Quests, and player written quests.

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Quests, and player written quests.

Post by Guest » 01 Jun 2012, 07:38

I am well aware of the LIF desire of keeping the game as NPC free as possible, but i am curious on where the team stands on the topic of quests. If the team supports quests, perhaps there could be a place in which forum users could write and post their own ideas for quests?

Example:

Starting point: Smouldering Caravan

Objective: Follow trail of goods to source.

Description: The player finds a destroyed caravan as they are moving along the road, and upon investigation, discovers a trail of pilfered goods leading away from the site. The player must then follow the goods until they come upon a bandit camp and an imprisoned trader. The player must then fight their way through the bandit camp, and rescue the trader.
This quest serves to sharpen the players detective skills, and show them basic tracking.

Finishing point: Imprisoned Trader

Reward: +50g, +25xp, Bandit Mask.


Next quest in chain: No Honor amongst Thieves...


Starting Point: Imprisoned Trader

Objective: Help the Trader escape with the bandit treasure.

Description: The trader tells you that the bandits have a large stash of treasure, and that he will split it if the player helps him steal it. He and the player will then have to use the stealth elements of the game, such as shadow's, sneaking, and Line of Sight to sneak through the bandit camp to steal the bandit treasure. He and the player will then have to sneak out once they have the treasure and, once outside the camp the player will have a choice, Split the gold with the trader plus an item, experience and alignment boost; or kill the trader, and take all the gold, plus experience and an alignment reduction, but no item.
This quest serves to show the player the games stealth mechanics, and also provides the player a chance to establish their moral standing.

Finishing Point: Escaping Trader

Reward: Spare Trader (Good)- +100g, Fine Leather Gloves, +25xp, +25alignment.
Kill Trader (Evil) - +250g, +25xp, -25alignment.

This is just an example, and as I'm not sure what the game mechanics are, I had to improvise, but I hope I got my point across XD.


Bergheer
 
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Re: Quests, and player written quests.

Post by Bergheer » 02 Jun 2012, 10:19

quests would destroy ingame economics (influx of gold). Bounties and quests from real players should suffice.


finalreview
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Re: Quests, and player written quests.

Post by finalreview » 02 Jun 2012, 19:04

The only quest system I could think of working with what I believe is Bobik's vision for the game would have to be along the lines of scrolls found. Some type of rare item found in a chest somewhere in the world that when used tells of the designs of some rare powerful weapon or advanced training of some skill which would increase the rate at which you gain skill points. Any readily available quest that gave gold as a reward would inflate the market greatly and would require a lot more gold sinks to offset it.

In my opinion there should be no quests even the type I suggested.


Proff
 
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Re: Quests, and player written quests.

Post by Proff » 04 Jun 2012, 06:56

Yes, we need to keep in mind that this game isn't your conventional MMORPG - it's a true medieval life simulation, from what I've gathered. Taking that, a "quest" could simply be an exchange between two Player Characters for services and goods. Eventually, we may have a complex crafting system that affords the players great freedom to use their own ingenuity in order to craft superior items and tools.

Simple barter could take the place of "Go kill 10 wolves and I'll give you 50xp and 20 silver pieces." Instead of that, Character A helps Character B to chop down trees and gather logs, and in exchange, Character B helps Character A to dig a well for his house. This will require some roleplaying, of course, and we're OBVIOUSLY going to have griefers who can only have fun by running around sabotaging everything and killing anything that moves.

....We'll just have to find a way around that.


finalreview
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Re: Quests, and player written quests.

Post by finalreview » 04 Jun 2012, 17:50

Proff wrote:....We'll just have to find a way around that.


Overwhelming manpower and superior weaponry :)

Hopefully we will say players migrating and choosing to settle in areas that are under the protection of specific realms/kingdoms that are known for quality protection of its people, and have low crime rates.


Proff
 
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Re: Quests, and player written quests.

