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QUESTING - QUESTING

Posted: Thu Apr 26, 2001 8:42 pm
by rain
ok i was looking at Aries post last month in March and he brought up a good point we should have questing i have played other games but not graphical rpg games but in the ones that i have played there are quest and u get quest points and there are quest items for so many quest points like swords shields that u cant blacksmith. now the quests are are regulated to the players ability cant have a newbie killing the red deamont simple stuff like when u start the quest there are scrools placed in places for u to get like 3 of them for newbies and killing one or 2  diff monsters and u get points when u come back to the quest house.and u just cant keep questing one after another there is a time limit like the queste master says u have to wait come back later and only certian players can  use the better weapons u dont want a really good player like aries getting alot of quest points for stuff and getting a good shield and sword and ginving to a new be that would be able to kill him in the game that is all for now i have more idea's but at another time bros what do u say

QUESTING

Posted: Fri Apr 27, 2001 10:16 am
by Bror
Quests would need a realy huge expansion of the server. There will be quests right now, but right now, both programmers are working on their dissertation and final examinations.
The best way of quests is (and will always be), quests run by game masters. These are already possible. If some thread on the RPG board develops to a quest possibility, a GM might answer and a story may develop, that lasts over a few days or weeks. These developing storyline will have in game events embedded in the story. I ran a very small quest once, but there was to good oportunity to get a new one (and less time too).
But any other GM has almost the same opportunities like me, and could initiate a quest on his own by posting an own thread. If they need some scripting support, I will find the time too.

QUESTING

Posted: Fri Apr 27, 2001 10:20 am
by Taun Kahartuum
I dont think that programed QUESTs are important at this time...

Players can create Quests ingame by Roleplaying them...

for example: "please help me...i fought an old bogdemon...and now Im infected with his disease...bring me water from the northern sea and some green plants of lasting breath...only those can heal me...but beware of the ogres...I will give you things worth a lot.....*coughs*"

Hey, experienced players...why dont you create some Roleplay-quests ingame for the newbies...it would be alotta fun!

I think, I´ll do...soon

QUESTING

Posted: Fri Apr 27, 2001 10:50 am
by Captain Kirk
Hallo

ok quests are important but other things are more at this moment (like the background, the skill balance, the game controls)

i think good gm and/or player quest will be good enough for now

Bye
Read ya
MfG

Capt. Kirk

QUESTING

Posted: Fri Apr 27, 2001 3:21 pm
by rain
thanks for reading this and takign the time to reply to it. I am not saying what u wrote is nto good but how hard is it to mine, blacksmith, and all the other stuff. If the players are making the quest that is kool but u get stuff that u can make with ur skills do u know what i am saying but it is a really good idea that the players make the quests that would be really fun thanks again

QUESTING

Posted: Fri Apr 27, 2001 6:08 pm
by Elminister
I think the first thing u should do, is to prepare the skills... I know how you maybe can do it. When someone uses a skill, he loose another skill (but f.e. when you blacksmith something you loose a little bit of other skills but not the magic skills or fightings skills).

The onlyest problem at this is, that the people who played until now, still have their abilities and you can't just delete all skills....

So there are more merchants and the other people would need them... f.e. the blacksmither wants to make some armour but he can't grab very good for minerals, so he must find someone who sells minerals and so it would be interester...

Please try to make it :)

QUESTING

Posted: Sat Apr 28, 2001 12:25 am
by The Brother
Interesting idea

However..

Just because someone learns lumberjacking doesn't mean he forgets all about mining.

The biggest flaw would be starting out with your skills. Imagine a newbie trying to train and then mine for gold just to find out half his training is now gone.

That doesn't make sense to me.

QUESTING

Posted: Sat Apr 28, 2001 9:59 am
by Captain Kirk
Hallo

hmm where is the prob ??
i think u will have only all ur craft skills at max, for what ??

and where is the prob to get one who dig for u ?? i think it is good for biz

Bye
Read ya
MfG

Capt. Kirk

QUESTING

Posted: Sat Apr 28, 2001 12:39 pm
by Antarion
Hello

THAT´s the main prob indeed! Everyone seems to train in all skills, there´s no need for teamwork. I´m trying to play a ranger, and concentrate at woodmans-skills. I don´t smith anymore.
But when a druid´s smithing, or a mage fighting in heavy armor - where´s the need to build a party? Trade and commerce are also unneccesary.
But that´s something that builds a WORLD. Quests would develop themselves, if everyone had to rely on others for help. The mage that needs an ogres tooth would need some fighters to get it, or a miner to get some rare jewels.
Professions would be a solution, but they could hinder good gameplay as well. At the moment, a player that is online for hours and days can be good at almost all skills! Some of us don´t have that time!
The loosing of skills you don´t use is a beginning, but in no way the end. Some professions should have restrictions on skill-levels in specific areas. A mage should not have the same mastery of arms as a fighter!

QUESTING

Posted: Sat Apr 28, 2001 3:13 pm
by Elminister
At first to that with the mage who needs a fighter.... I killed an ogre yesterday and just with magic, because it's too dangerous for me to fight with him with weapons... but what you mean with it is right...

I think at first, my idea is a very good resolution... and @ antarion:  the skill won't loose if u don't use it (that too, but that's not what I mean). It'll loose, if you use another skill

Also it would be better, if not everyone can use magic...
I play my role as magician and don't carry swords, shields,armour and helmets because a magician don't do this, but sometimes I meet other people with all that equipment who can use magic as good as me... that's really LAME... And they have too much magic resistance, so I couldn't hurt PKs (who want to kill me) with my spells...

