Quest Tomorrow around 2-3 pm GMT +0
Moderator: Game Masters
Re: Quest Tomorrow around 2-3 pm GMT +0
Do something with the quest deeds, make monsters without loot and im sure you'll get a whole lot of peeps to join quests
Philip Azevedo:
na dude, fu*k uni... that shit wont lead you anywhere
pang on the otherhand....
na dude, fu*k uni... that shit wont lead you anywhere
pang on the otherhand....
Re: Quest Tomorrow around 2-3 pm GMT +0
+1000Dargon wrote:make monsters without loot
i don't care if at the moment quest deed is crap and there's no loot making it crap overall. it's a quest, people should like to join it just for the fun and the atmosphere if it can be created
you can do this even before the "new" quest deeds. heck, remove the quest deed even, atleast the people that will join want to join for the fun
Re: Quest Tomorrow around 2-3 pm GMT +0
Would anyone actually go to a quest if there was no loot? I seriously doubt it. The quest deed will have to be pretty damn good for most people to bother. Otherwise it's just a waste of time/resources. Most of the time quests are not exactly fun either, and the only reason people show up is the loot.
Re: Quest Tomorrow around 2-3 pm GMT +0
If i remember correctly reworking the quest deeds are already on to-do list, also this idea has been suggested several times already. Currently things are just how they are.Ranokan wrote:Just a suggestion, either remove the party systemor make quest monsters to not carry loot and award better in the end.
It is quite unfair that often I spend time killing the mobs (and even do alone more damage than others separated) and not be able to loot a single thing because I have not a big enough party. Seeing always the same party looting because of their numbers and more ods to loot is not fun at all.
Feedback on the quest, it was quite nice except i realy hated two tiling monsters... and healing curse... I liked how there was some sort of story for it and so on.
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Re: Quest Tomorrow around 2-3 pm GMT +0
I was thinking about this recently and what about a system where:Dargon wrote:Do something with the quest deeds, make monsters without loot and I'm sure you'll get a whole lot of peeps to join quests
As a gm/admin you have a command where you can set a zone(s) as "Quest Zones" where mobs within that zone do not drop loot, this should be fairly easy to do, I was thinking basically a coordinates command like:
.QuestZone X1 Y1 X2 Y2 (In game would be ".QuestZone 1244 153 1704 1758" for instance if you were running a quest within Britain. Within the quest zone, mobs do not drop individual loot, instead it is all tallied up and added to a pool where at the end of the quest everyone who was present for the quest receives a Chest where everything, (hides, gems, gold, etc...) is divided by the players in attendance. The chest would have no weight limit and players would be unable to insert items into it and have a two day duration before it poofs. It would work essentially as a bank box where you can open it cause the item is in your pack but a completely different container than your bank box and again unable to insert items into it. This would mean that it would weigh nothing in the players back pack and still the players who were awarded these chests could access the goods. (The technical aspect to how the chest works needs responses from scripters, players need not get bogged down in how it is done server side, it's just how I would make such a system.)
This system should ideally take into account who was there for the whole thing and who wasnt so there would probably be other maths involved such as time spent at the event and what not. Ideally someway of marking players with a prop that says they were on the quest for this date would be needed to differentiate those who are just standing around in the zone and those who are not. It sounds super duper complicated, I don't think it really is and the main problem is the lack of ability on my part to condense my ideas.
What this means for the player would be less time running around looting stuff. As for rarer items such as cloths and skill books and the like those could be handled either by the same system that randomly awards a player(s) with 1 of the cloths or books that drop OR through the quest deeds.
The quest zone command could be taken a step further where you could have it be almost like a quest master's tool where he could do more than just a 'no drop loot zone' but also as a 'no mobs loot zone' so mobs dont loot players items. 'no pvp zone'/'pvp allowed zone' where attacking players is either allowed or not allowed, basically in the hit script if you try to attack someone who has an ip address it either just doesn't let you or does no damage and gains no skills for it. Though this more grandiose picture I have for it would require some gump making action but it would/could be a handy tool for staff who want to run quests, obviously other ideas could be added to it.
I think no loot from mobs would be best and even making mobs not loot players that way less time is spent picking up pieces of armor/jewelry/clothes and trying to find out who they belong to. It makes more a much more fun quest experience as long as there is a system that evenly distributes all the loot that potentially could of dropped at the end of the quest to those players who were at the quest. (Sorry probably an idea for the idea forums but I just started typing it and here it is, plus I don't know what quest running tools the staff already have.) I would have loved something like this when I was an admin many moons ago on other shards.
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Re: Quest Tomorrow around 2-3 pm GMT +0
Good ideas Callum.
Hmm.. An additional advantage with the questzone is that we could make player corpses not decay for the duration of the quest. The problem with defining a zone is that the quest is limited to that zone though, which in many cases is quite limiting. And what if the mobs leave?
Secondly, what about latecomers to the quest?
And thirdly, the mobs loot may not always correlate to it's difficulty. You could take a daemon and customize and boost it to all hell for example and the loot would suck.
I really like the loot idea though.. It seems like a great way to make the system fair. Maybe we could implement an additional gm command for customizing loot or something. Needs some thoughtwork.
Hmm.. An additional advantage with the questzone is that we could make player corpses not decay for the duration of the quest. The problem with defining a zone is that the quest is limited to that zone though, which in many cases is quite limiting. And what if the mobs leave?
Secondly, what about latecomers to the quest?
And thirdly, the mobs loot may not always correlate to it's difficulty. You could take a daemon and customize and boost it to all hell for example and the loot would suck.
I really like the loot idea though.. It seems like a great way to make the system fair. Maybe we could implement an additional gm command for customizing loot or something. Needs some thoughtwork.