Author Topic: Dwarf Quest  (Read 2777 times)

RussianVodka

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Dwarf Quest
« on: September 06, 2003, 06:25:13 pm »
While exploring the small world of planeshift i came across a dwarf in the tavern........

I spoke with the dwarfe and he gave me a quest to kill some creature and bring him back the hide. But i thought combat was not programed in yet????????

Is this quest gona be doable in the next version??
 



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Xordan

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« Reply #1 on: September 06, 2003, 07:36:52 pm »
Huh? What? U cant fight yet, and there\'s nothing 2 fight, lol.

Monketh

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« Reply #2 on: September 06, 2003, 07:55:00 pm »
He knew that, he just wants to know if it will be next version.
The key to manipulative bargaining is to ask for something twice as big as what you want, then smile and nod when you are talked down to your original wish. You are still young, my apprentice, and have much to learn in the ways of the force. -UtM

Xalthar

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« Reply #3 on: September 06, 2003, 07:55:58 pm »
The hides the dwarf is talking about isn\'t a quest... :P don\'t know if it\'s going to be.. and no, there\'s no fighting yet..
« Last Edit: September 06, 2003, 07:56:25 pm by Xalthar »

Xordan

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« Reply #4 on: September 06, 2003, 07:56:30 pm »
Oh lol. Sorry. I have no idea if it is or isn\'t.

lostprophet

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« Reply #5 on: September 07, 2003, 10:35:23 pm »
I expect yliakum will be redesigned a bit in the next version, as it\'s a bit small to be a main town. The dwarf might not even be there, but if he is, then it probably will be a quest. I\'m not really sure why they left that in there if they knew fighting wasn\'t going to be implemented.


Monketh

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« Reply #6 on: September 07, 2003, 11:13:03 pm »
To confuse random newbies of course  ;)
The key to manipulative bargaining is to ask for something twice as big as what you want, then smile and nod when you are talked down to your original wish. You are still young, my apprentice, and have much to learn in the ways of the force. -UtM

Grakrim

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« Reply #7 on: September 07, 2003, 11:28:52 pm »
My theory is that this will never been implemented as a true quest, only as a method to gain money that doesn\'t involve monsters dropping currency.  Monsters will drop pelts then you take them to Thorian for money.
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Xandria

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« Reply #8 on: September 08, 2003, 07:34:56 am »
Personally, I would like to see more of creatures dropping items instead of just raw tria.  I mean, seriously, what kind of rabid badger walks around with 10 tria (and where does he keep it?)?

Instead, the badger drops a skin, which can then be sold to either an npc or a player.  The interesting thing with a system where mobs drop items vs. currency, is that it encourages more travelling and interaction.  If they just dropped currency, then every day you would log on, go out and kill stuff, come back to town to buy more stuff, then go out and kill more stuff again.  But if your loot consists of pelts, small weapons, crude armors, and various magical trinkets, you will need to go around to various vendors to sell your items for the best price.

It could also be a help to balance the game, to keep certain mobs from being over-hunted.  Say there is a mob that spawns (not sure yet how this sorta thing happens yet) close to the outside of town.  Normally, all people would do (at least the newbies) is just run outside of town and kill all of them, run the loot back to town, then go back out again.  If a system was in place for mobs to drop items, then after a certain period of time those items would be worth less and less, because there would be so many of them drifting around the economy.  Most NPC vendors will probably have a minimum buying price, but I think that it would encourage people to explore further out, where more lucrative loot can be found.

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RussianVodka

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« Reply #9 on: September 08, 2003, 08:13:44 pm »
Yeah
 
I agree that monsters should drop some kinds of items.......

But what happens in some RPG\'s is that a monster like a rabit or a rat may drop a large battle axe. So the game should realy leave the item dropings to orc/ogre tipe of monsters.....



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A: Six. Five to argue on who\'s explanation is right, and Moogie to lock the thread.

