Purpose: I am trying to design solo content that is challenging and provides a way for solo players to earn various group content mogs, pets and mounts without having to group, while also keeping costs down by using assets and rewards already in the game and making it so multi-player content players could also participate in order to supplement their play without undermining the mulit-player aspect of the game.
(No, Mrs Peters, that is not a run-on sentence. And get out of my head!)
GRAND QUESTS
Description: âlittle storyâ linear quest chain with a Mid-Boss and a Final Boss
Faction flavor: NPCs and names in quests would reflect either Alliance or Horde but basic story would be the same
Amount: eight different ones
Length: 10 to 12 quests including the Mid-Boss and Final Boss
Frequency: one offered every fourteen days (chosen by RNG but none with a lower probability than 5%)
Time for completion: the fourteen day period it is available
Character prerequisites: must be max level
Achievement: âHeroâs Journeyâ- complete all eight Grand Quests and receive âGrand Questerâ title .
Quest marks: purple (only spawn for a character on a Grand Quest)
To begin: find the caucasian grey-haired human wizard Lady May Erlin (alliance) or the green white-haired goblin prietess Oda Lightfoot (horde) in main hub of the expansion to get first quest in chain (only new quest-giving NPCs added, all others would have already been in-game for base game/leveling quests).
To play: each quest will send the adventurer to complete a task and then turn it into the next NPC in the chain for rewards, including bosses
To end: complete final quest by returning to original quest-giver with final bossâs head or heart
or weapon
or whatever
to recieve loot
Quest objective mobs:
- already in World
- difficulty scaled up to xp level and amour level minus trinkets
- rewards would be gold, expansion-featured currency and a 5% chance at an uncommon item with a rare drop rate from anywhere and a 1% chance at any uncommon pet found in the open world
Quest objective Mid-bosses :
- downsized and/or recolored renamed boss model from expansionâs dungeons/raids
- only spawns for and can be attacked by character on Grand Quest
- Mid-Boss difficulty equal to the most recent patchâs heroic dungeon bosses if it was tuned for one character
- Mid-Boss rewards would be gold, one guaranteed piece of rare armor (same as found in any of the patchâs Heroic dungeons) and a .1% chance at one of a variety of mounts presently available in any of the expansionâs dungeon/raid
Quest objective Final bosses :
- downsized and/or recolored, renamed boss model from expansionâs dungeons/raids
- only spawns for and can be attacked by character on Grand Quest
- Final Boss difficulty equal to the most recent patchâs mythic dungeon bosses if it was tuned for one character
- Final Boss rewards: gold, expansion featured mat, one guaranteed piece of rare armor (same as found in any of the patchâs Mythic dungeons), 10% chance at a rare weapon (same as found in any of the patchâs Mythic dungeons) and 1% chance at a variety of mounts available from an expansionâs dungeon/raid
Please critique from a game design perspective involving viability, cost/benefits, difficulty, possible effects on other content, ect.
(And for you if you can figure out first quest-giving NPCs basis
)