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Improving quests.

I suggested it once already, but got no response (It was suggested on a related topic)

Is there any chance of having several maps for each quest (like the trogs one) so when we take a quest, the map is being chosen by random. Thus, you get each time a different quest. (This allows the quest vary, with like, now more spellcasters, more fighters or more beasts)

It will add more interest in different quests as well, as gives the opportunity to taste more concepts in terms of questing. (Suddenly, even the most experienced is dealing with a map)

I'd rather just have more new quests. This is possible to do, you could maybe script a door to take you to one of 3 places when entered, but have all the exit doors return you to the same start area, etc. But if you leave the area and return it would have to be scripted to recognize which of the areas you were in. It seems like a lot of work that would be better spent just making new quests, that way when you're bored of one, you have more variety to choose from.

but it triple the size of the module, so thats always a consideration; what I suggest is:

random traps;

random "mini" boss.

Adding a certain amount of randomness, if not a whole new map, would certainly be good. Stops people metagaming quite so much, and adds a bit more nervousness (even if it randomly makes it easier, because you never know if it's just going to be a walkthrough and then suddenly a level 20 boss..)

Randomness can come through:

Minibosses, Secret Passages that don't always show up, end boss spawning in one of several places, widening the area and making two maps on one "area" which has less bloat and allows for one of two custom "maps" essentially for the quest, I also really love the way Hoar was changed so you can do the quest--but if you want continue on to face a much HARDER quest.

I would assume that the Infinite Dungeons premium module might have the coding needed to do something like this.

Though I think it would take a massive amount of time for the DM's to basically remap the quests to be random. But the secret passages randomly appearing might work.

Personally, I'm split on this idea.

I prefer the idea of random spawn points, random secret passages and random bosses, to be honest.

Entire random quest areas would be damned huge to script.

JUst make the quest people take a different door. for example on the arabel server they're certain quests that changes map paths. like 3 different routes. and each route has a different type of enemy. 1st route badgers ((for example)) 2nd route rouges assasins. 3rd route goblins. there is a random thing for this and you could end up taking the same door your entire charctor life.

with ogres i would suggest making it say dependant on char lvls. see if there mostly low lvl chars doing the quest remove the mages. if there a few high lvl chars add a mage or two. if there all high lvl put several mages. same with trolls

WIth the Chosen quest lets say there more mini bosses if there is a higher lvl.

these are simply suggestions from other servers that have donee it.

Thomas_Not_very_wise

with ogres i would suggest making it say dependant on char lvls. see if there mostly low lvl chars doing the quest remove the mages. if there a few high lvl chars add a mage or two. if there all high lvl put several mages.same with trolls

thats already implemented.

djspectre I would assume that the Infinite Dungeons premium module might have the coding needed to do something like this.

I've looked through the infinite dungeons scripting and coding ( back in the time when I understood scripting fairly well) and it was like being a ten year old going through your parents last year of university maths notes....If anyone other than from bioware understands how infinite dungeons works, I'll be impressed. Also, imagine the time it will take for it to generate a new area? Would you want to wait 2 minutes for the server to catch up everytime a group somewhere on the server entered a quest area?

Mort
Thomas_Not_very_wise

with ogres i would suggest making it say dependant on char lvls. see if there mostly low lvl chars doing the quest remove the mages. if there a few high lvl chars add a mage or two. if there all high lvl put several mages.same with trolls

thats already implemented.

It is?

Quest difficulty scales to the size and level of the party, yes.

With the idea of simply rearranging dungeons via computer mechanics, you face the same problem as the Dark Cloud games, the dungeons make little to no sense, you'll end up with things like corridors, which don't actully lead anywhere, which then begs the question as to why it was made in the first place and such. For most quests, if you stopped and studied the surroundings carefully, you could actully tell what every room was used for

"Ah, this must be crazy Jane's kitchen, ah, and this is her bedroom" "Whats that?" "It's labelled "Water Closet", might be worth checking out"