PlaneShift
Support => Complaint Department => Topic started by: Tolol on August 05, 2007, 04:31:16 am
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I have to complain .. sorry
I love doing quests .. and I try to do them all ... but today ...
I am annoyed !
I had to take this woman to sign this contract ...
I forgot to count ... but this quest was more about RUNNING (from Hydlaa to BD) than anything else ..
I don't know how often I ran ... but it took me hours ... not because the quest was hard to solve ... but to take the messenges from there to there ...
Sorry ... but that was heavily annoying ... no fun at all ...
I love doing quests ... but quests with the main reason to run with your char don't give any fun ...
I'm annoyed with that ...
Sorry
yours Tolol
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Yeah, I know that quest. There's one where you need to run twice as much though, so prepare :D
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I have to agree... Running between Oja and the bronze doors isn't fun. You should be able to complain to the NPC about the amount of pay you get compared to the effort involved and some NPCs should be nice enough to give extra.
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Hello!
Come on! Some quest can be done in no time, some have riddles, some need you to kill some mobs and yes, there are some where you have to go a long way. Be glad that not each quest is the same. Well, I'm annoyed by having to run around too but I have two suggestion to remove the sting from it. The first one is don't do the quest in one go. Do the parts in the other region when you are near it anyway. The second is don't walk alone. Yes, I have said walk. Use this walk to have some nice conversation or to enjoy the beautiful landscape. You will see that the distance will become much shorter.
Although I'm one of the kind who complains about everything all the time I don't think that one has to if you know what I mean.
With kind regards
Kaityra
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Nobody forces you to do a quest, like in life ... sometimes the reward isn't worth the work.
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Actually, I too, noticed how much you have to run with basically all the quests. But i'm sure that later on in the life of PlaneShift more quests will be made where you don't have to run as far, but receive a worse reward for it. But currently most of the quests invovle running like there's no tomorrow.
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/me secondsZan's remark, and adds:
A challenge is one thing, and done for enjoyment, and often the challenge is its own reward. Work is another, and is done because it has to be done, and is generally not your idea of fun.
I don't play a game to work. Tried a few BD quests myself, and literally said, "Screw it. This is stupid." after being told to run a message back for the umpteenth time. Not to mention it can not be talked about with other characters.
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one day when there are other methods of travel . . .
UTM has unrealistic expectations :) we are used to this by now. He wants us to write only unique quests that burn up as they are done and the player can tell everyone about. Contrary to his assertions you can discuss a great deal of what you learn in quests with other players. Lorytia is mean, or i hear that Roobelh might be a spy . . .etc.
Settings in ps are very much like the settings in your favorite book, we can only be a backboard for your rps and give players examples of how people of the world speak or the kinds of things the people of Yliakum concern themselves with.
We have plans for greater quest capabilities of course, but I have long since given up making everyone happy, according to alliva or tutoned we should never add another feature until every bug is fixed, others complain that there is not enough to do.
It does not matter at all what we try this section will always have lots of life.
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Hmm. Actually, no. You missunderstand me. Unique quests are the realm of GMs and Settings writters. Coded quests, in my mind, should be able to be RPed as if you are just one in a long line of people that have tried to do said quest (as you are). As most of them are written that I have tried, you are the first person to ever try to help the NPC, and once you are done, said NPC should not need any more help on that subject.
I give a tiny example of a made up get-this-item quest that could come in two versons.
>Can I help you?
NPC> Actually, yes you can. You see, I am in need of a special scroll that was lost in the sewers. Will you get it for me?
>Yes.
NPC> Great! It is to be found somewhere deep in the twists and turns. My assistant, Reen, has not yet returned form his search either.
Go to sewers, find Reen, who has found the scroll, but got lost. Talk him into giving you the scroll and return.
>I have your scroll. -give to NPC-
>Thanks! This is exactly what I needed, and I can now complete my research. Here is a little reward for your help.
Another player comes up to NPC>Can I help you?
NPC> Actually, yes you can. You see, I am in need of a specail scroll that was lost in the sewers. Will you get it for me?
>Yes.
NPC> Great! It is to be found somewhere deep in the twists and turns. My assistant, Reen, has not yet returned form his search either.
