V13 scenario suggestions

Post » Sat Mar 28, 2009 11:32 pm

I have been reading the what people want to see in a Fallout MMO and now there is a section on what would make a good roleplay MMO, and it got me thinking.

What kind of scenarios, adventures and/or tasks would you like to see in a Fallout MMO.

Here are some of mine:

A group of individuals are needed some protection on their way to their new settlement/colony spot.
Once there they will need some one(s) to get needed items, trade goods, tell others about their nice new settlement. (several adventures possible here)
They need help building a hotel, a diner, some houses, the well, the fence, etc

Miners are having some problems with bandits, (Opposite: Some bandits are looking for some miners )
A group of travelers, merchants, miners, convoy got lost or is over due, asking for help finding them with their supplies (people) because they are needed for the community to live.
A new power supply is needed some protection from the a local gang. (Opposite: a local gang is offered money to knock out a competitor power plant.)

I know that a MMO will be player driven. But if there are some scenarios to give some real life feel to the game it would be nice.

Another I idea that I had to help create these types of things. Have some player/helpers who act as a kind of moderator or initiator or overseer. They make offers of set kinds of scenarios available in certain areas. They do not have any real power over the game, characters or stats. But they can create or allow to activated certain scenarios to improve their areas (could even be a kind of overseer high level game that attempts to get points by having players play in their area of control and such.)

Well back on to subject, what kind of adventures would you like to see in a Fallout MMO. (NOT abilities, items, power or such, but scenarios, adventures, tasks/goals.)

Dave Chase
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Cheryl Rice
 
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Post » Sun Mar 29, 2009 7:34 am

Scenarios f@ck scenarios, seriously though I just want to run around the wasteland shooting crap, and gathering ammunitions. I want a build playerowned house (bunker) or a guild owned bunker where all we do is raid military locations, build weapons/robots and blow stuff up.

All I want is a playerowned/guild owned Bunker or house, so I can modify my gear, build weapons, and raise Brahmin Image
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sam
 
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Post » Sun Mar 29, 2009 8:56 am

The key to making this MMO a success is that it will allow us to do all of the above and more. This is why Lord of the Rings Online has been successful. There are welcome changes I would like to see in Fallout over LOTRO. One being the UI, perhaps have two UI settings - easy will be like LOTRO and hard will give you more control over your fate instead of the computer deciding it for you like DDO. And PVP should be in quarantined areas so you have time to build up your character and not have to worry about no life people ganking you every 10 seconds. Or avoid PvP all together or take a break from it. From time to time. I need a break from LOTRO PvP and I am glad that I will not be zerged by a warg pack outside of the Moors while playing my Free People's of Middle Earth toons.
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Jessie Rae Brouillette
 
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Post » Sun Mar 29, 2009 5:13 am

This game is very western in its feel and gameplay, especially FO1. Id love to see more of this. Hopefully we can draw some influences from old western movies, and Firefly/Serenity did a great job with high tech and western setting.
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Hannah Whitlock
 
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Post » Sun Mar 29, 2009 6:16 am



I think that either you missed my point or I was not clear enough.

I don't want a scenario based game. I want (or would like to see) adventures and scenarios that can be added or used to entice players to play either for or against said adventure/situtation.

Call them quests if if helps you understand.

I was also not wanting them 'set in stone' where they happen the exact same way each time with the same issues, creatures, opponents and rewards. I don't want them to be in the same location and accessible at set times.

I want to see them as something the powers that be or the guardians of the game can add to create to keep the game living and active.

Dave Chase
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Amy Siebenhaar
 
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Post » Sun Mar 29, 2009 1:40 pm

I suppose I could clarify what I mean as well, I dont mind if scenarios are added, but I think they shouldnt be save the bla bla town from bla bla because it wouldnt make sense for 5 million people to save the same town. I think scenarios or quests should be dynamic like protect this caravan from a quick raider attack or you find a wastelander lying in a ditch and you can either kill him and rob him, rob him and make him your slave, or save him and help him to nearest town, but there shouldnt just be a bunch of preset quests like warcraft. Image
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Jacob Phillips
 
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Post » Sun Mar 29, 2009 4:00 am

I personally like the whole view of a changing world. Each player's actions have a reaction in the world. Player A wants to save x city and help them, playber B wants to blow stuff up ... including the city.

PLayer A does random stuff for the city
1) Helps secure trade routes.
2) Helps rid the town of a curropt figure.
3) Helps them find food.
4) Recovers enslaved citizens that had been captured.
5) Or even just helps with other random fallout style city problems.

This player would see the city expand and grow. More options would become availible.

Player B does random stuff to hurt the city.
1) He can disrupt trade to the town.
2) Decides to blow up the local jail.
3) Kills the officals of the town.
4) Destoys their water source.
5) Or could even just go in a kill everyone.

