Adding opposite faction quests to opposite faction zones

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Allwynd01
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Adding opposite faction quests to opposite faction zones

Post by Allwynd01 » Mon Jan 03, 2022 12:35 pm

For example if you're Alliance and wanna do something in The Barrens, you can totally go there and get quests from Ratchet.

Or if you are Horde and want to quest in Westfall or something, there should be either a quest hub or something added.

If the plan is for the server to remain PvE and cross-faction so Horde and Alliance can group up together, then this idea should be, in my humble opinion, be expanded upon without destroying factions or anything, when players of the opposite faction visit such zones, they should be wary of the faction's guards and such and avoid their settlements for that reason.

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Valadorn
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Re: Adding opposite faction quests to opposite faction zones

Post by Valadorn » Tue Jan 04, 2022 9:18 am

I am not sure where Westfall would fit a horde questhub, I can totally see it happen in lots of zones :D

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Kanto123
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Re: Adding opposite faction quests to opposite faction zones

Post by Kanto123 » Tue Jan 18, 2022 5:23 pm

I was about to create a thread about this; I feel this is the next thing the turtle devs should do to boost the longevity of the game. While it would certainly take some work, in essence what they would have to do is mirror the quests already in the zone and give them to the opposing faction. This would vastly increase the replayability of the game.

Personally, I play on Horde but I would like to play through the Alliance zones because they are new to me. I want to quest in Duskwood/Redridge/Wetlands etc; however, I don't want to make an Alliance character and would prefer to make a goblin as an alt but I don't want to do the Horde zones again because I've already done that on my troll on this server and my tauren in wow classic

Relative to the amount of work that would need to be done to accomplish this,making all zones cross faction would create a significant return on that investment by improving the leveling experience

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Allwynd01
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Re: Adding opposite faction quests to opposite faction zones

Post by Allwynd01 » Tue Jan 18, 2022 8:59 pm

Kanto123 wrote:
Tue Jan 18, 2022 5:23 pm
I was about to create a thread about this; I feel this is the next thing the turtle devs should do to boost the longevity of the game. While it would certainly take some work, in essence what they would have to do is mirror the quests already in the zone and give them to the opposing faction. This would vastly increase the replayability of the game.

Personally, I play on Horde but I would like to play through the Alliance zones because they are new to me. I want to quest in Duskwood/Redridge/Wetlands etc; however, I don't want to make an Alliance character and would prefer to make a goblin as an alt but I don't want to do the Horde zones again because I've already done that on my troll on this server and my tauren in wow classic

Relative to the amount of work that would need to be done to accomplish this,making all zones cross faction would create a significant return on that investment by improving the leveling experience
I like how you think.

The reason is I like most of the zones in the game, but for the first 20 or so levels, in order to experience some zones, it means having to play as another faction. I have been both a Horde and Alliance player, but as of the last couple of years I've solidified as an Alliance player, I don't dislike the Horde, but each time I try to play as Horde, I feel like I'm forcing myself and I have a constant feeling of regret I'm not playing Alliance.

And for that reason I think there should be a way to play in the opposite faction's zones without having to be the opposite faction.

There can be something like Gnome-related quest chains where they recruit you to help them with their weird experiments in the Horde's starting zones - simple kill/fetch quests with a singe, tiny quest hub comprising of no more than 4 NPCs and having you to run back and forth all across the zone, which will also serve as additional time spent in teh zone.

There can be something like Goblin-related quest chains where they recruit you to help them with their weird experiments in the Horde's starting zones - simple kill/fetch quests with a singe, tiny quest hub comprising of no more than 4 NPCs and having you to run back and forth all across the zone, which will also serve as additional time spent in teh zone.

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Kanto123
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Re: Adding opposite faction quests to opposite faction zones

Post by Kanto123 » Tue Jan 18, 2022 9:06 pm

Allwynd01 wrote:
Tue Jan 18, 2022 8:59 pm
Kanto123 wrote:
Tue Jan 18, 2022 5:23 pm
I was about to create a thread about this; I feel this is the next thing the turtle devs should do to boost the longevity of the game. While it would certainly take some work, in essence what they would have to do is mirror the quests already in the zone and give them to the opposing faction. This would vastly increase the replayability of the game.