Go to sewers, find Reen, who has found the scroll, but got lost. Talk him into giving you the scroll and return.
>I have your scroll. -give to NPC-
>Thanks! This is exactly what I needed, and I can now complete my research. Here is a little reward for your help.
Two players meet.
>I just helped NPC find this scroll to finish his research, and helped Reen get out of the sewers.
Player B tries to RP> Um... I just did the same thing... how did he lose his scroll so fast again? Do you think Reen is stealing it?
/tell>[[It is just a quest. Thousands of people have done it before, and thousands of people will do it again. I don't think they are meant to be used in player to player RP.]]
Verson two.
>Can I help you?
NPC looks up from a pile of disorganized papers, and sighs.
NPC> Well, no one else has been able to yet, but maybe you will be the one! You see, a one eyed rat grabbed an important scroll I need to complete my research. My assistant, Reen, chased it down to the sewers. He went down there some time ago to try again. Would you be kind enough to see if he has found it yet?
>Yes.
>Good, good! Maybe this time it will be found.
Go to the sewers and find Reen, who does not seem all to bright.
>Do you have the scroll?
Reen> Well... I think I have it this time, but it is hard to tell. It is kind of soggy. You want to take it back? I'll keep looking, just in case.
Reen gives you the soggy paper. You take it back and give it to NPC.
NPC> Drat and double drat. This is not it either. Oh, my research will never be completed at this rate. Don't feel bad. No one else could find it either. Here take this for your efforts, though. No need to go back down to the sewers again, as someone esle just offered to help. Thank you again.
NPC gives you some potions, a useful scroll, a bit of free training, or some such.
Player B does the same quest, then comes to talk to player one.
Player B> I just tried to help out NPC.
>Ya, so did I. Poor guy. What do you think he is working on?
PB> I don't know, but he should get another assistant. Reen does not seem too bright. You did not have any luck either?
Laughs.
>Ya, I noticed that. And no, no luck. Maybe someone else will have better.
...
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Ah a quest that cannot be successfully completed but a reward for trying. Some of the NPC's would no doubt rather give you five upside the head for failure than anything useful...come to think of it getting head smacked could do some people some good!
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ok, sorry for this will be sort of OT, pointing at UTMs reply though.
ah very good example! ages ago i struggled to involve the completed quests into my roleplay. but exactly the same situation occured as pictured in your example. since that day i (more or less conscious of it) decided to only roleplay with the NPCs personalities, that i know due to their given tasks. of course conflicts may come up from time to time (as when someone asks where does my char know that NPC from, like the Wanderer or so..), yet i have to cope with it as the lesser bad.
this situation leaves me pretty unsatisfied, it kinda separates questing from roleplaying for me, maybe even makes it ooc.
take Tolols initial example: dozens, hundreds of people (chars?;)) have delivered those messages .. what the heck? makes not much sense =D
yet, for the original purpose of this thread: quests, or more their involved NPCs not conflicting when "working" on several quests the same time, would be done with much more pleasure, when you could take those quests here and there and with ease solve them when arriving here and there. for sure i am aware of devs are working that=)
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I have thought the same and I think the best solution is to make the journey more interesting. More trees, more plants, more flowers, more sounds. Things like butterflies and insects flying around, maybe some birds. If there was some amount of randomness in the scenery, the trip could be enjoyable.
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I have thought the same and I think the best solution is to make the journey more interesting. More trees, more plants, more flowers, more sounds. Things like butterflies and insects flying around, maybe some birds. If there was some amount of randomness in the scenery, the trip could be enjoyable.
That won't make much of a difference .. as soon as you went down that same road five times you're still going to see it as boring.
What I do think could help, but will require a load of coding to be done is more dynamic quests by having NPC's who are involved in the quest spawn near the quester.
Example:
Jefecra sends you off to deliver an urgent message involving military information.
You start running to the Bronze Doors to deliver the message when suddenly ...
<NPC client spawns 3 rogues at coördinates X Y Z>
"Look who we have here ... the messenger. Boys, get him or the boss will have our heads!"
The three rogues jump out of the bushes and attack you.
...
