I'm not going to be inserting names or stuff (unless it's a previous character).
Act I Background Information: This act is mostly a training act.
After the defeat anf casting away of the three prime evils, Sanctuary prospered. Everyone was joyous, and the happiness was so great that crime dissapeared for a while. Sanctuary had become a safe haven, almost like Heaven. It seemed that nothing could stop this, but they were wrong. Something was happening. Sanctuary was becoming darker and grass withered. These changes happened over a long period of time, so no one took notice. The ones that did, ignored it and discarded it as no problem, though if they dug deep into their minds, you would find a part that doubted it. However, they wouldn't tell anyone about this due to the fact that they would be called idiots and if they weren't, they didn't want to be the bringer of bad news. Your hero is one of the few that completely realized that Sanctuary was changing, and so you set off for answers (this hero is the person who killed the Prime Evils aka character in Diablo II).
Act I Quest I: No background information.
You leave your home, and along the path you become accustomed to the style of fighting in Diablo III by killing the few animals that are there during the trip.
You eventually reach a small village. A person speaks to you and asks you why you are armed and wearing armor. You explain what you think, and he admits that he/she has been thinking that something was wrong too.
He/she offers to be your mercenary, but he/she says that you must prove yourself by killing a massive wolf that had killed a village child a few months ago. (Note: Your mercenary will be more like your personal companion, not just a hired mercenary.
You set off to kill the wolf, and the mercenary watches you battle. You kill the wolf and the mercenary shakes your hand.
You both realize that there is movement and you look back at the corpse to find right next to it, a wavy image of the beast you had just slaughtered.
It charges, and you are faced with a mini boss battle. (Introducing the Ghost type of monsters).
Act I Quest II:Background infromation:
You run back to the village to tell them what has happened. Everyone listens at first, but they start to ignore you when you reach the part about the ghost. They don't want to believe you. You have no proof, since there is nothing to show for your endeavor. As you continue to venture on, your mercenary begins to talk to you. He/she did not tell you this before since they didn't know if they could trust you, or if you were actually a skilled warrior. He/she begins to explain that Sanctuary is changing very slowly. After the Corruption of the Worldstone, it had tainted Sanctuary. With this darkness that the Worldstone caused, Hell is able to build a bridge (figurativley) to Sanctuary, and from there eventually to Heaven. One of the reasons why it is taking so long is because Heaven is holding back this corruption, since eventually it will take them over too. However, a few souls from Hell manage to claw through this unfinished bridge and take over creatures, such as the Ghost animal you had just killed. The mercenary is surprised too, since he had never seen a posessed creature. You decide to ask no questions about where he got this information from in case he/she is upset by this. (Note, You knew something was wrong, but did not know why. The mercenary has elaborated on this.
Act I Quest II:
As you continue you spot two rogues who tell you to go no farther.
They are both armed with bows and arrows at hand, and you are confused by this. They explain that there has been a murder and the killer has not been caught. They ask you to please go back while they scan the town for the killer.
They run off, and of course, you follow them. You see one of them stay by the mangled body, and the other walking around while looking into alleyways and hiding spots.
A necromancer steps out and with a magical force, knocks the rogue looking around. She is flung against the wall and knocked out. The necromancer runs. The rouge by the body was too far to persue, and so she shoots arrow after arrow in hopes that it strikes her target. Two arrows are deflected and the necromancer flees.
You and your mercenary begin to follow the path which the necromancer has taken. The rogue sees you and tells you to stop or she will have to kill you. You and your mercenary walk past, and she shoots an arrow by you. You realize she's serious, and you must kill her.
Mini Boss Battle, vs rogue. In this boss battle you will learn to block attacks with your sheild. You must defend yourself with your sheild, while covering your mercenary so that you both can advance. (This quest pertains to learning to block).
Option 1: You can kill the rogue and take her armor and weapons, but of course, don't expect to be friendly with the rogue community.
Option 2: You can knock the rogue unconscious by striking her head with the hilt of your weapon or using your sheild. You will then have to restrain her (introducing restraining, will have a specific button).
You win, and continue to pursue the necromancer.
Act I Quest III: Background Information:
You and your mercenary travel at a close pace. You ask many people along the way if they had seen a necromancer, and they are clueless as to what you are talking about. They also seem to fear you, perhaps because of your large amounts of weapons and armor. You continue, until you reach a river. You stop to refresh yourselves. You hear a yell in the distance, and you gather your things. You run quickly through the forest to where the shriek was heard. You see the necromancer with his wand pointed at a persons throat. He spots you, and aims the wand at you after killing the man.
Act I Quest III:
Boss Battle: The necromancer looks around to see what move he should make. He quickly turns around and shoots a bolt of magic at the dead body.
The dead body rises, and begins to advance. (Introduction of undead).
The dead body slowly walks toward you, and your mercenary flings a javelin. The undead moves out of the way with stunning agility and grabs the javelin in midair. You quickly run forward and impale it, but the wound closes up.
