Author Topic: quests (running like mad)  (Read 4369 times)

bilbous

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Re: quests (running like mad)
« Reply #15 on: August 17, 2007, 12:33:46 am »
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.

Maju

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Re: quests (running like mad)
« Reply #16 on: August 29, 2007, 04:55:23 am »
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".

RIP

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Re: quests (running like mad)
« Reply #17 on: September 13, 2007, 08:09:12 pm »
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.

Xillix Queen of Fools

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Re: quests (running like mad)
« Reply #18 on: September 13, 2007, 09:17:43 pm »
Not a bad idea.

Under the moon

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Re: quests (running like mad)
« Reply #19 on: September 13, 2007, 10:06:06 pm »
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.

RIP

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Re: quests (running like mad)
« Reply #20 on: September 14, 2007, 02:26:13 pm »
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.

Dihenis

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Re: quests (running like mad)
« Reply #21 on: September 15, 2007, 12:14:50 am »
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


theirah

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Re: quests (running like mad)
« Reply #22 on: September 25, 2007, 10:22:36 pm »
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?