spur.

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Post by jrhather »

Seer Death wrote:
jrhather wrote: And wtf are the random crowd of Ronin doing just hanging out at the entrance like that?
Ya, they were there on demise so we added them there too for familiarity sake (Mind you, the demise ronin are far less intimidating). I had reduced the range and number of spawning yesterday as they seemed to like the cold air of the winter spur and kept spawning there. Because of the quest and the overall spawn itself in the winter spur, I'll just move em over closer to the fan dancers and away from the spur.
Pity you got rid of the White Wyrm at the tip there. 'twas one of my fave spots to abuse my seahorse.

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Post by Death »

jrhather wrote:Pity you got rid of the White Wyrm at the tip there. 'twas one of my fave spots to abuse my seahorse.
White Wyrms are only supposed to exist in ice dungeon, which gives an excuse to go visit there. Likewise, shadow wyrms are only supposed to exist in destard. Each creature has its own lore and in the past, that lore was allowed to run rampant (Storm troopers in covetous and haven, yamandons in destard, etc etc). I still find monsters that are completely out of place which makes you say "Why the heck is this thing here?".

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Post by Apple Puff »

Well i did the Winter Spur and The Elite Ninja And the RuneBeetle Quest and all i got was junk ;/ lol im thinkint the harder the quest the More u get ( money and items)

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jrhather
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Post by jrhather »

Apple Puff wrote:Well i did the Winter Spur and The Elite Ninja And the RuneBeetle Quest and all i got was junk ;/ lol im thinkint the harder the quest the More u get ( junk and pennies)
:)

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Post by Death »

Apple Puff wrote:Well i did the Winter Spur and The Elite Ninja And the RuneBeetle Quest and all i got was junk ;/ lol im thinkint the harder the quest the More u get ( money and items)
To quote my first post:
"However, because these are still being tested for exploits and bugs, the quests will only reward temporary prizes."
The prizes at the moment do not accurately reflect what prizes will actually be given in the official released version. Right now they are in game to test the different types of quests and their varients.

For example, the tokuno quest will likely be 4 or 5 objectives in the final product (Not all the objectives will be kill quests). There will be a delivery and escort portion to replace a few objectives. The prizes will be greater depending on how far you climb up the quest ladder and the difficulty involved (Time is also a factor in the quests).

I'd consider the tokuno quest an easy/intermediate quest at the moment. The prizes are fair, considering the last prize bag can spawn items with high intensities, but they certainly will be better in the final product.

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Nexus Graveheart
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Kill quest prototypes

Post by Nexus Graveheart »

The end prized were, as others have said, not top-notch. But I made a bunch of money doing the Tokuno quest. ~700 gold for each rune beetle killed and ~500 for each elite ninja and Lady of the Snow.

I also got at least 2 pieces in the final bag of treasure that were worth keeping. Also found a pile of gold next to the quest giver...so that was nice as well.

Regardless, I made more money and got better items from looting the monsters than I did from actually completing the quest. Not all that different from just going and hunting, except you get a little bonus when your done killing for the day.

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Post by Death »

I am getting a lot of feedback from players about the quests which is excellent as your experiences will help us plan for the other quests and help us finalize the kill quests.

If you would like to help us out further with testing quests, you can record the following information for us:

- Which quest you did
- How long it took from start to finish (You can record the time it took to do each objective if you want to be specific but you only really need to post the total time).
- How difficult you found the quest
- What template/character you used to do the quest
- What quest run is this (First time you did the quest, second time?)

These statistics will help us adjust the quests accordingly when creating prizes or modifying/adding new objectives.

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Nexus Graveheart
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Post by Nexus Graveheart »

- Orc Kill Quest
- 32 minutes
- Easy
- Chivalry/Archer
- 3rd time

Note: This one can get annoying because a majority of the time is spent just sitting there waiting on the spawners to spawn that last regular orc or orc scout. Aside from that, I like this quest. Very to the point. Go kill this and here's some loot. The loot is nice as well.

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Post by Death »

Nexus Graveheart wrote:- Orc Kill Quest
- 32 minutes
- Easy
- Chivalry/Archer
- 3rd time

Note: This one can get annoying because a majority of the time is spent just sitting there waiting on the spawners to spawn that last regular orc or orc scout. Aside from that, I like this quest. Very to the point. Go kill this and here's some loot. The loot is nice as well.
I added some more mages to another spawner to speed up the time so I can add the other orc types to there too.

Thanks by the way. The breakdown you provided is exactly what I was looking for.

@ jrather and apple about the loot packs and gold, I'll definitely look into raising it as you did make a valid point on the creatures giving more of it.

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Nexus Graveheart
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Post by Nexus Graveheart »

Seer Death wrote:
Nexus Graveheart wrote:- Orc Kill Quest
- 32 minutes
- Easy
- Chivalry/Archer
- 3rd time

Note: This one can get annoying because a majority of the time is spent just sitting there waiting on the spawners to spawn that last regular orc or orc scout. Aside from that, I like this quest. Very to the point. Go kill this and here's some loot. The loot is nice as well.
I added some more mages to another spawner to speed up the time so I can add the other orc types to there too.

Yeah, I did this quest sometime yesterday and it took a long time to kill all the mages. But this time around, I could have easily killed 30 mages before I finished up with scouts and normal orcs.

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Post by Death »

Speaking of quests, some things in uo make you go "hmmmmmmm"


Image

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