Personally, I play on Horde but I would like to play through the Alliance zones because they are new to me. I want to quest in Duskwood/Redridge/Wetlands etc; however, I don't want to make an Alliance character and would prefer to make a goblin as an alt but I don't want to do the Horde zones again because I've already done that on my troll on this server and my tauren in wow classic

Relative to the amount of work that would need to be done to accomplish this,making all zones cross faction would create a significant return on that investment by improving the leveling experience
I like how you think.

The reason is I like most of the zones in the game, but for the first 20 or so levels, in order to experience some zones, it means having to play as another faction. I have been both a Horde and Alliance player, but as of the last couple of years I've solidified as an Alliance player, I don't dislike the Horde, but each time I try to play as Horde, I feel like I'm forcing myself and I have a constant feeling of regret I'm not playing Alliance.

And for that reason I think there should be a way to play in the opposite faction's zones without having to be the opposite faction.

There can be something like Gnome-related quest chains where they recruit you to help them with their weird experiments in the Horde's starting zones - simple kill/fetch quests with a singe, tiny quest hub comprising of no more than 4 NPCs and having you to run back and forth all across the zone, which will also serve as additional time spent in teh zone.

There can be something like Goblin-related quest chains where they recruit you to help them with their weird experiments in the Horde's starting zones - simple kill/fetch quests with a singe, tiny quest hub comprising of no more than 4 NPCs and having you to run back and forth all across the zone, which will also serve as additional time spent in teh zone.
Right, the new settlements could be smaller so they give the new players a hub to get quests without taking up valuable space in the zone where they were not originally intended to be. A good example of this is the small cave area at the north mountainside in Burning Steppes, it's just enough to have a flight master and some npcs. The Alliance settlement in Barrens wouldn't need to be the size of Crossroads

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Allwynd01
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Re: Adding opposite faction quests to opposite faction zones

Post by Allwynd01 » Thu Jan 20, 2022 5:21 pm

Kanto123 wrote:
Tue Jan 18, 2022 9:06 pm
Right, the new settlements could be smaller so they give the new players a hub to get quests without taking up valuable space in the zone where they were not originally intended to be. A good example of this is the small cave area at the north mountainside in Burning Steppes, it's just enough to have a flight master and some npcs. The Alliance settlement in Barrens wouldn't need to be the size of Crossroads
Settlements can be even smaller, really.

An Alliance settlement in Durotar for example can be three Gnomes and three tents around a campfire and a few of their gizmos lying around, all this set up in some remote, hidden area, as if they are undercover.

A Horde settlement in Elwynn Forest for example can be three Goblins and three tents around a campfire and a few of their gizmos lying around, all this set up in some remote, hidden area, as if they are undercover.

This is enough in my opinion. And each settlement in such zones should be sending players on wild goose chases all around, doing a few quest chains, resulting in about 4-5 hours of content, depending on the speed it's being done with. Someone may speed through the content in an hour, somebody else might spend a week doing it.

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Kanto123
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Re: Adding opposite faction quests to opposite faction zones

Post by Kanto123 » Thu Jan 20, 2022 6:22 pm

Allwynd01 wrote:
Thu Jan 20, 2022 5:21 pm
Kanto123 wrote:
Tue Jan 18, 2022 9:06 pm
Right, the new settlements could be smaller so they give the new players a hub to get quests without taking up valuable space in the zone where they were not originally intended to be. A good example of this is the small cave area at the north mountainside in Burning Steppes, it's just enough to have a flight master and some npcs. The Alliance settlement in Barrens wouldn't need to be the size of Crossroads
Settlements can be even smaller, really.

An Alliance settlement in Durotar for example can be three Gnomes and three tents around a campfire and a few of their gizmos lying around, all this set up in some remote, hidden area, as if they are undercover.

A Horde settlement in Elwynn Forest for example can be three Goblins and three tents around a campfire and a few of their gizmos lying around, all this set up in some remote, hidden area, as if they are undercover.

This is enough in my opinion. And each settlement in such zones should be sending players on wild goose chases all around, doing a few quest chains, resulting in about 4-5 hours of content, depending on the speed it's being done with. Someone may speed through the content in an hour, somebody else might spend a week doing it.
Exactly, anything that allows the quests to be given out to the new faction in the zone.

To me, making all zones cross faction, or at least all zones 10-60, is a no brainer. I can understand why the starter zones would still remain only for their original faction.
If I were in charge of the turtle team, I'd make this priority number one

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Gheor
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Re: Adding opposite faction quests to opposite faction zones

Post by Gheor » Sat Jan 22, 2022 2:05 am

Uping this because I wanna come back to it.

