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Post by mcpatriot on Aug 10, 2006 16:00:48 GMT -5
If players are creating the quests, be it a bounty on an enemy, or an order of 100 stacks of leather, what is the process of connecting the quest-givers to the quest-takers?
Personally, I'd think that a central listing would work pretty well. Think like an Auction House interface with tabs for "Bounties" "Resource Gathering" etc.
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Post by azgalor on Aug 10, 2006 16:13:33 GMT -5
That would be an excellent idea, though tying the quest giver to the quest taker would be a little more difficult. I think the basic idea would just be to see a quest, think you can do it, and go attempt it.
That way, you won't know if another player got to it before you, which could create a new dynamic altogether. You see a player with the quest items you were looking for, so you present arms in an attmpt to complete it before him. A very interesting possibility, though the quest would have to be *worth* fighting over...
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Post by mcpatriot on Aug 10, 2006 16:30:02 GMT -5
well, bounties and resource gathering are the first potential quest types I've thought of.
For Resource quests, it could be as simple as alowing a crafter to say "Buying Leather at 10 gold per unit, up to 1000 units." So that anyone can turn leather until that 1000th unit. The crafter would have to deposit the gold to cover the transaction. I think that would be a good alternative way (besides traditional AH/peddling/etc) to connect suppliers and manufacturers.
To complete a Bounty quest, you'd turn in the head of the target. That way, if someone else killed the original bounty hunter, they could turn in for the reward.
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Post by azgalor on Aug 10, 2006 16:34:21 GMT -5
Exactly. You are agreeing with my thoughts in perfection, really. But sometimes, you wouldn't even know if your bounty had been killed, and you'd end up walking into an empty home, while the original hunter is collecting on the reward. It would make the system much less idealistic and much more realistic.
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Post by therayven on Aug 10, 2006 17:01:07 GMT -5
and you'd end up walking into an empty home, while the original hunter is collecting on the reward. It would make the system much less idealistic and much more realistic.
In which case you could steal from/intimidate/murder him to get the quest item (i.e. victim's head).
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