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Temporary Quests Written by Players

Posted: 29 Sep 2009, 08:14
by Wombat
I'd like to start thinking up temporary events that could be drafted up to run on particular days or for a temporary amount of time. It is not my intention to create an event that would conflict with the permanent storyline. It would basically be a more advanced version of player guided events. Would there be a likely chance that this stuff could be accepted if it was created correctly and not intended on becoming permanent? What would the limitations on quest prizes be? Should they be based on the players sinking their own resources into them? I wouldn't mind sinking a million gold pieces or a couple rares into making an event like this launch. What are some basic parameters of drafting temporary quests so they wouldn't unbalance the game?

Re: Temporary Quests Written by Players

Posted: 29 Sep 2009, 08:43
by Wombat
So here goes an idea. Create 1-3 "boss" monsters and 1-3 quest items that would only exist for the purposes of these temporary quests. They would be unique to these quests to avoid compromising the storyline or already existing rares.

The Quests could be designed in skeleton form where the players would insert the npc text, but not have to do much to change the basic scripting, so it would be easy to "fill in the blank". Example skeletons that could be created: 1. hide and seek 2. kill the boss 3. trivia 4. deliver item.

Hopefully this doesn't seem too confusing.

Re: Temporary Quests Written by Players

Posted: 29 Sep 2009, 09:15
by Wombat
Last thought of the night on this. These temporary quests with their "unique monster" and "unique item" stuff could just be a recolored version of something that already exists, so developers wouldn't have to go out of the way to make this stuff happen.

An example: On the Xth day of the month there will be a Hunt. A magician has created a small army of blue scorpions to defend their haven. The player must get 20 blue scorpion stingers to break the barrier into the magician's haven. Upon defeating the magician, the player gets a key that unlocks the treasure chest in the room. Whatever quest item that makes sense could be granted inside it.

Re: Temporary Quests Written by Players

Posted: 29 Sep 2009, 15:04
by Crush
So what you are really suggesting is a "quest builder" which allows to auto-generate common quest types?

This might also be interesting for developers.

But I am not sure if it would ba a good idea to allow players to use this system. There would be need for a way to filter out inappropriate and low quality content. The only reliable way would be by a human. This means additional management work + lots of additional drama.

Re: Temporary Quests Written by Players

Posted: 29 Sep 2009, 15:27
by Cotillion
Crush wrote:So what you are really suggesting is a "quest builder" which allows to auto-generate common quest types?

This might also be interesting for developers.

But I am not sure if it would ba a good idea to allow players to use this system. There would be need for a way to filter out inappropriate and low quality content. The only reliable way would be by a human. This means additional management work + lots of additional drama.
"The Mana World - Feel the Drama growing inside you!"

Re: Temporary Quests Written by Players

Posted: 29 Sep 2009, 16:20
by Ceros
On topic: Wombat, I like this idea. Perhaps a thread where players could submit quest ideas and then once a month or once every two weeks someon from the dev section could go through and weed out the dumb/impractical ones and then set the rest to run on a schedule.

(Some sort of framework that would allow for random events could also be dual purposed for the 'Anti-botting' mini-random event, could it not?)

Offtopic:
Cotillion wrote:"The Mana World - Feel the Drama growing inside you!"
I prefer: "The Mana World - LOL dramabomb, whuts that?"

Or perhaps "The Mana World - iten pls, GMs SUCK, giv more updatez"