I want to do this sooner than later, because a good quest system will help bring interest to the game and keep the 'Lore' of things going. Right now I believe even if we do revamp to a proper mapping, without a quest system to help move along and make you feel like you are apart of the storyline, it will be for moot.
I have two systems in mind, both using the scripting system only:
1. WoW/NWN style. You click the NPC to talk to him, it opens up a dialog window. You 'chat' with him replying a few times, then after you'd accept or deny the quest (Maybe more then one accept answer to do something else.) You do the quest, some mobs along the line could also have dialog chat if needed (but most I'd think should just be said as in game chat) and complete the quest back at the NPC. This method can store quests in a 'quest book'.
2. ROK-ish style. Very simplistic quest system. You look over the NPC, he talks in game chat about his quest. You run around to do the quest (The quests can still involve scripting so they can be unique), and complete it back at the NPC. It's rather hard to store in a quest book as all quests are technically 'active', but you can show completed quests just fine.
---
I like 1. more but people might feel its too complicated for a MUD based game.
For the quests, there could be daily, weekly, and one time quests. We can also have party quests, though for 1. everyone will require the quest to get rewards.
---
Rewards. Typically gold, but some sort of item reward might be nice too.
---
I think this will add a healthy amount of ambient NPC and quest NPC and builders will think more about it too. What do people think? What am I missing? etc.
Quest System
Re: Quest System
I like the idea of a wow style quest system (interface and dialog) I'm not really sure typing out or chatting is needed rather just option reply boxes (like they do it).
Simple things like gather x amount, gather x amount or kill this dude can really add some depth.
There's a reason wows one of the most popular games of all time so coping their quests system surely couldn't hurt. It's simple yet immersive I think that's what we should shoot for.
Simple things like gather x amount, gather x amount or kill this dude can really add some depth.
There's a reason wows one of the most popular games of all time so coping their quests system surely couldn't hurt. It's simple yet immersive I think that's what we should shoot for.
Re: Quest System
I like quest systems like WoW's, but I'd love to also see dynamic quests/events in areas like GW2 has. Variable spawning bosses mobs we currently would tie in nicely with dynamic quests too.
For instance, I'm in the canopy logging area and the Head dude spawns. I get a localized global message (only people in the logging area would get it) like a shout/roar and new mobs start appearing in the area until the boss mob is killed.
For instance, I'm in the canopy logging area and the Head dude spawns. I get a localized global message (only people in the logging area would get it) like a shout/roar and new mobs start appearing in the area until the boss mob is killed.
Re: Quest System
Aieron wrote:I like quest systems like WoW's, but I'd love to also see dynamic quests/events in areas like GW2 has. Variable spawning bosses mobs we currently would tie in nicely with dynamic quests too.
For instance, I'm in the canopy logging area and the Head dude spawns. I get a localized global message (only people in the logging area would get it) like a shout/roar and new mobs start appearing in the area until the boss mob is killed.
sounds very cool!
Re: Quest System
I like that idea. If dynamic area quests and a WoW style quest system could work together, I'd like to see them both happen.
Heave ho, thieves and beggars, never shall we die...
Mahariel | 25 Brigand
Starlyte | 20 Cleric
Starstryke | 25 Stalker
Mahariel | 25 Brigand
Starlyte | 20 Cleric
Starstryke | 25 Stalker
Re: Quest System
I love the idea of dynamic but there is something to be said for the simple as well. The AQ system in Rok broke just as I was about to release the Ithion Queen OaD which prevented it from opening. With the simple system, I used the room swap out so the pathway through the temple would change depending on which AQ was "active". Since the players had no interaction with the AQ NPC or monsters, they had no control over which pathway was open. Having the ability to randomize like what was built into the RoK system would be nice.
Overall though I do prefer a dynamic quest system. If you have a quest journal you should probably also add in a quest timer. Players have X amount of time to complete the quest before it disappears. This would prevent players from cramming their journal full of half completed quests.
Overall though I do prefer a dynamic quest system. If you have a quest journal you should probably also add in a quest timer. Players have X amount of time to complete the quest before it disappears. This would prevent players from cramming their journal full of half completed quests.
If you look like prey you will be eaten
Who is online
Users browsing this forum: No registered users and 46 guests