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I use to have this big text file that had quests upon quests laid out for iClassic. It was broken down and modularized for release. The only bad part is that each of them can be occupied by one player at a time unless we come up with some sort of level duplication system. Which is a possibility and would be awesome. If we could find someone with time to do that.
But either way I have some (I think) neat quests that are sitting at their beginning stages. They just won't work with the sheer amount of players we have. |
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Theres a simple solution:
Make quests like this... Let's say you talk to the Innkeeper at the local hotel (simply done by grabbing him/walking up to him). He says "My daughter lost her engagement ring! I think a baddy stole it! Do you mind helping me find it for her?" Upon there you can either press a yes or no button, story short let's say you chose yes. All you have to do then... is kill baddies. And at a random amount of killing them a message pops up and says "You found a shiny ring! Perhaps you should take it back to the innkeeper and see if it's his daughter's!" You go back, talk to him, blablablabla... he says thanks... gives you x amount of gralats or a hat or a fancy shield or whatever the heck, then POSSIBLY asks another favor? I'm not a scripter but wouldn't this be fairly easy to do... |
or a grand theft auto storyline
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Make a maximum of say, 10 sets of each dungeon/quest/whatever. Allow people to queue for a warp to it, and for the first 7-14 days of release they can only go once through it. Afterwards, take off this run through cap because the excitement should have died down by this point. Or, if the queue hits 0, anyone can join. Somethin like that
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Fetch and looting quests? Oh my...
My concept for questing was to have quests(and I mean quests, like dungeons) work for single player. Dungeons and quests were completely clientside, for a better experience. However, you could party with up to 3 other players(for a total of 4) to play an alternate version of the dungeon that was modified for 4 players. This would include cooperation for puzzles, and simplified baddies(because serverside baddies have to be simplified compared to what you can accomplish with clientside) and alternate layouts(for example being able to throw a team member across a gap to open an alternate passage). A lot of work, but I don't like the way quests are done on Graal in its current status, where it's some sort of mangled mix of clientside and serverside, or worse yet, serverside so much that simply entering a dungeon allows you to walk through it because someone else has completed it all. |
Problem is with adding classes to the beginning all the established players are like 'WTF?'Why didn't I do this?'. Best way of making classes is judging by their actions. For instance a player who kills and has lots of PKs (with swords) should be drafted into a warrior class, as someone who kills with arrows a lot becomes an archer, someone who farms all the time and has loads of gralats would become a farmer. Making classes based on actions is way better than telling the player to pick one and that they better like it because they can't change their mind.
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