- To be edited.
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Kanto123
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Re: Adding opposite faction quests to opposite faction zones

Post by Kanto123 » Tue Feb 01, 2022 8:50 pm

Gheor wrote:
Sat Jan 22, 2022 2:05 am
Uping this because I wanna come back to it.

- To be edited.
Is there still something you had in mind?

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Mativh
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Re: Adding opposite faction quests to opposite faction zones

Post by Mativh » Wed Feb 02, 2022 8:15 am

A subtle incursion as suggested above could work, perhaps a progression in the factions expanding and fighting for territories, but if you want to really experience all of Azeroth, I think this is the way:

Make diplomacy a profession where at the highest skill you, an individual fighting for peace between factions, gain trust and can do opposite faction quest, excluding those that are related to animosity towards your faction.
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Gheor
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Re: Adding opposite faction quests to opposite faction zones

Post by Gheor » Wed Feb 02, 2022 9:15 am

Kanto123 wrote:
Tue Feb 01, 2022 8:50 pm
Gheor wrote:
Sat Jan 22, 2022 2:05 am
Uping this because I wanna come back to it.

- To be edited.
Is there still something you had in mind?
Yup, I've had a few plans for some regions of the games that could work with other faction content.
I don't ever think Westfall could have Horde quests, there's no reason for the Horde to be there, but there is a zone I'm working on that will become Contested Territory.
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Kanto123
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Re: Adding opposite faction quests to opposite faction zones

Post by Kanto123 » Wed Feb 02, 2022 9:21 am

Gheor wrote:
Wed Feb 02, 2022 9:15 am
Kanto123 wrote:
Tue Feb 01, 2022 8:50 pm
Gheor wrote:
Sat Jan 22, 2022 2:05 am
Uping this because I wanna come back to it.

- To be edited.
Is there still something you had in mind?
Yup, I've had a few plans for some regions of the games that could work with other faction content.
I don't ever think Westfall could have Horde quests, there's no reason for the Horde to be there, but there is a zone I'm working on that will become Contested Territory.
Sounds good, I'm excited to see it!
I'd imagine that not every zone would make sense as contested from a lore perspective so I get what you're saying

Mac
Posts: 797

Re: Adding opposite faction quests to opposite faction zones

Post by Mac » Wed Feb 02, 2022 9:54 am

It would be very possible to add a small Horde (or neutral) settlement to Westfall. There's a nice little spot for it hidden away in the mountains in the southern part of Westfall.

Image

It's a small little spot with a couple gravestones and not much else. Nothing spawns there. Getting there would be a bit tricky, there are some higher level (16 to 18) mobs along the way, but it wouldn't be impossible. It's also somewhat convenient given that any level appropriate horde entering the zone would more than likely be swimming in from the southeast.

Image

You could definitely fit some tents and such in there.

As for quests, you could pretty easily add a quest to kill Riverpaw Taskmasters, Riverpaw Mystics, and a Riverpaw Overseer in The Dust Plains. These mobs are level 17 to 19, and are generally untouched by players since you can finish the one gnoll paw quest Westpaw has by killing the much lower level Riverpaw Gnolls in the northern part of the zone. Another quest could be killing Harvest Reapers (level 17 to 18) at The Dead Acre (the farm in the southeast of the zone) as there's no quests directly associated with them or that spot. Other quests could also include killing defias and killing murlocs, with maybe a Horde quest leading into the Deadmines (I know there's one from Sparkwater Port, and that one could be moved to this settlement, or a new one could be added in addition to that one).

Anyhow, those are my ideas on the topic.

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Gheor
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Re: Adding opposite faction quests to opposite faction zones

Post by Gheor » Wed Feb 02, 2022 10:06 am

What's the lore bub?

You can add whatever wherever, you just gotta stick to the lore.
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Mac
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Re: Adding opposite faction quests to opposite faction zones

Post by Mac » Wed Feb 02, 2022 10:11 am

Grom'gol Expeditionary Force pushes north from Grom'gol Base Camp through the mountains from Stranglethorn and makes a base camp in southern Westfall. They could alternatively come in by taking boats through the river that runs from Grom'gol to Westfall. They set up their base in the mountains because it's a remote spot that also gives them a good view of the area.
Why are they there? To gather intelligence on the Alliance, an enemy faction.
Why doesn't the Stormwind army just immediately push them out? Because according to lore, Stormwind withdrew its troops from Westfall, leaving farmers to fend for themselves.

