Author Topic: Advanced and Multiplayer Quests  (Read 1687 times)

Xanthan

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Advanced and Multiplayer Quests
« on: December 07, 2008, 05:39:24 am »
I posted this in a thread about the grind in planeshift, proposing a fairly simple way to add game mechanics that reward role-playing.  There was no response, but hey, maybe someone reading here will be interested.

Basically I want to see role-playing-based ways to level up instead of grindy PL ones.  I think this can be done with quests.  It would still be difficult and time consuming, but it would be role-playing fun during that time instead of boring repetitive tasks. It would be like a game!

To do this, we´d need:

1) High-level quests that give rewards proportionate to player´s level.  The easiest way to do this is to reward with a level increase.  You could also require particular levels to get a quest, and reward suitably high amounts of PP and money, I suppose.

2) The more interesting part: Multi-player quests.  These quests would require participation of several players to complete. The multi-player aspect means you have to role-play with others, and provides a great storyline and pretext for doing so.

E.g.

Player 1 to NPC:  I need a quest

NPC: (checks that the player has a certain amount of factions and skills, then):  Thank the gods you´ve arrived.  The upper guard chamber has been sucked into a mysterious dark vortex.  Help us find out what it is and stop it.

Player 1 asks around and another NPC tells him what it is and that it can be stopped by several high-level crystal mages working together.  Maybe they have to do some other quests to get particular glyphs and spells or whatever.

Players 2-4, being checked for particular factions, stats, etc. join the quest.  (This could be done now I think, by simply giving player 1 a bunch of quest items to hand out to the other players.  They could perhaps get a different, connected quest if they have that item.)

Players do whatever they need to, and present their proof to the NPC(s). All the players now get a reward, possibly including: enough money and PP to actually level up by one when you have a high level, OR a level increase in something particular.

You´d need to design these so that they could still work if one player messed up or quit, but that´s possible.  The incentive of a reward not otherwise obtainable would help.  Maybe you can only get past a certain level of a skill by doing the quest, for example.

Thoughts, anyone?


Huli

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Re: Advanced and Multiplayer Quests
« Reply #1 on: December 07, 2008, 06:53:58 am »
I'm a little new to PS so I don't know how much wieght my thoughts have but I really think that this idea is a good one and would not be too difficult to implement.

For the high-level quest of course the "NPC" i.e. client would just check to see what "level" you were, maybe in a certain skill for a certain quest.  Like someone looking for a powerful mage or a skilled swordsman and if the character does not fit the profile something like the npc saying "Sorry but unless you can prove yourself with that sword of yours, you just don't look like the type I am looking for to solve a problem of mine."  This would give a good IC reason for the NPC regecting that character and also let the player know what is he needs to improve on to get the quest.

For the multi-player quest I think it would be easiest to let players 'group' in game that will allow them to get theses quests.  (also, from other posts concerning better rewards for group combat this would also be a reward.) and te NPC will either say something like "Oh I have been looking for a couple of strong fellows to carry some boxes down from the attic" or "sorry, but you alone is not enough for this kind of work."  and this could be said to the entire party.

Rizin

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Re: Advanced and Multiplayer Quests
« Reply #2 on: December 07, 2008, 10:21:59 pm »
Patience young grasshopper, patience.

khoridor

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Re: Advanced and Multiplayer Quests
« Reply #3 on: December 08, 2008, 03:03:11 am »
I Imagine all the difficulties of designing group quests. Technical and balance issues of course, then their impact on the loners who always happen to play far from the rush hours.
I've got an idea for a very simple, shady one though...

Rizin

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Re: Advanced and Multiplayer Quests
« Reply #4 on: December 08, 2008, 06:23:11 am »
You're welcome to e-mail me any thoughts you don't feel like posting (... my interpretation of the dot dot dots) if you so desire.

khoridor

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Re: Advanced and Multiplayer Quests
« Reply #5 on: December 08, 2008, 08:34:05 am »
Yes, I was thinking of doing that. I'll flesh it out and mail it to you in a few days. Then please, notify me if you receive it (I e-mailed you something a while ago, but I don't know if you got it... or your spam filter  :) )

zanzibar

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Re: Advanced and Multiplayer Quests
« Reply #6 on: December 15, 2008, 12:23:47 am »
Once you get to a certain level, you'll never run out of progression points, but you can run out of money in an instant.

If quests started giving serious amounts of money (for instant, 25k for simple quest, 100k for a more complex one), it would probably ruin the economy.

So... quests to level up your character?  Probably not, unless the progression system is seriously rethought.  I'd like to see a PlaneShift where you can level up without trainers... I do the quests for fun.
Quote from: Raa
Immaturity is FTW.

Bamko

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Re: Advanced and Multiplayer Quests
« Reply #7 on: December 18, 2008, 06:08:37 pm »
heh, Unique quests for unique items.  First one to discover the quest and finish it gets "insert cool item here, that is more a different looking item than any technical advantage"/

After that, everyone gets whatever is normal, eh?

Also, Regarding: "would not be too difficult to implement."  Um, Do you know how to impelement it then?  I know they are always recruiting people to help PS out (or almost always?).

I may make suggestions, or even talk out of my ear, but I would have no idea how hard anything would be to implement. 

just a thought.  I am amazed at what the PS folks do accomplish, esp. considering how little they get paid.  (yes, I know they work for FREE)

Bamko