PlaneShift

Gameplay => General Discussion => Topic started by: MeSako on September 05, 2003, 05:50:35 pm

Title: Quests
Post by: MeSako on September 05, 2003, 05:50:35 pm
A short silly question..

If I gets a quest, a simple example \"Kill the dragon in the cave to the west..\"
Will that dragon be spawned in the moment I accept the quest or will it be possible to kill it before anyone gets the quest, and what will will happen if the dragon is killed and I get the quest after that, or will the quest be impossible to get if the dragon gets killed????

Or what will happen if I get the quest and someone else that not on the same quest kills the dragon??
I mean the dragon can\'t be visibe just for me who got the quest??
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Post by: Caldazar on September 05, 2003, 06:21:40 pm
I assume that the dragon will respawn within a set amount of time. Everyone will be able to kill it, and everybody will be able to take the quest. Right?
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Post by: Xalthar on September 05, 2003, 06:41:36 pm
*cough* preset quests sux *cough* randoms rule *cough* ;)
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Post by: Moogie on September 05, 2003, 08:59:47 pm
Xalthar, that\'s a pretty bad cough you have there... maybe you should see your doctor? ;)

There has been talk of a \'dungeon instances\' system in consideration. It would create a unique copy of the dungeon for the individual player (and his party, if applicable) so that when they enter the dungeon, they are actually stepping into their own dungeon where no other interferance from other parties or questing individuals will occur because nobody else would have access to this dungeon copy.

I don\'t like the idea however. I wouldn\'t like to be running around an unfamiliar dungeon, lost and in need of urgent help... nobody able to reach me. :(

Still, just throwing the possibility in there.
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Post by: Wedge on September 05, 2003, 09:12:48 pm
Well the devs seem to be split on the instancing thing, some hate it, some love it.  Ironically I think the best use of it would be if it were only used in certain cases, like if you set out on a particular quest with an objective, that way you can add puzzles and storyline to go with the quests.  All other times things would be in public realm.  Of course that\'s just all theory, I\'d imagine that isn\'t the most easy system to actually program into a game.
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Post by: Xalthar on September 05, 2003, 09:27:34 pm
Quote
Originally posted by Mogura
Xalthar, that\'s a pretty bad cough you have there... maybe you should see your doctor? ;)

There has been talk of a \'dungeon instances\' system in consideration. It would create a unique copy of the dungeon for the individual player (and his party, if applicable) so that when they enter the dungeon, they are actually stepping into their own dungeon where no other interferance from other parties or questing individuals will occur because nobody else would have access to this dungeon copy.

I don\'t like the idea however. I wouldn\'t like to be running around an unfamiliar dungeon, lost and in need of urgent help... nobody able to reach me. :(

Still, just throwing the possibility in there.


Who needs a doctor, I\'ll just drink some coughing mixture (read: strong booze) :P

Well the system you describe is used in a slightly different version in Anarchy... You enter a certain Zone each time you enter a dungeon.. that zone is pregenerated everytime you enter (I believe) and there\'s about 15 zones for each dungeon.. then you could encounter other players, but they would not be a common sight.. And furthermore, you wouldn\'t be out of hands reach, since you could just contact some friends, via guildchat for example, and have them try to get to your zone...

*cough* random!! *cough* :P
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Post by: lostprophet on September 05, 2003, 11:33:12 pm
With spawning monsters, how are they going to spawn? Are they going to be seen to crawl out of a hole or something, or just appear? Things popping in and out of existence kinda spoils my fun...
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Post by: Martel on September 06, 2003, 08:57:26 pm
I think something like the Runescape quest system. Picture the scene:

1) \'THE MAN\' wants something done.
2) He REALLY wants it done bad.
3) Is he going to entrust the quest to one hero/group or heroes?
4) NO! - he\'s going to get as many people onto it as possible, thus i feel that there should be one monster in the \'original\' world, not having any microcosms created.

The monster could respawn with some most excellent effect, or maybe just get up after being killed (after the adventurers are out of sight)
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Post by: Moogie on September 06, 2003, 09:42:05 pm
Wedge: That sounds like the best solution, although does seem hard to implement.

lostpropet: I don\'t think it would be too hard to script something like this. There may be \'monster pockets\' that the model spawns in, with a script to instruct the monster to crawl out into the world. In that way, it looks like they\'ve crawled out of their den, not that they\'ve only just popped into existance.

Martel: I agree that would be the most believable way to handle the problem.
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Post by: Samoth on September 06, 2003, 09:49:56 pm
Some games use nests (a pile of wood or rocks, etc.) to respawn some of their mobs - the only problem is that in the ones I\'ve seen they are born adult.

The spawn areas also will need to be moved frequently so people don\'t just camp out.