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Gheor
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Re: Adding opposite faction quests to opposite faction zones

Post by Gheor » Wed Feb 02, 2022 12:32 pm

The Horde doesn't want a war with the Alliance and in the current lore they have a treaty, this would be taken as a declaration of war.
You don't simply move troops in their territory while you're on a pact and simply call it training protocol :).
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Mac
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Re: Adding opposite faction quests to opposite faction zones

Post by Mac » Wed Feb 02, 2022 1:03 pm

According to the lore, though, the Alliance has removed troops from Westfall and have let it fall to the Defias so arguably it's not even their territory at this point, but what isn't arguable is that Stormwind doesn't care about Westfall at all since they're just letting it burn.

And this wouldn't even be the first time the Horde have set up a little far off outpost in "Alliance territory" anyhow when places like Zoram'gar Outpost exist in game.

Then you have Bael Modan, a massive dwarf fortress and mining operation, sitting in the Barrens, with a huge cannon sitting on top of it, and the area used to be ancestral home of the Stonespire tribe, who were kicked out. Then you have the Bael'dun Digsite where dwarves are excavating the artifacts and blowing up the mountainside with explosives in Mulgore just a few steps away from Thunderbluff (way closer than a couple Horde tents would be from Stormwind), and the Taurens don't approve since they send you in to kill them and break their tools. The Alliance can do all that but the Horde having a couple tents in the mountains of Westfall is a no-no? Really?

Vanilla Wow is also the point in the timeline where the "tenuous pact between the Horde and Alliance has all but evaporated" according to the game's introduction.

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Monmothma21
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Re: Adding opposite faction quests to opposite faction zones

Post by Monmothma21 » Wed Feb 02, 2022 4:40 pm

Yea, a treaty.. Im not super into nerd-ing about the lore (im more of the casual enjoyer) but i always found that kind of arguments funny.

Today i progressed the quest chain i started in Stonetalon Mountains. It was about excessive tree cutting by goblins. My task was to contact undead mage and seek help from him. He pointed me towards Hillsbrad where his know-how friend lives, friend that can help me "solve" my "problem". Upon arival at Tarren Mill i restocked and took some side quests to do, coz why not. Literally the first quest that i got was casualy asking me to go and commit warcrimes by slaughtering the whole village full of happy-go human farmers, destroying their supply chain by killing all of their miners, killing all of their specialists(so they couldnt recover or keep farming properly) and butcher local wildlife to collect some obscure ingredients. After doing all of that the guy brew up and gave me a thing which is essentially a prototype bio-weapon. After that he kindly asked me to test it on all the things, including but not limited to: frogs, local human population or even someone's dog. After all of that he gave me the "solution", that he was so kind to make for my "main quest", and asked it to be delivered back. This undead-made bio-weapon will be used to erradicate goblins at Stonetalon Mountains, that, accidentaly, happend to be settled right at the border with Ashenvale. There is definetely nothing wrong with spraying undead-made bio-weapons right at the borders with our temporary friends, while being under a treaty with them. Right? Right, guys? Definitely not war related or anything. Its just some casual fun and pranks. #NotAtWar #KeepTellingYourselfThat

While lore-wise there maybe a treaty and no one wants a war but there are so many things you will be asked to do in this game that just does not support that. Especially if you really think about it all.
Last edited by Monmothma21 on Wed Feb 02, 2022 9:10 pm, edited 2 times in total.
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Kanto123
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Re: Adding opposite faction quests to opposite faction zones

Post by Kanto123 » Wed Feb 02, 2022 5:21 pm

The middle ground could just be ensuring there are no horde quests that ask the player to do anything aggressive towards the alliance in the zone; instead have them fighting gnolls, Murlocks, defias, etc
Last edited by Kanto123 on Wed Feb 02, 2022 8:28 pm, edited 1 time in total.

