> It looks like I didn't expressed myself clear enough. > > Every player should be able to do every quest exactly once. It's a multi > player computer game, so we can't deny other player for example to do > the pup_land quest because another player already made it. > > But after you made it, it's over for this character. Let it at least be > logical for a single player.
Ok, I indeed didn't get what you meant :) > That's not what I meant. For example you solve a quest where you have to > slay a dragon and rescue a princess. If you leave the dragon hoard > behind and you enter the dragon cave a second time (after map reset), > you shouldn't find treasure nor the princess there. The left behind > treasure vanished, because others took it after the dragon is dead and > the princess, because you rescued her. But then how do you handle parties? Player 'dragon' does the quest, then later parties with 'dwarf' who didn't yet do the quest - what happens? > This could be done by a new function which removes all the stuff if you > enter again, or by a second [empty] map, or by teleporters (not the best > choice because the player is able to charm the monsters "outside" of the > map) or whatever. Code, that's boring, let's first define what we want ;) > Sure, but I like the idea of a storyline. You have to finish a quest > before you're able to start the next one, like it's made in the scorn > castle. If those quests just let you finish them once, it would be even > better. :) Having "chained" quests, like Scorn royalty, sure. Ideally, we'd have many many quests, influencing each other - if you get back some item for someone, you can't do another quest requiring you to have destroyed the item. But this requires much content writing :) > And once again. This doesn't mean that every map has to be part of a > quest. Random maps for treasure and levels are still welcome. *nods* Nicolas -- http://nicolas.weeger.free.fr [Petit site d'images, de textes, de code, bref de l'aléatoire !]
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