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A in-game questing system

Posted: 09 Feb 2011, 13:58
by GonzoDark
I looked around on the forum and could not find a prior suggestion to this subject..

But I think we need a in-game questing system, where we can see what quests we are currently doing, and what we need to do to complete them.

Otherwise, if we go offline and then come back some days later - we will have no idea of what we were doing.

I suggest something like this:

Image

On that list you can see what your active quests and completed quests are.
If you for example click on Mikhail, then another window will pop up with more information regarding that quest.

// GonzoDark

Re: A in-game questing system

Posted: 10 Feb 2011, 04:51
by noelleionscowl
That takes away the fun of discovery!

Clicking on the NPC to have it tell you the next step and where to do it is kinda boring.

Re: A in-game questing system

Posted: 10 Feb 2011, 05:17
by salmondine
Not really taking fun away.
Rather, not having it takes fun away, I'll explain my thoughts.
For instance how do I tell which of may chars has started the yeti quest, or completed it without starting it.

really I have done it 3 times and have 4 chars who could do it but the effort in figuring out which to take there has made me put off repeating the quest another time.

Many of my chars have initiated quests and been in the middle of it when an event began...
after the event, I have to retrace many steps to see where I am...this is not fun, it is tedious.

with multi-accounts the quest tracking problems multiply exponentially.

KOL has added this as a feature on their game and life is much simpler and happier. =]

Re: A in-game questing system

Posted: 10 Feb 2011, 07:00
by Crush
salmondine wrote:KOL has added this as a feature on their game and life is much simpler and happier. =]
Who or what is KOL? A new TMW fork I haven't heard of yet?

Re: A in-game questing system

Posted: 10 Feb 2011, 07:40
by salmondine
sorry should have made that clear.
KOL = Kingdom of Loathing...online browser based game with intentionally bad art and worse puns.

Re: A in-game questing system

Posted: 10 Feb 2011, 08:47
by Crush
Ah, right. Kingdom of Loathing. A really fun game with hellish complexity under the hood.

Well, I think that there is no reason to question the need for a quest log. There are almost no RPGs nowadays - single or multiplayer - which don't have one. So it's pretty much expected to have one.

The question is not if we should have one but rather how to implement it.

I think a simple and sufficient way to do it on tmwAthena without needing any server-sided hacking would be to control the quest log through "magic strings" in NPC dialogs. The downside would be that there is no way to filter them for clients which don't support them yet.

Re: A in-game questing system

Posted: 11 Feb 2011, 12:27
by GonzoDark
I guess someone could add it to the roadmap on mantis? or is that system only used to report bugs?

Re: A in-game questing system

Posted: 11 Feb 2011, 12:51
by Crush
Because this is a technical problem please add it to the mantis of the Manasource project.

http://bugs.manasource.org

Re: A in-game questing system

Posted: 11 Feb 2011, 14:52
by rootwo_62
We at KathetiOnline are currently working on something like this, the alpha will be up in a month or so, for people to actually play on the server. You can join now and test if you'd like.

Re: A in-game questing system

Posted: 11 Feb 2011, 15:24
by Bertram
Hi,

The issue in mantis already exists:
http://bugs.manasource.org/view.php?id=145

Help appreciated.

Best regards.

Re: A in-game questing system

Posted: 11 Feb 2011, 15:39
by Crush
rootwo_62 wrote:We at KathetiOnline are currently working on something like this.
1. Who is "we"? Anyone know in the Manasource development community?
2. When you develop a client feature which would also be useful for other servers it is always better to contribute the patch to Manasource instead of maintaining a separate fork of the client.
-You are saving yourself a lot of maintenance work with merging the other commits from the mainline into your fork
-You are helping the players who don't need to install a separate client for every server
-You are helping the other servers because they can also use this feature
-The other servers will help you to test, debug and improve the feature