Player B would see the city slowly die, or even go BOOM fallout style.

So while player A sees the town growing while at the same time Player B see the town in ruins. This lets both players have there own way of playing the game and both are seeing the world change because of their actions. Makes a player feel more important when they went and did something that makes them feel like they got somewhere. Now players who later come along would see the town in thier own view until they start to change it by it's actions. Now i`m not saying everything should be this way since the coding involved would be way out of scale. But giving players a feel of doing something is always nice. :evil: :twisted: :idea: Image
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Harry-James Payne
 
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Post » Sun Mar 29, 2009 12:06 pm



I like your idea, what I think would be awesome, albiet it might be hard, I'm not a programmer, would be that both players actions affect the town that everyone sees, so that the players actions can counter each other.
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Ronald
 
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Post » Sat Mar 28, 2009 9:55 pm



That would be an awesome idea, I would love to see 2 or even 100 players fighting to destroy or improve a city. Would give great longitivity to the game. I would say that players actions towards the cities would take days to make a difference though, because then players would spend more time working towards it if they saw that their actions were helping improve or destroy a city. There have been plenty of MMO's that battles for cities have been in ... most take 1 hour .. maybe alittle longer. I would love to see this but i want it on extended scale, I want to see the 10 to even 20 day struggles over cities. Image
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Ellie English
 
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Post » Sun Mar 29, 2009 1:01 pm

Id love to see a game where doing quests actually affects towns, or killing an NPC actually kills that NPC...forever. Fallout has the perfect setting I think to make a game where player actions in regard to towns and npc's have permanent effects. Sure, there would be people that would try to eliminate towns completely, but there would also be people who would want to help towns and prevent that from happening. *The first time I saw a Deathclaw...well, now that's a story for a different day.*
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IM NOT EASY
 
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Post » Sun Mar 29, 2009 12:35 am

Taking on or helping a civilization that is kind of what I would like to see.

In the middle of this battle for this location, there are missions offered to take out a certain location or such while on the defenders side there would be patroling, getting needed supplies or protecting a location or individual.

Plus adding a civilization to a spot would change the dynamics of the area just as it would if it was destroyed.

Ghost towns or ruins of the town could exist from such actions. So in the future does some other group try to rebuild the destroyed town.

Dave Chase
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Scarlet Devil
 
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Post » Sun Mar 29, 2009 12:14 pm



I like your idea, what I think would be awesome, albiet it might be hard, I'm not a programmer, would be that both players actions affect the town that everyone sees, so that the players actions can counter each other.


or it becomes a pvp quest like world. But, different interactions could just take place in different areas. Maybe player A is helping city because of player B in quest logic.
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no_excuse
 
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Post » Sun Mar 29, 2009 7:49 am

Hi everyone, I have a suggestion for how quests should be executed in an MMO. As you all know, even the most famous MMO, World of Warcraft, has weak quests. They are usually along the lines of, kill X amount of things, collect X amount of things or escort. Even fallout 3 has similar quests, that have not satisfied me.

I have played all three fallouts and have enjoyed all of them, but one thing that I liked in fallout 2, was the quests were immersive.
Here is an example of a quest that I believe would be enjoyable and memorable than most quests found in fallout 3 and today’s MMOs.

Backstory: This quest would be played early on in the game, and would probably be the first chance the player would get to use Power Armour. It starts like this, the government has issued two sister vaults with similar conditions. Vault 34 is overstocked with ammunition and not provided with a key, and contains average humans. Vault 35 has the same conditions as Vault 34, except that about a quarter of the dwellers are decommissioned officers or ex-officers. The test was to see whether the two vaults would have similar endings. If both vaults managed to survive another test would be made to see whether they would turn on each other. In between the vaults was a special weapons cache, disguised as a vault but without a number. This vault would contain dangerous weapons, like miniguns and rocket launchers, and two fully functional sets of Power Armour. The vault is locked with two passwords and one is given to each of the overseers. If the vaults co-operated with each other, they would be given access to very powerful weapons to protect themselves in the wasteland.

Location: Both vaults would be in the Grand Canyon, with the weapons cache in between them.