Post by Proff » 05 Jun 2012, 17:46

Well, that would emulate a realistic approach to life in those times. The Vikings were, for all intents and purposes, nothing more than griefers and trolls who were only interested in destruction and quick thrills. I guess it would fit the mold alright. Make people invest some considerable time and effort into acquiring the weapons and armor required to go on killing rampages and people will be less likely to sabotage their character's reputation with griefing. Also, the impatient little 11-year-old griefers would never make it through that initial process to gather the equipment needed for their ridiculous play style.


finalreview
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Re: Quests, and player written quests.

Post by finalreview » 05 Jun 2012, 18:24

I was leaning more towards having enough players online patrolling or waiting for a call and then rushing and killing the griefers. No point trying to grief someone if you walk away empty handed and them the better off for your gear. Also I hope the time investment they will have to go through to acquire enough gear to successfully run around killing crafters/unarmed people won't be worth it.


Proff
 
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Re: Quests, and player written quests.

Post by Proff » 05 Jun 2012, 23:13

I can see it now, though: outskirts of a player-built town, dozens of naked human bodies littering the ground like the aftermath of an ogre Woodstock. I hate that so much. Some people will glean countless hours of fun running around naked with a dagger, stabbing random people and doing things they would never do in real life (thankfully.) Games represent different things for different people. For the griefers and trolls, this game would represent a quick way to kill boredom. To others who see games as an art form, like myself, I see this game as having a ton of potential. I want to log on after work and continue building my character's hunting shack out in the woods. I want a band of players to forge an alliance, construct a skeleton of a village, and form a budding government that one day may grow to be an entire Republic. I want players to make their own laws, enforce them in the towns they govern, and dish out justice to players who commit crime. A fully-fleshed medieval life simulation -- that's what we all want, deep down.

It's an ambitious project, and it's teetering on the edge of collapse every single second of the day. Games like this one are avoided by nearly every developer and it's because of the complexity. Ask the developers here: how does one script a crafting system that allows players to use a few dozen materials to create a few hundred types of product, depending on their skill level? Answer: thousands upon thousands of lines of written code. Months of debugging, play-testing, etc. It's enough to drive ya crazy (because I've tried it) but I think it CAN be done. I just don't want some immature little assholes to barge in and start ruining the game. Yes, it's a game, but it can also serve as a community for people who appreciate it.

We'll just have to see how it pans out, comrade.


finalreview
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Re: Quests, and player written quests.

Post by finalreview » 06 Jun 2012, 05:01

hahahah i totally didn't even think about naked dagger grief I see what you were saying now. I feel the same why and agree completely


Bergheer
 
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Re: Quests, and player written quests.

Post by Bergheer » 07 Jun 2012, 06:41

Proff wrote:Well, that would emulate a realistic approach to life in those times. The Vikings were, for all intents and purposes, nothing more than griefers and trolls who were only interested in destruction and quick thrills. I guess it would fit the mold alright. Make people invest some considerable time and effort into acquiring the weapons and armor required to go on killing rampages and people will be less likely to sabotage their character's reputation with griefing. Also, the impatient little 11-year-old griefers would never make it through that initial process to gather the equipment needed for their ridiculous play style.


you know vikings weren't trolls, they played an import roll in creating traderoutes between the north of europe and the mediteranean :huh: .


Proff
 
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Re: Quests, and player written quests.

Post by Proff » 07 Jun 2012, 08:02

I know, it wasn't a perfect example, but it remains partially valid. Vikings, as they are popularly known to us, weren't interested in settling down and growing crops. They had some capacity for peace and diplomacy, but that isn't what appealed most to their culture. They reveled in warfare -- finding stuff to take with brute force -- no one can deny this. It's synonymous with the actions exhibited by a troll or a griefer. Trolls/griefers are only interested in quick, easy and cheap modes of entertainment. They do not invest, they do not think it through, they do not consider the ramifications - all they do is take action, then and there, just for the shits and giggles.

My logic remains sound.


Guest
 

Re: Quests, and player written quests.

Post by Guest » 13 Jun 2012, 06:43

i see your points, quests would not be true to the LIF image. Yo ho ho a pirates life for me!

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