Things like this could at least make a boring quest more interesting, now the quest system is stationary, predictable and boring. You're never in any danger unless you purposefully put yourself in it.
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well, I heard (read) you ...
The way I was annoyed by this was maybe a bit ... err ... don't know the word ....
But what comes to my mind now, could maybe placed in the wish-list.
What if long runs would somehow increase a kind of "running skill" and what about a "skilled" runner could do his ways a bit faster than other unskilled ones ?
what do you think ?
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Maybe like that stats- (or even some new skill-) bar increases by running?
Would indeed make much more sense to have endurance increased by running itsself.
And some sort of extra skill for people run differently fast I would second!
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The way I see the quests is that many of the npcs are known to have some ultimate goodie to confer on whomever. Now, they are not going to give it to just anyone, instead they make up a bunch of unneeded errands to filter out the casual quester from the the dedicated treasure seeker. The npcs are all in this together and enjoy a good laugh at all the jokers they have running around for them when they get together back at the club. Some of the npcs have genuine needs and others are just playing the system for fun. That is why there are so many people doing the same jobs.
The player who is aware of this scam can talk about the errands he has done and pass on the information to those who are doing it. I wouldn't talk about it much otherwise unless someone asked me what I was doing or I needed an excuse to end a conversation.
That is just me, I am a little jaded, I guess. As far as I am concerned npc-player interactions will always be and us-them deal.
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Nobody forces you to do a quest, like in life ... sometimes the reward isn't worth the work.
Yes, but unless you have privileged information, you don't know until you end it. It's not like you can bargain with the NPC: "I'll pay you 2 octas". "No way, I won't do it for less than 3 circles". Sadly it's not that way. More often than not you don't even know what the quest is about (requirements) until you have already taken it.
Sometimes you just can't do what you are asked to (you may be too weak, for instance) but there's no way of going back to the NPC and saying: "Sorry, I thoght it was something else. I do :oops:n't want this job".
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But what comes to my mind now, could maybe placed in the wish-list.
What if long runs would somehow increase a kind of "running skill" and what about a "skilled" runner could do his ways a bit faster than other unskilled ones ?
what do you think ?
Maybe like that stats- (or even some new skill-) bar increases by running?
Would indeed make much more sense to have endurance increased by running itsself.
And some sort of extra skill for people run differently fast I would second!
Just a thought...
Running, jogging, hiking and swimming are some of the best cardiovascular exercises you can do. How about fill the ‘Body Development’ void. I’m no computer programmer but it would seem a good way to get the body development void filled if the programming for it can be figured out on a PC training level.
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Not a bad idea.
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Run like mad, but eat nothing, and get no stronger.
Eat good foods, run like mad, and get endurance and/or strength. No payment to a trainer needed, though you will have to purchase quality foods from NPCs or fellow players (AKA cooks).
That is how I would go about things. Paying a trainer would help you 'level' up faster, but the base of body development should always be food.
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Only eating can be too easily broken. A player could simply get a level in cooking eat the food he makes and before you know it characters would be running around with 999 hit points. If the Dev’s were able to make eating be the way to train in body development and hiking across the numerous maps the way to gain experience. Now that would be cool!
Perhaps eating 42 tria worth of food gets you a training point so it would still be equivalent to normal training. Maybe each map a PC treks across gets him “you have gain some experience in X”… It would be a long slow process, but would be hard for the so-called power-levelers to break.
Then again a way to keep players from sitting at a spot where the maps change and just going back and forth clicking over the experience would need to be figured out.
Sorry, I always try to spot the ways something can be broken.
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you could have players stay in an area for a certain time to get X experience in Y skill. so the max exp you could get would be equal to how long it would take to get to the next area, running constantly as fast as the max stats will allow. this way if you do turn back, you only get a fraction of the max exp you can get from running, and won't encourage people to leave their computer on all night in an area to get huge amounts of exp, but it also won't penalize the people who do have max stats and actually might be able to get there faster if the time parameter (or whatever) was higher
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about the eating, if it were just pure eating, the players would get fat. if this is implemented, maybe instead of a balance between theoretical and practical knowledge, a balance between eating and exercise?