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« on: December 22, 2018, 03:32:57 pm »
I can try and keep an eye on this topic to answer any questions you have.
I have some comments, for starters all steps in a quest need the same locks or not all options will be visible. So they will need to be split into different steps.
It's better not to have stacked menus and answers in one step, as this can cause problems with progression. I think all cases of that have been removed, especially at the start of quests when giving items over.
It is possible to randomize the quest options by creating a server script which randomly assigns a variable number which determines what the player is asked to do. This would have been my preferred options when starting the skill quests but it was not implemented. We could, it's not hard to do.
Repeatable quests do cause problems with progression. But with skill quests only one quest should be active at a time, meaning only the hardest options available to the player are possible to do. If you have two quests one for skill 0-100 and one 101-200. Then the moment they move from skill level 100 to 101 the first quest is no longer possible to start and they can only do the second. Without this players could be asked to do very simple things and gain very high levels, its a way to try and always make sure effort scales with the level given to the player. A current example in game is the fishing quests.
If, however, you wanted multiple quests to allow multiple ways for people to train a skill. Then you can just extend the time periods allowing the quest to be repeatable.
1 quest = X hours between repeats
2 quests = 2X hours between repeats.... etc