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Messages - tman

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376
Wish list / Improving the Quest System
« on: January 21, 2012, 02:11:20 pm »
As a relatively new player who enjoys questing, I have a few suggestions that I think will help make questing more enjoyable and easier for new players.

The problem right now is that as a new player, you don't know where everything and everyone is.  So you talk to a few NPCs and get a few quests.  Not so bad.  However, you aren't sure where to go to do these quests, so you start talking to more NPCs hoping to find one you're supposed to talk to.  This just leads to getting more quests, for which you have to find more NPCs, and the spiral continues.

Eventually you find your quest log cluttered with dozens of quests, most of which you can't remember anything about.  So "questing" for the most part just turns into talking to every NPC you can find and seeing if they have any quest info for you.  To make matters worse, some of the quests involve things like killing tefusangs or making gold ingots, which are way out of reach for new players.  So I have a few suggestions for reducing the clutter and confusion of questing.

1. Distinguish between "Quests" and "Tasks"

Quests should be moderately long and story oriented, and as being story-oriented they should only be able to be completed once.  Tasks, on the other hand, are simple things that require little or no skill and can be done over and over (for example, Harnquist is Hungry, Jayose Lamp Fuel, Paper for Charisa, etc.).  Quests and tasks can have separate tabs in the quest journal to help reduce clutter.  Also, quests should have significantly higher rewards than tasks.

2. Reputation Point System

Another thing that would help reduce the overwhelming amount of quests new players face is to introduce a "reputation score" to the quest system.  Each quest or task should have a reputation requirement based on its difficulty.  Easy quests like learning leatherworking or the "tasks" mentioned above would have a requirement of 0 (anyone can do them) but harder quests that involve things like killing tefusangs, making gold ingots, or traveling to multiple cities would have a higher reputation requirement (new players wouldn't be able to do these anyway).  After all, you wouldn't hire someone you've never heard of to kill a tefusang and bring back its hide or carry your important delivery to the bronze doors.  You probably would ask them to bring you a couple apples or collect some rat eyes.  For each quest the player does, the reputation score would increase.  Quests or tasks that can be done multiple times would only give you reputation points the first time.

I think that these changes would help new players get accustomed to the game more easily and not feel overwhelmed by the amount of quests they have assigned to them, some of which they are not even able to do yet.

377
Wish list / Re: Mount Access
« on: January 19, 2012, 05:21:29 pm »
Maybe introduce a slower mount that's faster than walking but not as fast or cool as the current ones for newer players.  I like doing quests but I hate the walking.

The pterosaurs make life a little better, but I'd still like a mount before I go through all that questing.

378
Complaint Department / Re: Amdeneir....
« on: January 19, 2012, 05:19:25 pm »
Maybe just make the backs of the chairs non-collidable geometry?

379
Complaint Department / Re: Armor Making Training
« on: January 19, 2012, 11:33:41 am »
Quote
(21:45:57) [NPC] Jeyarp Grotemey says: Making other leather wares is quite similar.
(21:46:01) [NPC] Jeyarp Grotemey says: They just require different combinations of those pieces.
(21:46:06) [NPC] Jeyarp Grotemey says: As you get training in armor making, you'll be able to make more and more leather armor.
(21:46:12) [NPC] Jeyarp Grotemey says: You can train with me and go even further with Veja Pontor in the arena.

380
Complaint Department / Re: Armor Making Training
« on: January 19, 2012, 01:37:45 am »
Right, but the training they provide does not match what the quest dialogue tells you.  Unless I misunderstood him entirely, he said that he could train armor making for beginners and the person in the area (I forget her name) could continue to train at higher levels.  However this seems to be opposite of how it actually is in-game.

381
Complaint Department / Armor Making Training
« on: January 18, 2012, 10:22:20 pm »
At the end of the Making Leather Armor quest Jeyarp says he can train in armor making but I can't train with him.  Seeing as he does the quest about introductory armor making he should train beginners in the skill.

382
Wish list / Skill Training Quests
« on: January 18, 2012, 07:22:12 pm »
I saw this discussion somewhere and I think it deserves it's own thread.

Let's face it.  Grinding is boring.  So why not make it a little more fun by adding the ability to train things like blade making and cooking with some skill-oriented quests?

For example, Harnquist tells you that he just got an order from the city guard for 4 new longswords.  They need them fast, and he's busy with another project.  If you agree to make them for him, he'll agree to give you a few pointers about swordmaking (and pay you for the swords, of course).  Now when you finish the quest, instead of getting experience and money you could get blade making practice, blacksmith practice, and money.  This way, people learn in a realistic way by creating a product rather than by repeatedly hammering sword handles for hours at a time.

This could apply to a variety of skills.  Mining practice could be given for the Harnquist Iron Ore quest, cooking practice for making stuff, leatherworking and armor making for making pieces of leather armor, etc.

I know there are some details to work out but I think this would help make training a little less boring.

383
Wish list / Re: Disease System.
« on: January 18, 2012, 06:56:29 pm »
I do agree this would be interesting and in the full game I'd be happy to see it.  It just seems to me like this would be pretty low on the list of priorities right now.

In terms of effect, it would be really annoying if, for example, your strength is immediately decreased by 30% or whatever and you can't move around anymore and have to drop some goods.  I personally think it would be better if there were one disease for each stat and its effects start low (maybe 5% decrease for that stat) and then over time the disease gets worse and worse until you treat it.  It should take a full day or two (in game) to reach it's maximum effect.  After all, when someone sneezes on you in real life you don't get sick right away.  It takes a while.

384
Wish list / Development Tracking Website
« on: January 11, 2012, 01:13:25 am »
I think this might already exist but I've looked around and I haven't found it so I'm putting it here.

The thing I'd most like to see is a website made by the devs to let the public know what's going on behind the scenes.  In my opinion this should have a few sections:

1. Things already completed (either just released or going on the next release)
2. What's being worked on now (ie things to be included in the next release)
3. Next in line (to be done within the next few months, 1 or 2 releases down the road)
4. Long term goals

Things further down on the list should be more general (for example "balancing stat progression") and as they move up they should get more specific ("make this change to this skill/item/npc/location for this reason").

I realize this would take a bit of work but I believe it's worth it.  It would generate excitement and support.  Plus people could look at it BEFORE posting on the wish list to see if their brilliant idea is already planned.

385
Wish list / Re: Armor & Magic
« on: January 11, 2012, 12:43:30 am »
I think if you're looking for a disadvantage to make HA less powerful movement speed is an important thing to consider.  Then again this probably has less to do with the armor itself and more with the weight.  I think movement speed should be effected by both weight carried and armor worn.  After all, it doesn't make sense that a character can run full speed while carrying 150 kg but at 151 suddenly you can't stand up anymore.  I'm not suggesting anything too dramatic, maybe a linear increase up to 10% speed reduction if your inventory is completely full.  Also maybe 1% penalty for heavy boots, 2% for legs and 2% for torso.  Perhaps half as much for medium armor and little to no penalty (besides weight) for light.  This makes sense realistically and could add a new angle to gameplay.  If you're a thief or assassin you'll be encouraged to wear light armor and not weigh yourself down with a full inventory so you can (try to) outrun anyone chasing you.  Unarmed civilians would have an advantage of being able to outrun armored attackers (unless their inventory is full... miners would be particularly vulnerable).

Anyway, getting back on topic.  I do think that heavier armor should reduce either casting speed or probability of success at least a little bit.

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