Quest Book

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dino
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Quest Book

Post by dino »

Maybe I just missed it and its allready possible if not, i would like to suggest:

A "quest book" where all the quests you have accepted are written down automatically so you can allway look into it to check if you need 5 or 10 of those candies to make a snowman happy. You can just ask google but having it ingame would be better, imho :)

And you could have a list with all the quests you completed. Its nice to have statistics about your char and look back.

Maybe it could be called "diary" and is written chronological. With all quests /when started, when finished) together with a timestamp saved.

I would love it,
what do you think?
Sondra Metcalf
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Re: Quest Book

Post by Sondra Metcalf »

Maybe it could list what you need to collect for them as well. Sometimes too many quests at once, gets confusing. But otherwise good idea.
dino
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Re: Quest Book

Post by dino »

Do you mean it should list what you need to collect summized for all open quests? Might be cool as well but more work to implement, i guess.

For each quest i would suggest it should just show an excerpt of the talk with the NPC.
Kill3rZ
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Re: Quest Book

Post by Kill3rZ »

I like!

+1 from me
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Nadja
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Re: Quest Book

Post by Nadja »

Could be a separate option or included with this but magic spell-words could be included amongst the entries to the quest book/journal.
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Galadriel
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Re: Quest Book

Post by Galadriel »

imho

i've been asked by new players how they can keep tabs on their current quests. which is easier to say?

1. "Locate the NPC you think gave you your latest quest (if you remember where it is), and speak to it. it should remind you of what you need."

2. "Press the *** key and you'll see it's all there."

regards
"Spoken like a tru lover of the beast" --zyperz, one time member of Corum's party. A little projection there, zyperz?

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fate
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Re: Quest Book

Post by fate »

Hi,

a quest book is a good idea, but it is very hard to retrofit. There are two reasons for this:
(a) there is no central repository of knowledge that concisely outlines how which quest state is stored. Due to technical limitations, some of these states are heavily encoded-- for example, the magic quests are compressed into a small number of words to save space.
(b) some quest information is not actually recorded as state. Thus, the game does not know that you know about something, and thus can't show you this information. (This could be fixed, of course.)

This is something that would be easier to add for tmwserv, especially if the language used to describe scripts were heavily stylised, rather than fully free-form (one thing that programmers often forget is that restricting one's language makes it easier to reason about programs in that language.)

In summary: if there is a volunteer who wants to work on that (and who accepts that not everything can be made visible), then it's possible to implement this to some extent as an NPC or a special-purpose spell. I would be surprised if any of the current developers were interested in volunteering for such a task, as this is a `polishing' task at a time where there are many, many more serious (more challenging, more interesting (for developers)) things left to be done.

If anyone is interested in helping out with quest scripting in the future, then this might be a great way to get started, though. :-)

-- fate
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