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Clan quests

slejd2001

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This idea is suggested addition to @Ulutin 's idea about dungeon map: https://forum.dinostorm.com/threads/new-map-new-content-suggestion-thread.19522/. This idea can be considered as separate idea!!!


Clan quests


Defense of transporter

Transporter would deliver dino dollars, a lot of clan boosters and same medals and gold which is generated in towers. There would spawn veteran bandits and instead of damaging transporter they would steal those resources. Stealing would work same as damaging transporter, but instead of damaging they would decrease resource points. There would be initial amount of these resources and reward would depend on percentage of final amount of resource points, if transporter loses all resource points, quest is ended and there is no reward. To prevent abusing there should spawn always same number of bandits without which killing quest wouldn't be finished even if transporter gets to finish point.

Example
Initial amount of resources:
800k dino dollars

20 random clan boosters
400 of standard, advanced, elite medals
200 of gold nuggets, gold tinsels

Initial resource points: 100%(500k)

Amount of resource points when transporter gets to finish point: 50%(250k)
Reward for clan:
400k dino dollars
10 random clan boosters
200 of standard, advanced, elite medals
100 of gold nuggets, gold tinsels



Raid of transporter

Transporter would work in similar way as in defense of transporter quest. Veterans would defend transporter, after death veterans respawn after some time. Transporter goes all the time and can't be stunned, paralyzed or scared with battle cry, slow down effect can be applied, but transporter has high chance to avoid it. Reward would depend on decreased percentage of
resource points.

Example
Initial amount of resources:
1M dino dollars
20
random clan boosters
300 of standard, advanced, elite medals
250 of gold nuggets, gold tinsels

Initial resource points: 100%(1M)

Amount of resource points when transporter gets to finish point: 25%(250k)
Reward for clan:
750k dino dollars
15 random clan boosters
225 of standard, advanced, elite medals
188 of gold nuggets, gold tinsels



Tower defense

There would spawn travel gate/claim. Tower would be attacked by waves of bandits. There could be 5 waves in travel gate defense quest and 10 waves in claim defense quest. First wave could start from 1 of each bandits: rookie, standard and veteran, and number of each bandit would increase by 1 with every wave. For example, in 5th wave there would be 5 rookies, standard and veteran bandits. Bandits would attack first players or tower randomly. Reward would depend on final resource points, same as in other clan quests.

Example 1
Initial amount of resources in travel gate:
500 of standard, advanced, elite medals

Initial resource points: 100%(1M)

Amount of resource points after defending tower: 25%(250k)
Reward for clan:
125 of standard, advanced, elite medals


Example 2
Initial amount of resources in claim:
500 of gold nuggets, gold tinsels

Initial resource points: 100%(1M)

Amount of resource points after defending tower: 25%(250k)
Reward for clan:
125 of gold nuggets, gold tinsels


The way how clan quests system works

  1. Every clan gets quests separately.
  2. Every quest type would be available at certain NPC.
  3. Players who have equal or higher level than NPC who gives certain quests, can join clan quests which gives that NPC.
  4. Quest can be joined only by players from same clan.
  5. Up to 5 players can join quest.
  6. Only players who joined quest can interact with quest entities, other players or mobs can't interact.
  7. Number of entities which spawn during quests is always static, no matter 1 or 5 players joined quest.
  8. The level of entities depends on certain calculated level.
  9. The higher level entities, the higher reward.
  10. Players get in protected mode automatically.
  11. Reward from quest goes into clan inventory.
  12. Quests are available every 2 hours for every clan separately.


