If you (yes, YOU) could add a quest/questline to the game, what would you (yes, YOU!) add?

a quest given by an old man/woman, telling you of a legendary weapon far to the south (idk the exact coordinates). this sends you on a journey there, and when you get too close, you’re knocked out and taken to a secret gladiator ring. you fight 5 rounds there, with the last being a boss (the previous champion of the ring), and finally get a weapon (ideally, a really cool staff with higher damage than the ones we have, or a new weapon type exclusive to that weapon entirely).
i really want new weapons

  1. Bring back Minotaur and the Exiled

  2. Rework parts of their lore to fit the War Seas. Rework most of their moveset and abilities to adjust to AO’s newer, more refined combat system

  3. Have talking to them be two different ways to start this side questline, each one meant for the two sides of the reputation system. These questlines are meant to help you get to know them and their situation a little more and overall add character to them

  4. At the climax of the questline, have the two face off against each other at an island. One side is the Minotaur and some Keraxe vikings. The other being the Exiled and the town guards. Who you side with decides whether or not Keraxe takes over the town. You can still visit the town before and afterwards, with a few differences depending on who won the battle.

  5. At the end of the side quests, the Minotaur and the Exiled can be fought at their respective locations where you’ve first found them. This doesn’t have an effect on your renown, and you can get their respective drops with their unique abilities (also reworked)

Could use some more work, but this is what I’ve thought of before.

2 Likes

Not gonna lie hope we get another character added to the team where WE OURSELVES can customize what they look like using the basic clothing we get and other stuff.

It’d be nice in general if Morden and Iris got a quest.
You know, finally go on a little story with them without it meaning the downfall of an entire kingdom or certain impending death.

I’d keep Warren alive until he has to fight the Slash Curse guy from the Thorne Empire and we get War / ren.

Returning books quest to Randal

Had an idea for a longer form storyline starting around frostmill where you would work alongside a young, magicless smuggler and you’d get to see the struggles of this world for someone without magic.

It’s implied in lore a few times that being born without the ability to use magic sucks tremendously. I’d want to show what it’s like to be on the bottom rung through a side quest where you are helping out a stubborn young guy who thinks he can make it big even though he was born unlucky. Probably would make it branching path to be interesting but Ao doesn’t really have a framework for that.

It would likely not have a happy ending for your plucky new friend. So yea, something more narrative focused.

4 Likes

Little Timmy aspired to be the best martial artist in the world.
Unfortunately, Vetex nerfed strength another 23 times.

Small or maybe big lines of quests that u can do with a character

a quest where you help some bandits take over a small town on an island somewhere in the nimbus sea. of course this would be exclusive to bad reps, so as a counter you could also help defend the town if you’re a good rep. if you succesfully help the townspeople defend themselves or help the bandits take over, then the townspeople or bandits will charge you half for anything you buy. alternatively if you fail the quest as a bad rep then the townspeople will hate you and refuse to sell things to you or talk to you, and if you fail the quest as a good rep then the bandits (who took over the town) will charge you double for anything you purchase from them.

I’m pretty sure a version of this is coming out with Full release, assuming kingdom and town alignment comes out

Morality based questlines- specifically for Heroes/Villains-Gravy/Syndicate. The Grand Navy could have more investigative and/or law enforcement quests (other than just player and NPC bounty hunting…)
And to supplement this, I’d love for NPC claimed islands to be a thing. WHY AREN’T NPC CLAIMED ISLANDS A THING??

I’ll focus on the Factions for now. A new system called “High Orders” could be implemented for both the Grand Navy and the Syndicate, which are basically high-difficulty quests that range from intricate to simple, but difficult.

GRAVY

These quests focus on capturing pirates and syndicate members, assisting ally nations, protecting allies and citizens, and finally thwarting plans.

Example: GRAND NAVY HIGH ORDER - Escort a merchant ship and defend it from oncoming pirates!