You notice the necromancer focusing on the dead body with an intent look with lines forming on his face, while he wildly conducts with his wand. (Note: Undead are immortal except for the person cursing them).
You tell your mercenary to keep the undead busy by flinging javelins or shooting arrows.
While your mercenary creates this diversion, you advance towards the necromancer. The undead is being held back by your mercenary, and if the necromancer attacks you, the undead would be released from its curse and your mercenary would attack him.
The necromancer drops his wand and falls to his knees while raising his hands in the air. The undead falls to the ground wihtout a sound. You restrain the necromancer and begin to interrogate.
Act I Quest IV Background Information: From the necromancer you have received some very disturbing information. It turns out that there is a whole guild of them, awaiting and supporting the return of evil. They plan to be the kings of Sanctuary and followers of Diablo, Baal, and Mephisto. The necromancer you had just captured started to blurt out information quicker then you would expect. He was sent after you because they knew you were the one who killed Diablo and his brothers. They did not want this to happen again. When the necromancer opened his mouth to answer the question: "Where are the others?" he simply died in front of you, and blood flew from his mouth like a fountain. It so happened that the necromancer was under a curse that did not let him speak of the group's location. TO BE CONTINUED.
Act1 training act, good good. What about waypoints? no waypoints for the training act? I suppose that would be a good thing, it would force new players to do the training by themselves because high levels wouldnt be able to do it for them (because they wouldnt be able to revisit the act)
When Quest 2 is completed the camp becomes hostile towards you, unless you're sneaky? What happens if you're not sneaky about the endeavor, do different quests start from there on?
Quote from "Stereo" »
{This quest would introduce stealth}. You practice your stealth skills on this quest and try to kill the person behind his back. If he sees you, and makes a noisy fight, the camp will realize what is going on and take you prisoner, or kill you.
Is there like a stealth bar? a noise bar? Would you camera view be close down behind your character like, Splinter cell or something
When Quest 2 is completed the camp becomes hostile towards you, unless you're sneaky? What happens if you're not sneaky about the endeavor, do different quests start from there on?
The camp becomes hostile towards you and they will kill you (make it like where you can put up a fight but you'll lose anyway).
Maybe instead of the old guy telling you to kill some random dude he can just ask you to retrieve an item instead, an item which you find in quest 3?
or instead of that, he goes crazy and tries to set his caged demons at you, which you slay.. then you just smack the shit out of him to make him surrender
I'm not sure I like the idea of stealth skills in Diablo.
Why not?
Quote from "Genesis" »
Maybe instead of the old guy telling you to kill some random dude he can just ask you to retrieve an item instead, an item which you find in quest 3?
or instead of that, he goes crazy and tries to set his caged demons at you, which you slay.. then you just smack the shit out of him to make him surrender
I'm changing it to an item, which you have to pickpocket from someone in the camp using Stealth and Pickpocketing skills.
I've never played Morrowind, maybe I'll change it to something else since you seem to have such an objection.
Your making me seem like the bad guy, its just Morrowind was a very successful game, anything which is similar will be noticed
(like stealth, pickpocketing skills. Although i think it was called "security")
Maybe you should take a peek back at Diablo1 or the Diablo novels for some possible storylines for Diablo 3
Your making me seem like the bad guy, its just Morrowind was a very successful game, anything which is similar will be noticed
(like stealth, pickpocketing skills. Although i think it was called "security")
Maybe you should take a peek back at Diablo1 or the Diablo novels for some possible storylines for Diablo 3
Maybe the item could be under the bear, thus you kill the bear to get the item (That would be an idea that doesnt require stealth) The item could be some type of jewel, or maybe the bear swallowed it?
or something which required stealth, you go to retrieve the item, having to get past multiple traps along the way. (Spikes through walls, levers, nets, etc etc) which the old man (who is senile) forgot to tell you about
Edit- Stealth would be interesting, especially in PK.. but i always envisioned Diablo PK to be like 2 Gladiators in the middle of a ring, more open... no hiding
I'll see what the other say. I really want to introduce many new skills that are unique though (I'll stay away from Morrowind). I don't want another hack-and-slash dull thing.
I'm interested to see who this necromancer character is in Quest III and IV. So far so good, but it looks jumbled. Maybe take out the actual descriptions and make it more breif? You'll get more responses and more people will read it. The lazy bastards of today. Anyway, good job, but I presonally don't like Quest II, seems kind of un-Diablo like, but hey, since when did Diablo I/II include getting items without a fight? Right?
I've totally revamped this and removed the old guy and stealth options. PLEASE go over it Siaynoq, you gave Dakilluex such good advice.
Good, you listened to my advice. It looks better, and thanks for not taking out the actual "storyline" and leaving only objectives. This lets readers to scan your post easier.
Act I Background Information: This act is mostly a training act.