Description of the system
  1. When players from clan A join quest, players from clan B don't get into same quest, instead they start new quest for their own clan.
  2. Quest A is available to do at X level NPC, quest B is available to do at Y level NPC.
  3. Players with 24 level can't join quests which gives 25 level NPC, but 25-MAX level players can join that quest.
  4. Only players from clan A can join quest, which started one of it's members.
  5. This is only exemplary number.
  6. This should be done to prevent other players interrupting quests.
  7. This should be done to lower randomness of reward and prevent from abuse in transporter quest.
  8. If four 25 level and one 55 level players would join quest, the highest level in this case is 55, the level of entities which would spawn would be 45 level. | 25+25+25+25+55=155 | 155/5=31 | 31+55=86 | 86/2=43 | 43 rounded to higher level class, to 45 level. Another example, If three 53 and one 55 level players would join quests: | (53+53+53+55)/4= 53.5 | (53.5+55)/2=54.25 | 54.25 rounded to 55 level. The way what level should be set for entities is just example. This could be done for letting all level players do all quests together and receive rewards matched by levels of players and at same time prevent from abusing.
  9. This should be done for preventing abuse of clan quests for protection and hunting.
  10. This mode works no matter did players have "outlaw", "duelist" or didn't, but players can't attack other players or mobs. After quest is finished players get out from protection mode given by joining quest.
  11. -
  12. 2h is just exemplary time, it would prevent from easy farming, but at same time could be easier than usual farming.
 
Last edited:

St. Coelo

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Sua ideia é ótima:
Missões de recompensa exclusiva para o clã é uma ótima maneira para as pessoas que querem crescer seus clãs ou mantê-los fortes.
Bastantes detalhes, ótimo post.
Mas acho que em vez de ser 1 missão cada 2 horas, poderia ser diárias, ou seja, 1 ao dia. Isso para evitar muito trafego nesse mapa, e evitar a lag. Principalmente quando haver eventos.
E também as recompensas estão boas.
Assim que uma por dia seria o suficiente ao meu ver.
 

slejd2001

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Sua ideia é ótima:
Missões de recompensa exclusiva para o clã é uma ótima maneira para as pessoas que querem crescer seus clãs ou mantê-los fortes.
Bastantes detalhes, ótimo post.
Mas acho que em vez de ser 1 missão cada 2 horas, poderia ser diárias, ou seja, 1 ao dia. Isso para evitar muito trafego nesse mapa, e evitar a lag. Principalmente quando haver eventos.
E também as recompensas estão boas.
Assim que uma por dia seria o suficiente ao meu ver.
These quests could be available when there are no events. For example, if there is easter event, clan quests would be available to do only when easter event is over.
 

slejd2001

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Additional ideas

Clan quests

Warehouse raid defense


There would spawn a warehouse or warehouse could be an object on map which with it would be possible to interact during quest. Warehouse would have resource points. 5 rangers would spawn to help protect it, warehouse could have cannon which would attack bandits randomly and help defend too (example of warehouse and rangers is in photos below). Rangers would have a health, which couldn't be recovered and rangers could be killed, after death, they don't respawn. There would be 5 waves of bandits which are attacking warehouse. Bandits would attack players, rangers or warehouse randomly, as it is right now with usual mobs and would attack those who deal the most damage, if bandit's target would be player, but player wouldn't attack back and cannon would shoot bandit, bandit would change target to warehouse. Quest would have A and B cases of final completion.

dino-storm-concept-art-13.png
ranger.JPG
unnamed.jpg

Waves of bandits:
Wave 1: 5 rookie bandits
Wave 2: 5 rookie and standard bandits
Wave 3: 5 standard and veteran bandits
Wave 4: 10 veteran bandits
Wave 5: 1 leader, 2 veteran, 3 standard and 4 rookie bandits

Case A:
Objective: warehouse defense.
If warehouse is defended successfully, for every 10% of decreased resource points final reward would decrease for 10% as well. If warehouse loses all resource points then there is no reward.


Example 1

Initial resource points:
100%(1M)

Initial reward:
500k dino dollars
20 clan boosters


Amount of resource points after defending warehouse: 61%(609k)
Reward for clan:
350k dino dollars
14 clan boosters


Example 2

Initial resource points:
100%(1M)
Initial reward:
500k dino dollars
20 clan boosters

Amount of resource points after defending warehouse: 59%(594k)
Reward for clan:
300k dino dollars

12 clan boosters


Case B:


Objective: raid warehouse. If Players attack warehouse or rangers, they join raid. Beside bandits, rangers and cannon will attack players too. Quest will end after warehouse has no resource points. The final reward will depend on how much players decreased percentage of resource points.