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Monmothma21
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Re: Adding opposite faction quests to opposite faction zones

Post by Monmothma21 » Wed Feb 02, 2022 5:24 pm

The person above provided some info about it. He said that human king basicaly abandoned the region and withdrew most of his support. It would be smart for Horde to put a scout camp there, to figure out what exactly is happening. It does not need to be a huge camp, it should be something mobile. Horde could "cosplay" as hunters there to not draw atention to themselfs or whatever(not like they need to try hard with all of the politics happening in the region, + their camp will technicaly be behind defias lair, which will help hide it too). That camp could serve as a small hub for some quests. Player could get there through some kind of simple quest, like "go see what happened there, contact our mobile scout camp at Westfall and assist them", after which you could ask the quest npc to be paratroop-ed right at the "back" area, where the light house is, and the lonely warrior person lives(the one that has a ally warrior quest for you, right behind the enterance to Dead Mines). You could add a permanent option to teleport there after player finishes all(or most) local, Westfall related quests and/or beats the dungeon quest. It could be turned in to a paid service after that, like 30s per trip to prevent Orcs from casualy teleporting in to Westfall all the time.

As for the quest line - the horde player goals in the region could be:
  • Steal intel, to understand better whats happening in the area;
  • Figure out that there are tons upon tons of goons that are preparing to take over the area or whatever they want to do there;
  • Investigate them more, collect intel about defias gang and figure their motives.;
  • Scout some area and, accidentaly, discover that they have a freaking warship in there. Warship that could potentialy be a problem for the Horde. Additionaly - they could posses something that Horde wants or was stolen from them, player's task would be to retrieve it;
  • Get a quest to stomp their underground wharf and stop their ship from "happening", as well as taking their stuff back(if there is any);
  • Go back home, get a medal or two;
Last edited by Monmothma21 on Wed Feb 02, 2022 9:17 pm, edited 1 time in total.
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Kanto123
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Re: Adding opposite faction quests to opposite faction zones

Post by Kanto123 » Wed Feb 02, 2022 8:41 pm

The relation between horde and alliance could be treated as analogous to the cold war between America and USSR; not outright warfare and aggression, but certainly underhanded opposition and power plays. That philosophy could be used to justify a small horde outpost in Westfall, and other alliance zones, that avoids grabbing the attention of stormwind while gathering intelligence on alliance forces

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Exerty
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Re: Adding opposite faction quests to opposite faction zones

Post by Exerty » Wed Feb 02, 2022 9:24 pm

Scout camp seems more than reasionable in this lore context yeah.

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Gheor
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Re: Adding opposite faction quests to opposite faction zones

Post by Gheor » Thu Feb 03, 2022 9:53 am

Sigh, feel free to suggest any quests for it and post it in the proper forum thread.
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Gheor
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Re: Adding opposite faction quests to opposite faction zones

Post by Gheor » Thu Feb 03, 2022 10:04 am

Monmothma21 wrote:
Wed Feb 02, 2022 4:40 pm
Yea, a treaty.. Im not super into nerd-ing about the lore (im more of the casual enjoyer) but i always found that kind of arguments funny.

Today i progressed the quest chain i started in Stonetalon Mountains. It was about excessive tree cutting by goblins. My task was to contact undead mage and seek help from him. He pointed me towards Hillsbrad where his know-how friend lives, friend that can help me "solve" my "problem". Upon arival at Tarren Mill i restocked and took some side quests to do, coz why not. Literally the first quest that i got was casualy asking me to go and commit warcrimes by slaughtering the whole village full of happy-go human farmers, destroying their supply chain by killing all of their miners, killing all of their specialists(so they couldnt recover or keep farming properly) and butcher local wildlife to collect some obscure ingredients. After doing all of that the guy brew up and gave me a thing which is essentially a prototype bio-weapon. After that he kindly asked me to test it on all the things, including but not limited to: frogs, local human population or even someone's dog. After all of that he gave me the "solution", that he was so kind to make for my "main quest", and asked it to be delivered back. This undead-made bio-weapon will be used to erradicate goblins at Stonetalon Mountains, that, accidentaly, happend to be settled right at the border with Ashenvale. There is definetely nothing wrong with spraying undead-made bio-weapons right at the borders with our temporary friends, while being under a treaty with them. Right? Right, guys? Definitely not war related or anything. Its just some casual fun and pranks. #NotAtWar #KeepTellingYourselfThat

While lore-wise there maybe a treaty and no one wants a war but there are so many things you will be asked to do in this game that just does not support that. Especially if you really think about it all.
Minor regional conflicts exists, if you have any idea feel free to make a chain yourself.
-
Narrative Design for Turtle WoW