Moogie

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« Reply #10 on: September 08, 2003, 08:59:07 pm »
Quote
Originally posted by lostprophet
I expect yliakum will be redesigned a bit in the next version, as it\'s a bit small to be a main town.



*stops reading the thread so far to quote lostprophet and tell him that Yliakum is the world, Hydlaa is the city*

*continues her way down the thread*

Moogie

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« Reply #11 on: September 08, 2003, 09:08:15 pm »
Quote
Originally posted by Xandria
Personally, I would like to see more of creatures dropping items instead of just raw tria.  I mean, seriously, what kind of rabid badger walks around with 10 tria (and where does he keep it?)?

Instead, the badger drops a skin, which can then be sold to either an npc or a player.  The interesting thing with a system where mobs drop items vs. currency, is that it encourages more travelling and interaction.  If they just dropped currency, then every day you would log on, go out and kill stuff, come back to town to buy more stuff, then go out and kill more stuff again.  But if your loot consists of pelts, small weapons, crude armors, and various magical trinkets, you will need to go around to various vendors to sell your items for the best price.


I agree with you fully up to this point. However, I have a question about the following:

Quote
Originally posted by Xandria
It could also be a help to balance the game, to keep certain mobs from being over-hunted.  Say there is a mob that spawns (not sure yet how this sorta thing happens yet) close to the outside of town.  Normally, all people would do (at least the newbies) is just run outside of town and kill all of them, run the loot back to town, then go back out again.  If a system was in place for mobs to drop items, then after a certain period of time those items would be worth less and less, because there would be so many of them drifting around the economy.  Most NPC vendors will probably have a minimum buying price, but I think that it would encourage people to explore further out, where more lucrative loot can be found.


Indeed it would help keep the game balanced. However, how is a newbie level 1 character supposed to earn money, when there are so many other newbies selling the pelts of the weakest monsters and cashing in on them? This would drop the price of the pelts so much that following generations of new characters will only be getting 1 Tria for every pelt.

Grakrim

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« Reply #12 on: September 08, 2003, 09:15:26 pm »
Quote
Originally posted by RussianVodka
Yeah
 
I agree that monsters should drop some kinds of items.......

But what happens in some RPG\'s is that a monster like a rabit or a rat may drop a large battle axe. So the game should realy leave the item dropings to orc/ogre tipe of monsters.....

Of course, it doesn\'t make sense for a rat to drop an axe, but maybe rat fur, or rat ears?  

It was the same deal on EQ.  I still fondly remembering raiding CB for CB belts and lego pads, ahh...The memories...
« Last Edit: September 08, 2003, 09:17:12 pm by Grakrim »
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Xalthar

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« Reply #13 on: September 08, 2003, 10:24:13 pm »
Quote
Originally posted by Mogura
Indeed it would help keep the game balanced. However, how is a newbie level 1 character supposed to earn money, when there are so many other newbies selling the pelts of the weakest monsters and cashing in on them? This would drop the price of the pelts so much that following generations of new characters will only be getting 1 Tria for every pelt.


You could solve that by not having the price lowered when more new characters turn in the pelts... I don\'t think a world based economy is so important at that level... You could also just make some kind of \"backyard\" similar to the ones in Anarchy. You start in these backyards, and then train yourself a bit more powerful, and earn some money (just to get you started)

Grakrim

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« Reply #14 on: September 08, 2003, 10:48:08 pm »
Quote
Originally posted by Xalthar
You could solve that by not having the price lowered when more new characters turn in the pelts... I don\'t think a world based economy is so important at that level... You could also just make some kind of \"backyard\" similar to the ones in Anarchy. You start in these backyards, and then train yourself a bit more powerful, and earn some money (just to get you started)

Hmm...A land that consists entirely of newbs? I think that exists... They call it HELL!

Seriously though, it would get a bit lonely in there with all newbs and no elders.  Anyway, do we really want our economy to be based solely on loot? Quests are important too, as are crafting skills.
\" I think you should just follow Grakrim\'s advice ;)\"

\"A universe is enough for more than one opinion.\" - Maxximus