[crossfire] Quests mechanism ideas
Nicolas Weeger
nicolas.weeger at laposte.net
Mon Jan 18 11:39:47 CST 2010
> - Yes, there should be some in game mechanism to see quests I've signed up
> for. This is purely a convenience function - sure, in real life, there
> isn't a list floating about saying everything I have to do, but this is a
> game. If there is no such list, then more likely I'll end up having to
> write stuff down out of game, which IMO isn't good. In the past some folks
> have said that crossfire should be more immersive and played full screen,
> but if in order to track stuff I need to record things out of game, that
> will remove some of the immersion.
Done for quests.
Coming soon for more general knowledge.
And hopefully client-side explicite interfaces could be added to make it more
game-like and less text-like.
> Note that some of the quests may be more or less explicit in what to do.
> I could imagine some NPC saying 'if you kill a bunch of orcs, I'll do ...'.
> Under a quest, that could be listed as something like 'orc bounty', and
> description is to kill a bunch of orcs, but up to player to figure out how
> to do that, and may have to explicitly go back to the quest giver to see if
> they have done a sufficient job.
Up to the quest designer :)
> I'd note that alchemy currently has this problem - if you find a formula,
> you need to record it out of game, which IMO isn't good.
Will be fixed as soon as I clean my code :)
> - For active quests, probably easiest to only do one active one, if that
> is giving hints (like map locations). Otherwise, if you are trying to give
> map locations for 3 different ones, you need some way to clarify what hint
> is for what quest.
Yup.
> OTOH, this could be more a client/interface issue. The quest information
> as transmitted to the client could contain this map hint, but it is up to
> the client to know how to display it, and if it can display multiple points
> at once, maybe let it do so?
Yup too.
> I guess the question might be whether the server actually cares what the
> active quest is or not.
Right now, no - quest functions I added a low-level, and don't concern at all
with this kind of things.
> - One other note, which isn't listed, but isn't not listed either -
> multiple exclusion quests. Eg, both the fighter and wizard guild may have
> a quest to do something, but because they are competing interests, should
> only be possible to complete one of them. What this means:
> - It may be possible to get both of them given to you, but once you
> complete one of them, the other is automatically removed from lists of
> quests. - If you have completed one of them, you can't get assigned the
> other one.
Quest design issue, up to quest writers :)
> - Last point: It may be worthwhile to note if a quest is repeatable or
> single instance. I'd think most can only be done once, but I could imagine
> a few where you could repeatedly do so. Maybe this is just a definition of
> quest states.
Same, up to quest writers :)
Nicolas
--
http://nicolas.weeger.org [Mon p'tit coin du web]
-------------- next part --------------
A non-text attachment was scrubbed...
Name: not available
Type: application/pgp-signature
Size: 197 bytes
Desc: This is a digitally signed message part.
Url : http://mailman.metalforge.org/pipermail/crossfire/attachments/20100118/99300a73/attachment.pgp
More information about the crossfire
mailing list