Mac
Posts: 797

Re: Adding opposite faction quests to opposite faction zones

Post by Mac » Thu Feb 03, 2022 10:56 am

Monmothma21 wrote:
Wed Feb 02, 2022 5:24 pm
The person above provided some info about it. He said that human king basicaly abandoned the region and withdrew most of his support. It would be smart for Horde to put a scout camp there, to figure out what exactly is happening. It does not need to be a huge camp, it should be something mobile. Horde could "cosplay" as hunters there to not draw atention to themselfs or whatever(not like they need to try hard with all of the politics happening in the region, + their camp will technicaly be behind defias lair, which will help hide it too). That camp could serve as a small hub for some quests. Player could get there through some kind of simple quest, like "go see what happened there, contact our mobile scout camp at Westfall and assist them", after which you could ask the quest npc to be paratroop-ed right at the "back" area, where the light house is, and the lonely warrior person lives(the one that has a ally warrior quest for you, right behind the enterance to Dead Mines). You could add a permanent option to teleport there after player finishes all(or most) local, Westfall related quests and/or beats the dungeon quest. It could be turned in to a paid service after that, like 30s per trip to prevent Orcs from casualy teleporting in to Westfall all the time.

As for the quest line - the horde player goals in the region could be:
  • Steal intel, to understand better whats happening in the area;
  • Figure out that there are tons upon tons of goons that are preparing to take over the area or whatever they want to do there;
  • Investigate them more, collect intel about defias gang and figure their motives.;
  • Scout some area and, accidentaly, discover that they have a freaking warship in there. Warship that could potentialy be a problem for the Horde. Additionaly - they could posses something that Horde wants or was stolen from them, player's task would be to retrieve it;
  • Get a quest to stomp their underground wharf and stop their ship from "happening", as well as taking their stuff back(if there is any);
  • Go back home, get a medal or two;
These are really good ideas, I like the concept of more spying/scouting oriented quests.

I was thinking about it today, and what if the Horde's Defias questline in Westfall was a series of diplomatic quests where the Horde is trying to court the Defias into joining a coalition with them against the Alliance? Of course, the end result is that the Defias refuses (with the quest line leading to a Deadmines dungeon quest). Just a thought.

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Zokatar
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Re: Adding opposite faction quests to opposite faction zones

Post by Zokatar » Thu Feb 03, 2022 11:45 am

Hmm, couldn't this tie in with the Horde's involvement with Onyxia? She did manipulate the Defias Brotherhood into all this, and there might be a possibility that this leads to the horde being made aware of said plot and thus their version of attempting to kill Onyxia. Just an idea

Edit: Never played the Horde side of things properly, so I don't know if they got their own storyline tied to Onyxia, like Alliance has with Katrana Prestor, but I believe they don't outside the attunement quest itself
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Bellybutton
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Re: Adding opposite faction quests to opposite faction zones

Post by Bellybutton » Thu Feb 03, 2022 11:53 am

Here's an interesting or unique way way of implementing Horde-available quests in Westfall without being a generic "Horde vs Alliance" or "Orcs encroaching on Alliance lands" deal; A level 10ish quest chain that starts in Sparkwater Port in Durotar. The goblins are concerned about missing shipments and sends you to Ratchet to investigate. A stressed out Goblin in Ratchet explains that pirates situated around islands in the Great Sea between The Undermine and the Eastern Kingdoms are plundering ships and funneling goods to a project in Westfall. He asks you to investigate, which eventually brings you to a small Goblin """camp""" (just rudimentary tents and shipwreck debris) at the very southern coast of Westfall, consisting of some of the former crew of these trade ships that got looted.

They provide quests which largely requires you to loot supplies and deal with Defias all around Westfall, procure food (boar meat, etc), salvage parts from Harvester golems, or defend them from murlocs, they also have a Horde only quest chain that's sort of a parallel to the Alliance Quest chain leading up to the Deadmines, with nice rewards.
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Mac
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Re: Adding opposite faction quests to opposite faction zones

Post by Mac » Thu Feb 03, 2022 12:41 pm

Zokatar wrote:
Thu Feb 03, 2022 11:45 am
Hmm, couldn't this tie in with the Horde's involvement with Onyxia? She did manipulate the Defias Brotherhood into all this, and there might be a possibility that this leads to the horde being made aware of said plot and thus their version of attempting to kill Onyxia. Just an idea

Edit: Never played the Horde side of things properly, so I don't know if they got their own storyline tied to Onyxia, like Alliance has with Katrana Prestor, but I believe they don't outside the attunement quest itself
The Onyxia attunement for Horde takes place immediately after the events of the Alliance version. Long story short, you discover Rend is alive and claiming to be the true warchief, so you kill him and take his head to Thrall, where Thrall reveals that he knows the Alliance has discovered the truth about Onyxia (and that it explains why Stormwind has been withdrawing troops from places like Westfall, which he also knows about) and then order you to kill Onyxia because having her in her lair right next door to Orgrimmar and Thunderbluff isn't exactly a great thing.

