> - Yes, there should be some in game mechanism to see quests I've signed up > for. This is purely a convenience function - sure, in real life, there > isn't a list floating about saying everything I have to do, but this is a > game. If there is no such list, then more likely I'll end up having to > write stuff down out of game, which IMO isn't good. In the past some folks > have said that crossfire should be more immersive and played full screen, > but if in order to track stuff I need to record things out of game, that > will remove some of the immersion.
Done for quests. Coming soon for more general knowledge. And hopefully client-side explicite interfaces could be added to make it more game-like and less text-like. > Note that some of the quests may be more or less explicit in what to do. > I could imagine some NPC saying 'if you kill a bunch of orcs, I'll do ...'. > Under a quest, that could be listed as something like 'orc bounty', and > description is to kill a bunch of orcs, but up to player to figure out how > to do that, and may have to explicitly go back to the quest giver to see if > they have done a sufficient job. Up to the quest designer :) > I'd note that alchemy currently has this problem - if you find a formula, > you need to record it out of game, which IMO isn't good. Will be fixed as soon as I clean my code :) > - For active quests, probably easiest to only do one active one, if that > is giving hints (like map locations). Otherwise, if you are trying to give > map locations for 3 different ones, you need some way to clarify what hint > is for what quest. Yup. > OTOH, this could be more a client/interface issue. The quest information > as transmitted to the client could contain this map hint, but it is up to > the client to know how to display it, and if it can display multiple points > at once, maybe let it do so? Yup too. > I guess the question might be whether the server actually cares what the > active quest is or not. Right now, no - quest functions I added a low-level, and don't concern at all with this kind of things. > - One other note, which isn't listed, but isn't not listed either - > multiple exclusion quests. Eg, both the fighter and wizard guild may have > a quest to do something, but because they are competing interests, should > only be possible to complete one of them. What this means: > - It may be possible to get both of them given to you, but once you > complete one of them, the other is automatically removed from lists of > quests. - If you have completed one of them, you can't get assigned the > other one. Quest design issue, up to quest writers :) > - Last point: It may be worthwhile to note if a quest is repeatable or > single instance. I'd think most can only be done once, but I could imagine > a few where you could repeatedly do so. Maybe this is just a definition of > quest states. Same, up to quest writers :) Nicolas -- http://nicolas.weeger.org [Mon p'tit coin du web]
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