[crossfire] Quests ideas, continued
Mark Wedel
mwedel at sonic.net
Wed Aug 17 00:26:02 CDT 2005
Nicolas Weeger wrote:
>
Hello.
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Quests are subdivided in "tasks". You don't need to complete all tasks
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to complete the quest. So for instance if you ask an ncp you'll get to
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know the shortcut to the big manor with the villain you're supposed to
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kill, but you don't require it.
It'd probably be nice if that is somehow setable (eg, you need to do tasks
1,5,6, but 2 and 3 are optional). Not positive how hard that would be to set up.
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Quests/tasks should be able to interact/start/end when player:
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* takes an item
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* talks to a npc/...
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* goes to a specific place
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* activates an altar
I'd like that be be more general - activates any connected object, just not an
altar. Might not make sense to tie some actions, but I think the ability would
make it more flexible.
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Quests rewards:
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* items
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* skill
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* experience (either some levels, some rough exp, a percentage of exp
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needed to level, ...)
If this is a level or percentage of a level, then I think some form of cap is
needed. Eg, you don't want high level characters doing easy quests as a way to
get a level in something.
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* when the quest is completed, keep tasks for later referral. Or maybe
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remove some?
probably want to record quests that where completed, not sure if we care about
unfinished tasks.
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Performance issues: many inventory checks required. Move quests items in
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a specific sublist at load time?
Some checks, but it seems not very often.
Monsters being killed doesn't happen that often, so checking their contents at
that time isn't that big a deal.
All the rest are relatively infrequent (player talking, altar, etc). So I
don't think performance wise, it shoudl be much an issue.
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