After the defeat anf casting away of the three prime evils, Sanctuary prospered. Everyone was joyous, and the happiness was so great that crime dissapeared for a while. Sanctuary had become a safe haven, almost like Heaven. It seemed that nothing could stop this, but they were wrong. Something was happening. Sanctuary was becoming darker and grass withered. These changes happened over a long period of time, so no one took notice. The ones that did, ignored it and discarded it as no problem, though if they dug deep into their minds, you would find a part that doubted it. However, they wouldn't tell anyone about this due to the fact that they would be called idiots and if they weren't, they didn't want to be the bringer of bad news. Your hero is one of the few that completely realized that Sanctuary was changing, and so you set off for answers (this hero is the person who killed the Prime Evils aka character in Diablo II).
Act I Quest I: No background information.
You run back to the village to tell them what has happened. Everyone listens at first, but they start to ignore you when you reach the part about the ghost. They don't want to believe you. You have no proof, since there is nothing to show for your endeavor. As you continue to venture on, your mercenary begins to talk to you. He/she did not tell you this before since they didn't know if they could trust you, or if you were actually a skilled warrior. He/she begins to explain that Sanctuary is changing very slowly. After the Corruption of the Worldstone, it had tainted Sanctuary. With this darkness that the Worldstone caused, Hell is able to build a bridge (figurativley) to Sanctuary, and from there eventually to Heaven. One of the reasons why it is taking so long is because Heaven is holding back this corruption, since eventually it will take them over too. However, a few souls from Hell manage to claw through this unfinished bridge and take over creatures, such as the Ghost animal you had just killed. The mercenary is surprised too, since he had never seen a posessed creature. You decide to ask no questions about where he got this information from in case he/she is upset by this. (Note, You knew something was wrong, but did not know why. The mercenary has elaborated on this.
Act I Quest II:
You and your mercenary travel at a close pace. You ask many people along the way if they had seen a necromancer, and they are clueless as to what you are talking about. They also seem to fear you, perhaps because of your large amounts of weapons and armor. You continue, until you reach a river. You stop to refresh yourselves. You hear a yell in the distance, and you gather your things. You run quickly through the forest to where the shriek was heard. You see the necromancer with his wand pointed at a persons throat. He spots you, and aims the wand at you after killing the man.
Act I Quest III:
From the necromancer you have received some very disturbing information. It turns out that there is a whole guild of them, awaiting and supporting the return of evil. They plan to be the kings of Sanctuary and followers of Diablo, Baal, and Mephisto. The necromancer you had just captured started to blurt out information quicker then you would expect. He was sent after you because they knew you were the one who killed Diablo and his brothers. They did not want this to happen again. When the necromancer opened his mouth to answer the question: "Where are the others?" he simply died in front of you, and blood flew from his mouth like a fountain. It so happened that the necromancer was under a curse that did not let him speak of the group's location. TO BE CONTINUED.
When Quest 2 is completed the camp becomes hostile towards you, unless you're sneaky? What happens if you're not sneaky about the endeavor, do different quests start from there on?
Is there like a stealth bar? a noise bar? Would you camera view be close down behind your character like, Splinter cell or something
The camp becomes hostile towards you and they will kill you (make it like where you can put up a fight but you'll lose anyway).
For the other stuff, I edited into my first post.
or instead of that, he goes crazy and tries to set his caged demons at you, which you slay.. then you just smack the shit out of him to make him surrender
Why not?
I'm changing it to an item, which you have to pickpocket from someone in the camp using Stealth and Pickpocketing skills.
Whats the smell? sniff sniff sniff... hey! that smells like Morrowind
I've never played Morrowind, maybe I'll change it to something else since you seem to have such an objection.
EDIT: Ok, read the new quest.
Your making me seem like the bad guy, its just Morrowind was a very successful game, anything which is similar will be noticed
(like stealth, pickpocketing skills. Although i think it was called "security")
Maybe you should take a peek back at Diablo1 or the Diablo novels for some possible storylines for Diablo 3
What do you think about the new one though?
or something which required stealth, you go to retrieve the item, having to get past multiple traps along the way. (Spikes through walls, levers, nets, etc etc) which the old man (who is senile) forgot to tell you about
Edit- Stealth would be interesting, especially in PK.. but i always envisioned Diablo PK to be like 2 Gladiators in the middle of a ring, more open... no hiding
Siaynoq's Playthroughs
Maybe Stereo is implying that Diablo III will not have the camera angle. Excuse me, I must do something.
*Goes hangs himself for even suggesting such a dire thing*
It's the decisions you make when you have no time to make them that define who you are.
I agree, can you disect my storyline?
No, it will. I removed the theivery quest.
Good, you listened to my advice. It looks better, and thanks for not taking out the actual "storyline" and leaving only objectives. This lets readers to scan your post easier.
It's the decisions you make when you have no time to make them that define who you are.