On Sun, Mar 18, 2012 at 09:25:13PM -0700, Mark Wedel wrote: > On 03/18/12 02:39 PM, Nicolas Weeger wrote: >> >> I'm wondering whether it'd be nice or not to have some "main quests", maybe >> related (like Scorn's nobility quest), that would enable a player to level >> through them. >> >> [...] >> > > What is not clear from the above (and some followups suggest this > confusion) is whether these exp reward are in addition to the exp one > gets from killing the monsters, disarming traps, etc, or if this is > basically replaces the way a characters gets experience. > > [...] > > A middle approach could be taken - the exp one currents gets from > killing monsters and other tasks is reduced by some amount (exact amount > hard to say) because a character now gets exp from the quests. The > amount of reduction and the reward for quests would likely be determined > based on the targeted mix for quest vs non quest exp. For example, if > the target is 50% quest, 50% non quest, then exp from monsters, etc is > reduced by 50%, and the reward for the quest is 50% of a level (presuming > 1 quest per level - 25% of 2 quests per level, etc). >
Reducing exp from monsters in general might scare away those players that do like hack&slash over questing. That "middle approach" is IMO a good approach that could be activated selectively for "quests" that deserve that name, e.g. by setting a map value to the fraction of exp that's gained immediately as before. The rest of the original exp could be added to a "quest experience pool" for that quest in the player inventory. When the player reaches a goal or milestone in a quest, that pool could be flushed to the player exp. That approach would still yield the same amount of exp for players that do hack&slash through a quest *and* finish it. Jochen _______________________________________________ crossfire mailing list crossfire@metalforge.org http://mailman.metalforge.org/mailman/listinfo/crossfire