PlaneShift
Gameplay => Wish list => Topic started by: John80sk on February 14, 2007, 06:29:46 am
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well, this thought sorta came to me while chatting on IRC, and seemed to get a good response so I figured I'd bring it here.
I for one find the current system for getting quests to be a bit silly. For the most part, it relies on OOC knowledge that an NPC has a quest, and it seems very strange that you can just walk up to an npc and they give you a quest out of the blue.
Instead I propose that when you get into range of an NPC it triggers an emote or speach if they have a quest. For example you'd walk near an npc and things would go kinda like this:
NPC looks around distrought, not seeming to notice your presence
You say: What's wrong? (or need help, or are you alright, etc)
NPC: Huh? Oh, you startled me, I was just thinking of... ah well, I shouldn't burden you... well, maybe you could help me, do you know much of healing magic?
You say: yes
NPC: Well, my brother, you see he is very sick, his name is NPC2 and he is located near REGIONX, do you think you could have a look at him?
[you get a quest]
anyways, I know my post isn't prettied up like most, but I think you get the idea.
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For the most part, it relies on OOC knowledge that an NPC has a quest, and it seems very strange that you can just walk up to an npc and they give you a quest out of the blue.
You're supposed to ask random NPCs if you can help them, and only by chance or smart guesses do you find someone who offers work. OOC knowledge only enters into it if you decide that OOC knowledge enters into it.
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I like this idea!
Maybe some of the NPCs that offer quests could wave or something to attract the players attention.
"[waves] Hey, $race over there, come closer! - You looks strong enough to help me. Are you interrested in a small job?"
There's a quests where someone wants you to carry something heavy around ... Why shouldn't the NPC react to you if he sees you around?
In my opinion NPCs should react on their environment.
So what's wrong with NPCs asking for help instead of standing around waiting for someone asking for a quest?
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I agree. This should count for all NPCs from which you can get a quest by telling 'give me quest'.
For those who doesnt find it good, there is my proposition.
Maybe every time you enter new zone, the system is randomly deciding which should wave to you at this time and wich shouldnt.
Of course you have to walk close enough, maybe 5m, so hat the NPC will wave, but with this idea, it won't be like each NPC will always wave to you, every time you enter new zone and walk near each NPC.
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This definitely sounds more realistic than going up to random strangers asking if they need help. Usually it's the people that need help that do the asking .. not the other way around.
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You're supposed to ask random NPCs if you can help them, and only by chance or smart guesses do you find someone who offers work. OOC knowledge only enters into it if you decide that OOC knowledge enters into it.
So do you go up to random people when you're looking for a job? Of course not, you notice a "help wanted" sign or someone asks you.
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So do you go up to random people when you're looking for a job?
Actually, yes. I've walked into places and asked if they were looking for any help. Then if a conversation starts, I introduce myself and maybe drop off a resume that I just happen to have with me. I've gotten a few jobs that way.
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Well, for menial tasks probably, but for example I doubt that someone looking for help to investigate a crime scene would simply wait for someone that talks randomly to everyone he sees around and that is willing to help others or to do errands, and that by a strike of luck will meet this one needing help.
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Menial tasks like teaching music to kids? I'm hurt.
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Menial tasks like teaching music to kids? I'm hurt.
On Fantasy "Menial task" usually means "Anything that not only heroes or smart detective types are capable of doing" :P
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Menial tasks like teaching music to kids? I'm hurt.
On Fantasy "Menial task" usually means "Anything that not only heroes or smart detective types are capable of doing" :P
Oh. Like digging gold for Levrus and Harnquist?
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For the most part, it relies on OOC knowledge that an NPC has a quest, and it seems very strange that you can just walk up to an npc and they give you a quest out of the blue.
You're supposed to ask random NPCs if you can help them, and only by chance or smart guesses do you find someone who offers work. OOC knowledge only enters into it if you decide that OOC knowledge enters into it.
I beg you, dear boy, take a walk around Hydlaa and count every single NPC you can find. All of them. Can't do it? That's what I thought!
Truth of the matter is there are way too many NPCs around for it to be practical to just walk around and talk to
every
single
stupid
one
and
ask
"may I churn butter for you today for a half-pence, ma'am?"
So that it becomes virtually necessary to ask other players for help, and that realli shouldn't be necessary because I personally hate having to bug people and ask them for help. Most of the time they don't mind, but I still don't like doing it.