(Edited by Elminister at 3:14 pm on April 28, 2001)

QUESTING

Posted: Sun Apr 29, 2001 8:00 pm
by Damien
Mages don't use these things because armor disturbs magic - only light and special armor don't do that. For special armor is hell expensive, you find few battlemages with it. Other mages have the meaning that wearing armor and using weapons is barbaric, or, when they don't wear armor, and that is the point, they show others that they don't need too because they have better ways of protecting themselves. Just call it vanity.
That is just a personal view. It is not impossible for you to wear something because of your class - that was made by several role playing systems to balance between magic users and fighters.
That class division makes a game static, you have lesser chances of developing, and that reduces fun a bit. You can easily make a non-magic-character by giving him bad magic attributes. If you have low intelligence, most spells just won't work, and use very much energy. That is totally okay.
Have a look at the new D&D 3rd edition game - it is great ! They have found a great way for handling multiclass characters ( okay they use a level system and experience points, but the class system is unbeatable ). These books are only available in english (exception : the starter pack, but it comes with finished characters and does not show the system so you need the english books ).
Magic effects will be decreased when wearing armor i guess, but there must be a chance for battlemages to go into close combat too. For now, there do not exist protective spells or special magic crafted armor. So mages still need armor sometimes - you can surely wear a chain armor because it is much more agile.
I know some life rpg systems where mages cannot wear any armor, and the protection spells are at a high level there - a common mage must be very fit there, because he has a fulltime job that is more necessary than magic to survive : running.
Example : Two mages, standing near a forest, discussed some magic stuff ( one teaching a known spell to another ) when suddenly three orcs left the forest. Both mages looked at each other, and without a word, ran off like hell. Reaching the camp, they met another mage on the way (who was looking for them), ran past him, he wondered why - and got a nice club hit from one of the orcs who passed a hedge corner hehehe....
Live roleplaying is fun. And mages, when wearing no armor, can run since they bear no heavy weight *ggg*

Have seen the D&D - film ? A nice example for a fighter - mage is a main evil character ( not the big boss himself, but his servant ). This guy is a medium skilled caster and a very good fighter with magic equipment. And the dwarf, i like that dwarf hehe !!!

QUESTING

Posted: Sun Apr 29, 2001 8:13 pm
by Elminister
I have seen the film... I thought it was better but although I liked it...
But I diliked that all mages (the main evil magician not) needs a staff or any stuff for magic... that has sucked ;)

QUESTING

Posted: Mon Apr 30, 2001 10:14 am
by Damien
Hmmm, one day (some time ago) i stood between an ice and a fire field, and two mummies (one left and one right of me). I told a newbie to bring me things (ore, coal, apples) to make him stuff, and to get him used to the game - and i told him to kill my "servants" everytima after some quests. When he killed one mummy, i let the field on one side fade away - and when he killed the other, and the field vanished, i called "MUAHAHA, FREEE AT LAST"... We had much fun with this :)
And it is always fun to play "Voice from above" in the library place where newbies arrive. Nah, it is fun playing the voice everywhere. Like hiding behind a building and saying : "A big, hungry Tiger says:GROAAAR !" hehehe...

QUESTING

Posted: Mon Apr 30, 2001 10:43 am
by Taun Kahartuum
;-)

QUESTING

Posted: Thu May 31, 2001 3:44 am
by shintsu
ok why dont you think about like Perks and flaws while creating a caracter in the beggining off the game?

Like some one can chose 10% faster skill gain whit mining. BUT he have to turn a 10-20% for an other skill Like lumberjacking or smithing :)

that would bring the proffesion a but more in the game
bycouse you are not going to mine 3 hours if you can make the same proffit whit 1 hour of smithing while buying the ore from some one :) for example and the same the other way around

just a RAW suggestion i could talk more about this idea if its any good :)

QUESTING

Posted: Thu May 31, 2001 4:43 pm
by Jeanderaux
Bror,

I have an idea regarding the quests.  If you alter the stats for a few unique items and give them to players that you trust.  The players could create quests to give these items to others.  That way an evil PK will not be able to get that 'Holy whatever', because the player giving the quest would be able to use judgement as to wether or not he is pure enought for the quest in the first place.

The problem right now with player ran quests is that there is only money to gain because everyone can make (or knows someone who can) everything in the game.  There is no reason to quest or network with others when you can just go sit in a corner and hammer away until you have the best sword in the game.

This is why I propose the unique items.  They don't have to look any different, just change the stats and name for them.  Something like 'Winterfang'-a normal looking sword that has improved stats, or 'Dragon's Heart Shield', a regular shield that give additional protection.

These are just some thoughts that appear to enhance the game with minimal programming time required.

Thanks for reading.

QUESTING

Posted: Wed Jun 06, 2001 10:15 am
by Bror
Giving away items by gamemasters sounds good.
A problem with unique items is currently, that each unique item takes away a unique ID for an item, which means there can't be that many (and if we give away one, the ID will still be blocked in a year or two). But how about making rare items. Items that are stonger than others, that can only be obtained by quests, not crafted. So gamemasters would have a given set of perhaps 10 items for the beginning, to give away for quests from time to time, perhaps one or two each month.

QUESTING

Posted: Wed Jun 06, 2001 12:51 pm
by Farlorn
that would be great Bror,

but how about making them "new", "interesting", "goodlooking" or give them a story instead of making them much stronger? sure they must have altered attributes and they shouldn't be weaker of course, but making some very strong weapons for example could disturb the balance of the game...

think about it

Farlorn