Posts Tagged: quest design


22
Apr 09

Beyond the Sands

Day 3 of Beyond the Sands has arrived, and with it the final set of objectives necessary to complete the Warhammer Online live event. Given the unique, RVR-centered nature of the new Land of the Dead zones, Mythic decided to use this live event to drop players square in the middle of an intense conflict in Thunder Mountain. Pitting both Destruction and Order against each other to complete the objectives of the event, and focusing those efforts in the same region, has created a tremendous battlefield experience that we haven’t encountered in Warhammer before.

Like all Live Events, Mythic essentially charges players with a series of tasks, which are dropped into and listed in player’s Tomes of Knowledge. Quests, kills, exploration points and other objectives make up this task list, and as players progress through them they earn influence, just like in normal Chapters in the game. Each time you reach one of the 3 influence milestones, you unlock a progressively better reward. In Beyond the Sands, you have the opportunity to unlock several new titles, a pocket item (with a rather nice buff) and purple goggles, which when warn allow the player to see randomly spawning treasures in the RVR lakes, and I would suspect in the dungeon when it launches.

All in all, the event took me about 4 hours to complete over the last 3 days. There’s 12 tasks to complete, but a handful of them overlap with one another. The toughest quest involved 10 player kills in the PQ zone, as it requires you to get first-hit on the enemy player before they’re killed. That isn’t easy with the hundreds of players on both sides out there fighting. Still, it doesn’t take long, and I had a lot of fun. Definitely my favorite Live Event so far, and Mythic’s mechanics and general design with these are maturing by leaps and bounds with each release.

So get out there, help your faction secure their Airship to the new zones, and get your snazzy collectibles. It’s worth the time.