To tie this back in to this thread, the Horde camp in Westfall could be one of the spy operations run by the Horde gathering this intelligence for Thrall.
Bellybutton wrote:
Thu Feb 03, 2022 11:53 am
Here's an interesting or unique way way of implementing Horde-available quests in Westfall without being a generic "Horde vs Alliance" or "Orcs encroaching on Alliance lands" deal; A level 10ish quest chain that starts in Sparkwater Port in Durotar. The goblins are concerned about missing shipments and sends you to Ratchet to investigate. A stressed out Goblin in Ratchet explains that pirates situated around islands in the Great Sea between The Undermine and the Eastern Kingdoms are plundering ships and funneling goods to a project in Westfall. He asks you to investigate, which eventually brings you to a small Goblin """camp""" (just rudimentary tents and shipwreck debris) at the very southern coast of Westfall, consisting of some of the former crew of these trade ships that got looted.

They provide quests which largely requires you to loot supplies and deal with Defias all around Westfall, procure food (boar meat, etc), salvage parts from Harvester golems, or defend them from murlocs, they also have a Horde only quest chain that's sort of a parallel to the Alliance Quest chain leading up to the Deadmines, with nice rewards.
I think that's also a neat take on it. Maybe it could even be a combination of the two ideas: on outward appearances, they're just a group of goblin merchants, but then one of the crewmen is actually a spy working for Thrall.

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Zokatar
Posts: 12
Location: Stranglethorn Vietnam

Re: Adding opposite faction quests to opposite faction zones

Post by Zokatar » Thu Feb 03, 2022 12:57 pm

Like it, might actually bother going through horde questlines for once if this is what the story is like
Paladin or nothing! Just as it should be...

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Kanto123
Posts: 219

Re: Adding opposite faction quests to opposite faction zones

Post by Kanto123 » Thu Feb 03, 2022 6:33 pm

Bellybutton wrote:
Thu Feb 03, 2022 11:53 am
Here's an interesting or unique way way of implementing Horde-available quests in Westfall without being a generic "Horde vs Alliance" or "Orcs encroaching on Alliance lands" deal; A level 10ish quest chain that starts in Sparkwater Port in Durotar. The goblins are concerned about missing shipments and sends you to Ratchet to investigate. A stressed out Goblin in Ratchet explains that pirates situated around islands in the Great Sea between The Undermine and the Eastern Kingdoms are plundering ships and funneling goods to a project in Westfall. He asks you to investigate, which eventually brings you to a small Goblin """camp""" (just rudimentary tents and shipwreck debris) at the very southern coast of Westfall, consisting of some of the former crew of these trade ships that got looted.

They provide quests which largely requires you to loot supplies and deal with Defias all around Westfall, procure food (boar meat, etc), salvage parts from Harvester golems, or defend them from murlocs, they also have a Horde only quest chain that's sort of a parallel to the Alliance Quest chain leading up to the Deadmines, with nice rewards.
I like the idea of the quest chain starting in Sparkwater Port

Bigspliffa22
Posts: 20

Re: Adding opposite faction quests to opposite faction zones

Post by Bigspliffa22 » Mon Feb 07, 2022 7:36 am

Bellybutton wrote:
Thu Feb 03, 2022 11:53 am
Here's an interesting or unique way way of implementing Horde-available quests in Westfall without being a generic "Horde vs Alliance" or "Orcs encroaching on Alliance lands" deal; A level 10ish quest chain that starts in Sparkwater Port in Durotar. The goblins are concerned about missing shipments and sends you to Ratchet to investigate. A stressed out Goblin in Ratchet explains that pirates situated around islands in the Great Sea between The Undermine and the Eastern Kingdoms are plundering ships and funneling goods to a project in Westfall. He asks you to investigate, which eventually brings you to a small Goblin """camp""" (just rudimentary tents and shipwreck debris) at the very southern coast of Westfall, consisting of some of the former crew of these trade ships that got looted.

