> 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. My idea is that it would be implicitely optional, at the quest designer's implementation. I picute a quest like a tree, with many leafs (tasks) and the root (quest). You have a dependancy network (ie must complete task "find the missing sheeps of the farmar" before you can start the "punish the guy who stole the sheep" quest). But some would be optional, like you don't need to do the "fix the fence" quest. Completing a task could complete the quest, even if some tasks are left opened - but you could still do them later on if you feel like it. But yes, a was to indicate a ask optional would be a good idea. > 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. Yeah, that's what the "..." meant :) Basically i'd want to hook on any item (even reading a book - imagine you find a book with dumb information, but when you have talked to someone suddenly you get real information in the book!) > 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. True. But again it's a question of game balance - you can do a level 1 monster that gives 100000000000 exp, but there isn't any (that i'm aware of :p). So a quest giving a high percentage would quite certainly be a hard one. > probably want to record quests that where completed, not sure if we care about > unfinished tasks. I tink we can discard some things but keep others. So no need to remember that "player found the missing sheep", but nice to remember "player knows the shortcut in the manor". Could be done through forces, of course. > 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. Think so too. So I'll implement just with items in inventory, and if performance issues quest objetcs will be moved to their own inventory (or another way to optimize). Ryo Accédez au courrier électronique de La Poste : www.laposte.net ; 3615 LAPOSTENET (0,34/mn) ; tél : 08 92 68 13 50 (0,34/mn)