When the player arrives: The player will have two vaults that they can enter. Entering vault 34, the player finds that two factions are in control of one half of the vault, and the player can’t enter without getting hit by bullets. (The two halves aren’t in constant war and they don’t have explosives, but when a person appears both sides open fire for fear of losing control)

The player would have to exit the vault at this point in time. If the player checks the weapons cache, they would not be granted entrance. (Lack of passwords)
Entering vault 35 the player finds one faction of people fully in control. The military training that some people had has provided successful in controlling the dwellers. However, before control was established, more than half the vault had perished, and this has caused the dwellers to realise that to survive they would need to make contact with vault 34 and make a community on the surface. (And limit the weaponry)
The overseer in Vault 35 has full communications with Vault 34 and asks the player to attempt to end the battle going on in Vault 34 by eliminating one of the factions (through negotiations or force.) As for a prize, if the player has knowledge on the weapons cache, they could ask for one of the passwords. (To find out about the weapons cache they could check the unnamed vault entrance computer, or they can use a computer in Vault 35 to try and communicate with the weapons cache. Since no one’s there this would build curiosity on what this “vault” was.) When communicating with vault 34 (Only one of the factions has access to computers) the faction would promise not to open fire, so that the player could attempt to run in. The player could also ask the overseer for schematics of the vault and then notice a secret passage. Using common sense, the player would realise that Vault 34 has the same passage and that would allow them access, unharmed.

When the player enters Vault 34, they are introduced to a different faction, one more aggressive. The leader of this faction does not know the password, but he is very arrogant and power hungry. He tells the player that they are not going out until it is safe and the other faction is dead. This is the first obstacle, if the player destroys the other faction and lets vault 34 and 35 out, this leader will have a power struggle with the leader of 35 and end up firing on him, leading to a quick and bloody end to this quest. With a very high speech, the player would be able to convince the leader to resign. Talking to the other dwellers, the player finds that they are not really fond of the leader, and if he dies in secrecy they would appoint a calmer leader. That means the player has a chance to assassinate, when the leader is asleep.
Now comes the battle with the other faction. If the player keeps the old leader alive, he will offer to go with the player and help destroy the faction, he is very good at combat. (Note: in the other faction there are people who will not open fire right away as they want peace too, the player will have a chance to convert them with a speech check, or kill them. If the old leader is with the player, he immediately executes them. If the leader is dead the battle is harder, but as the battle goes on the player will have more people backing him up.

When the player reaches the end of the second faction’s half, they will find a cave. This would mean that they know about the cache and are attempting to dig into it. At the end of the cave the player finds out that they made it in, but because of the bad digging job, part of the weapons cache has caved in. The faction’s digging has only given them access to one set of Power Armour, and the leader of that faction has it.

Here is the boss battle, the boss will be in the suit of Power Armour, and assuming that Power Armour really makes a person into a tank, rather than like in fallout 3, this is a battle the player can't do alone. To make things worse, the boss has his own people backing him up. After a fierce battle the boss goes down. Finally, if the new leader is in place, the player can tell him to meet Vault 35 outside. The player has to tell Vault 35 to meet Vault 34 at this point too.

Outside the two Vaults meet, the overseer of Vault 35 gains control since he has better leadership skills and they start building a community. Finally, the overseer tells the player the password. To get the last password, the player has to return to Vault 34 and break into the now empty overseer room and hack the Overseers computer. (Note: the Vault 34 overseer has been dead a long time and has never appointed a new one so his computer is locked. The leader of one of the factions was only using it as a base of operations.) When the player hacks the computer, they are given the password.

The player now enters the weapon’s cache ad collects various weapons, including a set of Power Armour. This finishes the quest. (Adv. Power Armour is for a later quest)

As a note, this quest is to be immersive. That means all the leaders have to have personalities. The player has to feel like the vault 35 leader is wise, and that the leader of Vault 34 is arrogant, and somewhat of a tyrant. The boss also has to be met before hand. The quest could also have periodic attacks on Vault 34, where the boss is inaccessible, but he taunts the player, so that the player can realise that this guy is a heartless monster.

This quest should also have a bit of everything in it. Thinking, exploring the two Vaults. It should NOT have checkpoints (The notebook thing in fallout 3 that says “now I have this, and now I have to do this.” I expect the player to have common sense and to be able to figure things out on their own, as long as they explore. Finally, it will have a gunfight.

ENDINGS:
1. The player tells both Vaults to go out, and they end up killing each other.
2. The player exterminates either Vault, since they both depend on each other, they both die out.
3. The player is sneaky and gets both passwords with stealth, hacking and speech. They get a free set out Armour without doing much. (This should be hard to accomplish)
4. The player kills the faction they first meet and makes contact with the second faction. (A new line could be made)
5. The new leader is in place, the two vaults meet and they build a community.

There are probably more endings that can be made.
As for karma, use basic sense. Killing is bad, negative karma. Negotiation about peace is good, positive karma.

This quest will be like an instance and other players will not appear, unless partied with the player.