Example


Initial resource points:
100%(1M)
Initial amount of resources in warehouse:

1M dino dollars

40 random clan boosters
500 of standard, advanced, elite medals
500 of gold nuggets, gold tinsels


Decreased amount of resource points:
20%(around 200k)
Reward for clan:

200k dino dollars
8 random clan boosters

100 of standard, advanced, elite medals
100 of gold nuggets, gold tinsels




The way how clan quests system works

13. Clan quest can be started only by officers or higher rank player.
14. Quests which, include transporters, have many different routes.


Description of the system
13. This would prevent from taking quests by not trusted players only to leave it and not let others to do it.
14. This would make quests ,which include transporters, less monotonous.
 
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Targaryen

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Great ideas, too bad they will never be implemented in the game. "Your idea has been forwarded to the developers". And you never have news again. Developers don't care about our ideas, great ideas to add, but they are never used, so when you have a weapon / dinosaur status update they want our opinion
 

- Y A H I R-

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Buena idea bro lastima que seguro sera una idea que se ira a pozo porque no la verán los desarrolladores o si la ven no la implementan por muchos factores, así son todas las ideas innovadoras pero bueno que se hace, igual se valora tu dedicación para el post
 

slejd2001

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Second additional idea for clan quests

In game only players who have 50+ level can be useful in war fights, but lower than 50 level players are useful only for draining towers, what isn't very fun. For example, full 48 level player can't do much against full 53 level player, because of that low level players don't enjoy wars much.

There could be quest which would be similar to wars between player clans. This type of quests may be not so fun for high level players, but it would be more fun for lower level players and they could get better feeling of how wars go on.


Clan wars

Overall description
There would be several quests of this type, which would be about helping one clan beat another, clans would be made up from rangers or bandits, not players :D. Since in game every dino and gun will have classes, several sides could be made up from many specific or random dino and gun class combinations. As mentioned before, level of bandits could be calculated in specific way, depending what level players join quest.


The way how clan war goes
At the beginning every side would have specific number of rangers/bandits, both sides would have same number of rangers/bandits, but depending on what side are players, that side would have as much less rangers/bandits as many there would be players . For example, every side would have 30 in total of rangers/bandits and side on which are 4 players, that side would have 4 less rangers/bandits, in other words that side would have 26 rangers/bandits. All rangers/bandits wouldn't spawn right away, there would spawn 10 of rangers/bandits right away , which would begin fighting wich each other, then there would spawn rest rangers/bandits every 1 min till all rangers/bandits would spawn, spawning rate would depend how fast rangers/bandits are killed.


Quest completion
There would be 2 ways of completing quest: winning or losing the war.
Way of winning war
All opponents have to be killed.
Way of losing war
All allies have been killed.



Reward could be just dino dollars, the amount could depend from summary of levels which players had multiplied by 2 (it's just example). Reward from quest would be given only when war is won.


Reward examples:
War is won
Levels of players which joined quest: 40, 45, 55.
Reward: 280k dino dollars (2*(40+45+55)).

War is won
Levels of players which joined quest: 55, 55, 55, 55, 55.
Reward: 550k dino dollars (2*5*55).

War is lost
Levels of players which joined quest: 55, 55, 55, 55, 55.
Reward: nothing.



Next what I'm going to talk about would be examples of combinations for rangers/bandits clans.
Ranger war
Players help rangers against bandits.
Compositions of ranger clan:
Anky+Hammer, Coel+Peace maker, Centro+Gatling, Rex+Colt.

Bandit war
Players help bandits against rangers.
Composition for bandit clan:
Brachy+Showstopper, Pachy+Yager, Para+Hammer, Carno+Colt.

Bandits war
Players help bandits against other bandits.
Composition for both bandit clan:
Brachy+Showstopper, Pachy+Yager, Para+Hammer, Carno+Colt.

There could be many different combinations for quests, like there could be composition made from only hit & run class dinos or only damage dealers.
 

slejd2001

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slejd2001

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slejd2001

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vansh

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We escort one of those monstrous dino while other monstrous dino spawn in group to kill the transporter monstrous dino.
 
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