  • The quest would not end upon the merchant ship sinking, but if your ship sinks the quest ends.
  • You cannot use a personalized ship for the quest, instead you will be given bare-minimum company equipment for a ship that befits your level (a level 90 would get a ketch, a level 120 would get a brig)
  • Pirates would go for rams rather than sinking merchant ship with cannons. After landing a ram, the pirates will board the merchant ship and you will have to defeat the pirates before they end all of the merchants.

Or, a more investigative quest…
GRAND NAVY HIGH ORDER - Investigate sightings of the Assassins Syndicate on (X - Island, probably Palo Town?)

  • Would include NPC prompts and hints. Some NPCs can actually be disguised syndicate members who will attempt to backstab you if you let them go free.
  • Syndicate NPC level would depend on player level. Max level players are guaranteed to fight a miniboss.
  • Can obtain a rival through this quest.
  • Quest could synergize with other Grand Navy vs Syndicate objectives (For example, after finding the Syndicate member(s) you find plans to orchestrate an attack on “x” island)
ASSASSINS SYNDICATE

Theses quests focus on inciting rebellions, funding and smuggling equipment for criminals, collecting debts, and “taking care” of important figures. Sometimes, when there are Gravy and Syndicate members of similar levels in the same server, a quest can have a counter objective. Maybe your quest is to assassinate a hero found on “x” island, but a Grand Navy player is there to stop you from completing your quest. Both the Gravy and the Syndicate player would gain more EXP from defeating each other when accomplishing their objectives.

Ex. SYNDICATE HIGH ORDER - Go to “x” island and collect a debt from the pirates.

  • Pirates have a 50% chance to actually pay their debt.
  • These pirates would have an NPC claimed island with fortifications according to the players level.
  • Would not be hostile to a Syndicate player upon boarding the island, but they will attack if they plan to avoid paying off their debt.
  • A miniboss is guaranteed to be on the island regardless of player level.
  • Player gains a commission depending on NPC debt. Huge NPC difficulty level increase for higher player levels = bigger rewards. You can gain a commission in both items and galleons.

Ex. SYNDICATE HIGH ORDER - Fund “x” pirate clan to attack “x” merchant/Grand Navy ship/claimed island.

  • “Fund”, as in help pirates to complete objective.
  • Guaranteed miniboss regardless of player level.

Ex. SYNDICATE HIGH ORDER - Spy on/Invade merchant/grand navy/pirate claimed island and retrieve “x” item.

  • You will be given a disguise, either as an ambassador, an investor, or a member of an ally clan/nation.
  • This quest actually makes the clan base layout important. There will be a set number of generated clan bases for each island, so you don’t have to worry about randomization. The objective you are meant to retrieve will always be in the same structure.
  • Game takes a “stealth quest” route. Just going in blindly and attacking NPCs will cause the quest to fail (Would prefer if the NPCs attempted to escape with the objective, but that would just make the whole stealth part pointless)
  • Enter suspicion meter- doing or entering certain places will put you under suspicion. Three kinds of NPCs - basic NPCs that can be spoken to to collect information(They also handle the cannons), patrolling guard NPCs that have specific routes around the island, and guard NPCs that usually surround the main objective.
  • One patrolling guard will always check on the main objective.
  • After retrieving the objective, your new quest is to escape the island. You will recieve bonus rewards if you can exit the aggro range of the island before the patrolling guard NPC discovers the missing objective.

Ex. SYNDICATE HIGH ORDER - Assassinate a clan leader/Hero. (PLAYER/NPC)

  • You will be given a disguise, depending on whether you choose a Player or NPC quest.
  • Works similarly to the “retrieve the objective” quest, except this time it’s a whole lot more straightforward. You can either stealthily enter the quarters/place where your target is located, or just run straight in- guns blazing.
  • New stealth system- backstab. Not necessarily a “stab”, though if you were using a weapon class it would be done with a weapon. Mages simply pumped condensed energy through the target (Like a bullet!).
  • Deals 90% of targets health and leaves them vulnerable. Some targets can still pose huge threats even after being backstabbed, so you want to finish them quickly. A surviving target means less pay, and the target can return with stronger fortifications and Bodyguards.
  • Bodyguards are literally just secondary NPCs that are always within the vicinity of the target. You can disguise yourself as a bodyguard.

