Quest NPC Indication

Content and general development discussion, including maps, quests, and server code from the development team.
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Jumpy
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Re: Quest NPC Indication

Post by Jumpy » Tue Jul 21, 2009 1:26 am

i think talkin over an aver on npc is a good thing as you have to go back again and again to all npc's in order to get and reach the quests

makes the game more intersting and npc really part of the evolovong game

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Rotonen
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Re: Quest NPC Indication

Post by Rotonen » Tue Jul 21, 2009 8:16 am

Enchilado! wrote:What about.... talking to them, and trying to find out? Nah, that's waaaay to original.

~sigh,
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That's way too 80's game design.
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Len
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Re: Quest NPC Indication

Post by Len » Tue Jul 21, 2009 10:07 am

Rotonen wrote:
Enchilado! wrote:What about.... talking to them, and trying to find out? Nah, that's waaaay to original.

~sigh,
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...like the original Everquest original!

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Enchilado!
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Re: Quest NPC Indication

Post by Enchilado! » Wed Jul 22, 2009 9:22 am

Er, I meant how it is atm*...

~isn't that, really, the best way?
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John P
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Re: Quest NPC Indication

Post by John P » Fri Jul 24, 2009 4:35 pm

I like the idea of the NPC indicating something new to say.

As RP, the icon concept (which could also be some kind of particle effect now) replaces a real life notion of a person trying to get your attention.

What I mean is, in the real world if a person had something to talk to you about they might shout "Hey, Enchilado, I've got some news!", or they might whistle or wave you over. But then, the NPCs could do these things as well. Automatically pop up a dialogue box when you are within range (which would be cool actually) or appear animated when they have something new to say (definitively not as cool).

The downside to this idea is that there are some NPCs that you would rather not talk to at all, and they would always have an icon and that would be bothersome, or they would pop up to you when you intended to walk right past them. It should only happen once, but still.

Long story short I am for this idea (or automatic pop up dialogue).
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Jaxad0127
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Re: Quest NPC Indication

Post by Jaxad0127 » Fri Jul 24, 2009 6:53 pm

John P wrote:I like the idea of the NPC indicating something new to say.

As RP, the icon concept (which could also be some kind of particle effect now) replaces a real life notion of a person trying to get your attention.

What I mean is, in the real world if a person had something to talk to you about they might shout "Hey, Enchilado, I've got some news!", or they might whistle or wave you over. But then, the NPCs could do these things as well. Automatically pop up a dialogue box when you are within range (which would be cool actually) or appear animated when they have something new to say (definitively not as cool).

The downside to this idea is that there are some NPCs that you would rather not talk to at all, and they would always have an icon and that would be bothersome, or they would pop up to you when you intended to walk right past them. It should only happen once, but still.

Long story short I am for this idea (or automatic pop up dialogue).
Automatic dialogs get in the way of other things, so no, not for quest indication. Maybe let NPCs whisper players (not using the tab system, of course).
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Rotonen
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Re: Quest NPC Indication

Post by Rotonen » Sun Jul 26, 2009 7:33 pm

Just an overhead particle for NPCs, please.

It's a tried solution which works. Proven in many games.
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Re: Quest NPC Indication

Post by DumbDude1994 » Tue Aug 11, 2009 3:41 am

look u could always have an option in settings to turn off the indicator like fable 2 u can turn off the direction indicator or leave it on
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