Re: [crossfire] Quest-based leveling?

2012-03-18 Thread Mark Wedel

On 03/18/12 02:39 PM, Nicolas Weeger wrote:

Hello.


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.


The idea being that instead of leveling, one would do the quests, and level
almost like a side-effect.


Of course that'd require quite some work to rebalance things, and write many
quests.

Especially since one can imagine quests forbidding to do others, variations,
and thus.



How does that feel?


 Many other games do include experience as a reward for quests.  That doesn't 
necessarily make it a good approach (nor bad), but does imply that others have 
thought of it and considered it an OK approach.


 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.


 If this is additional reward, then this in some ways makes the game easier - 
you are getting all the same experience as before, and now get more when that 
experience is associated with a quest.  So this in some ways makes things easier 
(how much is hard to say).


 If this is a replacement, then I think this is more complicated - one has to 
make sure there are enough quests (or the quests are repeatable) to be able to 
gain sufficient exp.  It also means that maps which are do not have a quest 
really just become places to hunt for items/gold.


 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).


 I'm presuming (but could be wrong) that in all cases, the reward is some 
amount of exp, and not a percentage of a level.  Otherwise, a player that holds 
easy quests until late in the game gets potentially a lot more exp for 
completing those quests.



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Re: [crossfire] Quest-based leveling?

2012-03-18 Thread Kevin R. Bulgrien
> Hello.
> 
> 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.
> 
> The idea being that instead of leveling, one would do the quests, and level
> almost like a side-effect.
> 
> Of course that'd require quite some work to rebalance things, and write
> many quests.
> 
> Especially since one can imagine quests forbidding to do others,
> variations, and thus.
> 
> How does that feel?

It sounds like an intriguing way to bolster the game play experience for 
people who aren't as much in to the hack/slash/grind.  It also sounds like a
lot of work, though probably not the kind of work that makes balancing the
rest of the game harder, so probably not a big deal.  Conceptually this kind
of thing could feed a class... dunno... bard, adventurer, or something, and
the class could make one of the less used races more valuable by having
pluses to questing (vs fighting or magic, etc.).

Then again, I'm not sure the recent half-way done "balancing" and adding
new features is the way to go with crossfire. There seems to be a lot of
new code but little follow through that may not really do much for the
game.  There seems to be a huge split in whether people actually want to
play "trunk" over "branch".  It might do the project good to figure out why
people have trouble with trunk and work on resolving those things.

I'm not saying that working this kind of enhancement is bad per se.  It
could be a way to actually put into use some of the features added over
the past few years.  It does, however, seem important to at least mull
over the problem of why branch seems to be preferred by a segment
of the game-playing population.

I think I'm much more for this than for a lot more sweeping changes to
established crossfire characteristics that are very hard to balance for
fun and whatever else.
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Re: [crossfire] Quest-based leveling?

2012-03-18 Thread Rick Tanner
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> The idea being that instead of leveling, one would do the quests,
> and level almost like a side-effect.

So what you propose a player would only gain exp when the complete a
"milestone" in a quest - such as recover an item, slay a specific
monster, etc.?

Instead of gaining exp for all the monster slaying, item
identification, and other skills - it would only be when the quest
objective is reached?

I had a brief experience with a game system like this.

The things that made it not very enjoyable (in my experience) was some
of the following:

Would need to find a group to solve a quest, only to have a person
leave early or a bad member/player and the whole group would not
achieve the objective - thus no exp.

Server crash in the middle of a quest (especially a multiple hour
one), would have to start over with no exp gained yet.

Could not just quickly log in for a few minutes or hour or less and
make progress after level 5 (might have been 10?)  Would have to set
aside multiple hours in order to play in order to accomplish something.

This game also made changes so that money and item rewards were only
obtained when quests were completed.  Side tangent, but just an FYI.



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[crossfire] Quest-based leveling?

2012-03-18 Thread Nicolas Weeger
Hello.


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.


The idea being that instead of leveling, one would do the quests, and level 
almost like a side-effect.


Of course that'd require quite some work to rebalance things, and write many 
quests.

Especially since one can imagine quests forbidding to do others, variations, 
and thus.



How does that feel?



Regards

Nicolas
-- 
Mon p'tit coin du web - http://nicolas.weeger.org


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