A player assassination quest works the same as bounty hunting.

These quests could be used to rank up without resorting to the mindless NPC renown grind.

Other morality based quests (outside of ingame factions) would take your status as a hero or a villain into account rather than your actual storybased morality.

They would not be high orders, just repeatable quests of varying difficulty.

HEROES

They would not recieve high orders, but quests from important islanders. For example, Frostmills Mayor would count as an important islander. More of a focus on protecting and preventing. May have the most rewarding quests, but these quests would be extremely difficult and very simplistic.

Ex. LETTER FROM “x” ISLAND - A white eyes has been encircling our island for the past two days. If you could take care of the problem, we’ll reward you handsomely.

  • White eyes would recieve a quest tracker so players can easily locate it.
  • The white eyes is client sided(if I’m using that term correctly), so it will only appear for whoever accepted the quest and will only target the hero player (and their party members)
  • This quest would only be available when you reach an awakening.

Ex. LETTER FROM “x” ISLAND - Pirates are sieging our island! Send help!

  • Island receives “HP” depending on size. Pirate NPCs and ships spawn when players enter Islands render zone.
  • Goal is to eliminate all pirate entities on island. Sink all ships, defeat all NPCs. Reward is a ton of sealed chests that are auto transported into your ships storage.
  • Depending on level, a miniboss will spawn. This could be a wave-based quest that spawns more pirate NPCs and ships with each wave, granting greater rewards. Would not last longer than three waves.

Ex. LETTER FROM “x” ISLAND - Pirates have been swarming our island recently. We don’t have the funds to get the Navy to take care of them. If you help us, we’ll repay you best we can.

  • Just sinking some pirate ships. You will receive a quest tracker.

Some more minor quests would be in reaction to NPC events. If an NPC was stolen from by a thief, a Hero would be given a quest to capture the thief. Grand Navy players can share Hero quests. Not all quests have to be combat related. Some hero quests would include finding reagents for an alchemist, or ores for a metalworker.

VILLAINS

Quests would be as straightforward as Heroes. Unlike any of the other renown options, Villains can receive quests from any negative renown NPC. This includes bounty NPCs, assassins syndicate NPCs, pirates, etcetera. Just like WoM! Quests can range from grandoise to borderline insane.

Ex. Piracy Quest - Sink a merchant ship.

  • Literally just sink a merchant ship. You will receive a quest tracker so finding the nearest merchant ship is made easier.

Ex. Piracy Quest - Claim Silverhold.

  • Claim silverhold. Yeah, I’m running out of ideas- who cares?

May or may not add more stuff to the list.

3 Likes

this is exactly what those characters need to actually be characters instead of pieces of paper. I’ve once said that Morden has potential to be a pretty good character if the moral struggle of being a pacifist conflicting with possessing THE DEATH CURSE was actually explored, but all we have so far is an mf being useless when a group of pirates attack going “I don’t like killing people”

quest where you join someone in hunting a sea monster
an actual boss fight against a sea monster is good enough, the other guy is there to tell you about it and to draw aggro sometimes so it isn’t constantly going for your ship

i agree, morden and iris really deserve some more character development. morden has a lot of potential to be a really cool character.

i can’t really think of a quest for morden, but for iris, we could have one quest where we try to help her control her magic better somehow, maybe make it stronger. maybe by engaging in a fight with her again? (this would be a level 120+ quest, and she would have 2500 hp or so)

very cool idea honestly

dame caesennia dating sim (you beat the shit out of each other for 14 hours)

BDSM
cs

While it would have to be optimized… I think more (and earlier) negative renown quests would prove very useful! Perhaps even a “Villain Storyline” like WoM… But a lot smaller

I do think villain quests like the one in tiberia would be cool, maybe finding certain secrets, plundering castaways, or even raiding fort castrum