So, what do you guys think?
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Romy Welsch
 
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Post » Sun Mar 29, 2009 5:35 am


I much prefer having the actions effect all players rather than individuals so that the game is more community based than solo based (despite my loathing of dealing with most MMO players in game). I do like your idea of player actions influencing the well being of a town but I'd like it to go to the next level and rather than just being size/population, have it also effect whose in charge. If players tend to help crime lords and ignore local law enforcement, eventually the local law enforcement could be completely destroyed and the town could become run by a single gang (Junktown after you kill Killian) or multiple gangs fighting for control (kind of like New Reno only having it fit). If player's help local law enforcement it could become like the original plan for Junktown where the ruler keeps order with an iron fist or more like the Hub where law enforcement is ever present and enforces laws but not overbearing. Player actions could also influence whether it's a mostly trade based town, a more crop based settlement, or something else. Obviously you'd want more possibilities and obviously you'd want different player actions to effect which outcome occurs but I think that something along those lines would be ideal, though maybe not the most realistically achievable.

It'd also be nice to have a role playing server and a non-role playing server. On the latter things would be run more like a standard MMO with events and the like while on the former the GMs could take a more interactive role by running custom quest lines and interacting with players through NPCs. This would create even more variation in gameplay and satisfy people who don't want to be left out of GM activities with the standard events on the non-RP server and improve the quality of the RP experience on the RP server. Granted, you're still going to have people complain but it would create an improved experience on the RP server while providing a more standard service on the non-RP service and thus cater to the standard MMO crowd in addition to the RP crowd.
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Kayla Bee
 
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Post » Sat Mar 28, 2009 10:45 pm

i want instanced zones.

in a mmo you need stability, you cant have someone cap a npc because others need the quest from that npc. its the universal failing of every mmo, you are unable to make a real impact on the game world because if you let players modify the environment it will limit the other players content.

my solution i came up for that is to liberally use instanced zones. ( this is really knocking on guild wars door but just because one company mode something famous .... )

the thing is you need static triggers for quests. usually this entails having some random dipshit standing in a field with his thumb up his ass waiting for you. a way to circumvent this is instead of having the NPC static you place a static zone with a variable environment inside it.

in other words: give that previously mentioned dipshit a house. out side is a global environment but in side is instanced. inside the house you can do what ever you want to: kiss his ass or kill him and the only thing it will effect is any other instanced zone that is linked to MR dipshits house on your quest chain. that way you can really interact with the game environment with out effecting other players or having other players action effect your game.

of course this would only really work with liner style game play and not work with circular.

( liner = "quest A" leads to "quest B" leads to "quest C" leads to "quest D" .....)
(circular = "gimme 15 of "x" and come back" ..... "thank you, now gimme 15 more" .... "now 15 more") hay, "OC" ..... i got something for ya right here! _|_ (^.^) _|_

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Sarah Edmunds
 
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Post » Sun Mar 29, 2009 5:35 am

I'd say that EVE does a better job with instanced zones than Guild Wars does as it only has missions/quests (thinking combat stuff here) in them while Guild Wars has the whole damn game outside of towns in them. Granted, EVE has the advantage of being in space and using hyper drive to get from area to area but if V13 used a world map similar to that in Fallout 1, 2, & Tactics, it could be done. That's all assuming that missions are more of the standard MMO affair of go here and kill that (or any such mission that isn't overly interactive with the world) rather than more world effecting missions (killing sheriffs, gang leaders, dealing with Iguana Bob stands selling human meat, etc.), though it doesn't rule out a mix of the two.

Standard MMO bosses are something that I'm somewhat opposed to, certainly completely opposed to them if handled like WoW bosses, as having people standing around waiting for them to respawn is damaging to the mood.
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Micah Judaeah
 
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Post » Sun Mar 29, 2009 2:35 am

yeah my thoughts are more along the lines of inverted GW.

global field maps but instanced town / non combative maps. that way the quest progression could be updated in real time to your actions.

with the NPC's static in a global environment you cant save a little girl and bring her back to the parents. either she was standing there the whole friggin time or every time after that the parents you saved her for will spit out the lame ass excuse of "even tho she was just in mortal peril due to our negligence we haven't learned anything and shes off some where doing something .... we don't know what. but thanks for wating your time saveing her!"

with a instanced zone you can have the kid come home and be there every time you come back.

i could think of a million different scenarios for this mechanic that could not work in a standard environment. hay, "OC" ..... i got something for ya right here! _|_ (^.^) _|_

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Breautiful
 
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Post » Sun Mar 29, 2009 8:03 am




Instanced areas in mmo are history and i realy hope we wont have an instanced map. Image

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Brandon Bernardi
 
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Post » Sat Mar 28, 2009 10:29 pm

*facepalm*

I'm talking about cinematic effect for plot points more then anything, not instanced combat.

you fight the same monsters on the same maps at the same time as everyone else, but your story line moments would be your own. hay, "OC" ..... i got something for ya right here! _|_ (^.^) _|_

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hannah sillery
 
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Post » Sun Mar 29, 2009 8:50 am




cinematic effect ?! i dont care about cinematic lol, go back to wow kid . Fallout mmo wont have any instanced combat or loading screens and all players will be free to fight and run on the map freely. Image

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Shannon Marie Jones
 
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