And this is off-topic, so slap my wrist if I'm out of line, but... does anyone else feel as though the quest notes should be more complete? Seems to me like once again the same problem arises of having to ask other players for help because there's no WAY in a game that huge you could know exactly where to find "10 Crystal Diamonds" or whatever. Come to think of it... the quest notes don't even tell you that you need that, so when I forgot I had to ask someone what I needed for the quest, and that is even more preventable.
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Not everything in the game is supposed to be easy and automatic. Some things actually take effort. Some things actually require you to explore, to experiment, and even to fail once in a while.
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Not everything in the game is supposed to be easy and automatic. Some things actually take effort. Some things actually require you to explore, to experiment, and even to fail once in a while.
That is a valid point, and it goes not only for the game, but for real life as well. "A stone cannot be polished without friction, nor a man without conflict" or some such ancient Chinese lolla-palooza.... *trails off*
I do agree with that. However, you have to look at the presentation of that conflict. I'm not guessing that the aim of the developers is to piss players off and get as few of them to stick with the game as possible? (I mean it very well could be, because they aren't, afterall, making any money from this). But probably it is'nt, and they want people to play the game avidly. But the current system is sometimes so frustrating that, altho it is providing that necessary and inevitable quantity of friction, is simultaneously sometimes just angering people. And I'm one of those violent gamers, too, so when I get mad at a game... tehehe let's just say that nothing in a 10-foot radius is quite "safe".
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Actually, yes. I've walked into places and asked if they were looking for any help. Then if a conversation starts, I introduce myself and maybe drop off a resume that I just happen to have with me. I've gotten a few jobs that way.
Yes, but you walked onto a job site in order to do this. I mean, it's fine if you have to ask Trasok or Harn, but in reality do you go up to police officers and ask them if you can help them solve crimes? Or random people off the street for work, despite them showing no signs what so ever of needing your help?
Not everything in the game is supposed to be easy and automatic. Some things actually take effort. Some things actually require you to explore, to experiment, and even to fail once in a while.
The problem is that things aren't supposed to be boring, we get enough of that in reality. Sorry, but running around and asing NPC's for quests (90% of whom call you insane or something of the sort) isn't my idea of fun. Problem solving is fun, fighting is fun, repeating the same phrase to 1,000 npc's? Not fun... IMO anyways.
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You people haven't watched enough westerns.
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Well... maybe the REAL problem is that westerns haven't watched enough you! Er uhm...
I saw Tombstone. Hated it.
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You people haven't watched enough westerns.
Cowboys tended cattle and drank alot. They didn't 'ride into town and shoot up all the black-hat-wearing tyrants...'
That is what we call a movie...
(And you should watch some Eastwood films, X-man. The Unforgiven, or The Good, The Bad, etc.)
Anyway, I like the idea. The problem I foresee, however, is that NPCs would never shut up and/or their problems would never be solved no matter how many people do their quest. It could get weird having NPCs shouting about needing to return a book every 30 seconds... (or every time a new player comes within earshot). And what about if the NPC has multiple quests for you to perform?
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I've seen those movies, and you lack imagination.
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Like in westerns, Planeshift main social meeting points are the tavern and the smithy :whistling:
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Like in westerns, Planeshift main social meeting points are the tavern and the smithy :whistling:
Except that in Planeshift, duels don't mean anything. At least in Westerns, shoot outs are used to further the plot line or develope the characters.
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hmm yes fitting that annoying Deathrealm in a Roleplay is still very annoying, but have to say that winning a duel is to much based on OOC skills and it's rather unrealistic to really fit in a Roleplay without atleast loosing the feel of the RP as one of the duelers. Atleast those are my personal feelings.
As for quests I have to say it would be a nice addition. Specially if you would make it a system message that say something like ".... is trying to get your attention" or "you notice ..... looking rather upset" so not everyone has to enjoy and obviously not all the questgiving people should be doing it.
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If someone needing of help relied on the luck of finding someone that asks everybody he sees around if everything is okay IRL, great chances are that this one would never find such help.
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Anyway, I like the idea. The problem I foresee, however, is that NPCs would never shut up and/or their problems would never be solved no matter how many people do their quest. It could get weird having NPCs shouting about needing to return a book every 30 seconds... (or every time a new player comes within earshot). And what about if the NPC has multiple quests for you to perform?
1) You could keep it in NPC chat and limit the message to once every so many hours.
2) If the NPC had multiple quests, he could simply elude to it at the end of the first one.