They provide quests which largely requires you to loot supplies and deal with Defias all around Westfall, procure food (boar meat, etc), salvage parts from Harvester golems, or defend them from murlocs, they also have a Horde only quest chain that's sort of a parallel to the Alliance Quest chain leading up to the Deadmines, with nice rewards.
I like this idea better than a Cold War scouting situation. Besides, what value is there in gathering intel in WESTFALL of all places. The Labor Union can have a camp ground and the storyline leads to them finding that the Venture Co. and Defias were in collaboration stealing their shipments to fund their "project" in the Deadmines.

And if Alliance scouts do find them, they can be like "just recovering what's our bro" and it can add to the continued beef between the Labor Union and Venture Co.

Redmoon
Posts: 22

Re: Adding opposite faction quests to opposite faction zones

Post by Redmoon » Mon Feb 07, 2022 3:16 pm

I would have to give this a hard no the ganking would be just awful and would drive away new players if there gonna add new hubs to say west fall they should add new alliance hubs for more questing same with horde and barrens

Redmoon
Posts: 22

Re: Adding opposite faction quests to opposite faction zones

Post by Redmoon » Mon Feb 07, 2022 7:37 pm

Redmoon wrote:
Mon Feb 07, 2022 3:16 pm
I would have to give this a hard no the ganking would be just awful and would drive away new players if there gonna add new hubs to say west fall they should add new alliance hubs for more questing same with horde and barrens
The barrens is a a disaster because of booty bag being a neutral flight point adding one to west fall might even the score but it would just make the alliance as bad for falling to ganking

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Kanto123
Posts: 219

Re: Adding opposite faction quests to opposite faction zones

Post by Kanto123 » Mon Feb 07, 2022 9:58 pm

Redmoon wrote:
Mon Feb 07, 2022 7:37 pm
Redmoon wrote:
Mon Feb 07, 2022 3:16 pm
I would have to give this a hard no the ganking would be just awful and would drive away new players if there gonna add new hubs to say west fall they should add new alliance hubs for more questing same with horde and barrens
The barrens is a a disaster because of booty bag being a neutral flight point adding one to west fall might even the score but it would just make the alliance as bad for falling to ganking
I wouldn't say Barrens is a disaster, I've leveled multiple characters there on multiple servers without having pvp issues; I've only ever had trouble in stranglethorn. Occasionally someone will go out of their way to screw with low levels outside stranglethorn but It hasn't been a huge problem in my experience

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Kanto123
Posts: 219

Re: Adding opposite faction quests to opposite faction zones

Post by Kanto123 » Mon Feb 07, 2022 10:00 pm

Bigspliffa22 wrote:
Mon Feb 07, 2022 7:36 am
Bellybutton wrote:
Thu Feb 03, 2022 11:53 am
Here's an interesting or unique way way of implementing Horde-available quests in Westfall without being a generic "Horde vs Alliance" or "Orcs encroaching on Alliance lands" deal; A level 10ish quest chain that starts in Sparkwater Port in Durotar. The goblins are concerned about missing shipments and sends you to Ratchet to investigate. A stressed out Goblin in Ratchet explains that pirates situated around islands in the Great Sea between The Undermine and the Eastern Kingdoms are plundering ships and funneling goods to a project in Westfall. He asks you to investigate, which eventually brings you to a small Goblin """camp""" (just rudimentary tents and shipwreck debris) at the very southern coast of Westfall, consisting of some of the former crew of these trade ships that got looted.

They provide quests which largely requires you to loot supplies and deal with Defias all around Westfall, procure food (boar meat, etc), salvage parts from Harvester golems, or defend them from murlocs, they also have a Horde only quest chain that's sort of a parallel to the Alliance Quest chain leading up to the Deadmines, with nice rewards.
I like this idea better than a Cold War scouting situation. Besides, what value is there in gathering intel in WESTFALL of all places. The Labor Union can have a camp ground and the storyline leads to them finding that the Venture Co. and Defias were in collaboration stealing their shipments to fund their "project" in the Deadmines.

And if Alliance scouts do find them, they can be like "just recovering what's our bro" and it can add to the continued beef between the Labor Union and Venture Co.
This is a good idea for a quest chain and agree it should be implemented. I think that in addition the other scouting missions could be added to beafen up the quest load in the zone though

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