Difference between revisions of "Talk:Quest"
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= Style | = Style = | ||
Quest ask/finish messages are in the third person, so if an NPC speaks, it should be in quotes. | Quest ask/finish messages are in the third person, so if an NPC speaks, it should be in quotes. | ||
* Incorrect: It's dangerous to go alone, take this. | * Incorrect: It's dangerous to go alone, take this. | ||
* Correct: The Master-at-Arms looks you over. "It's dangerous to go alone. Take this". | * Correct: The Master-at-Arms looks you over. "It's dangerous to go alone. Take this". | ||
= Works As Intended = | |||
This section enumerates issues that, at least for the time being, are working-as-intended. | |||
* Changing the quest name in the quests.yml file breaks quest progress (a new name will generate a new UUID resulting in disassociation in the database. So do not casually rename quests, even if they are poorly named. | |||
* The order of the quests in the quests.yaml file matters. Quests that refer to other quests must appear later in the file. | |||
* The rewards for the quest are not stated mechanically, so it is up to the author to include flavor text which indicates the reward (if this is required). It's our general impression that most players most of the time are going to require a clear explanation of the reward of the quest. This is a contentious point re: [[Reputation]]. [[CaptainOHair]], who in general wants all information up-front all the time because he fears and hates mystery, wants quests to clearly state all rewards. | |||
= Limitations = | = Limitations = | ||
This section enumerates issues / limitations that would improve the game if they were otherwise. | |||
* The | * The NPC quest-givers do not filter their advertisement based on requirements when they offer multiple quests; they only filter if the player has completed the quest. It is only when the player attempts to take the quest that they are told they cannot. This is bad design resulting in a tedious play experience. | ||
* It would be nice to be able to give/take items in terms of the stages of a multi-part quest, as giving items and turn-ins as it stands require multiple quests, which is clunky. For example, the captain ought to send the player to the master-at-arms, who then gives them a sword, and then they go to the zombie field. Right now this requires two quests, one to complete to get the sword, and then another one to pick up to go kill zombies out in the field. | * It would be nice to be able to give/take items in terms of the stages of a multi-part quest, as giving items and turn-ins as it stands require multiple quests, which is clunky. For example, the captain ought to send the player to the master-at-arms, who then gives them a sword, and then they go to the zombie field. Right now this requires two quests, one to complete to get the sword, and then another one to pick up to go kill zombies out in the field. | ||
* quests.yml is currently one huge monolithic file, but this would be a lot simpler to work with if it was split into per-zone files - like for search/replace within a zone. |
Latest revision as of 23:33, 21 December 2021
Style
Quest ask/finish messages are in the third person, so if an NPC speaks, it should be in quotes.
- Incorrect: It's dangerous to go alone, take this.
- Correct: The Master-at-Arms looks you over. "It's dangerous to go alone. Take this".
Works As Intended
This section enumerates issues that, at least for the time being, are working-as-intended.
- Changing the quest name in the quests.yml file breaks quest progress (a new name will generate a new UUID resulting in disassociation in the database. So do not casually rename quests, even if they are poorly named.
- The order of the quests in the quests.yaml file matters. Quests that refer to other quests must appear later in the file.
- The rewards for the quest are not stated mechanically, so it is up to the author to include flavor text which indicates the reward (if this is required). It's our general impression that most players most of the time are going to require a clear explanation of the reward of the quest. This is a contentious point re: Reputation. CaptainOHair, who in general wants all information up-front all the time because he fears and hates mystery, wants quests to clearly state all rewards.
Limitations
This section enumerates issues / limitations that would improve the game if they were otherwise.
- The NPC quest-givers do not filter their advertisement based on requirements when they offer multiple quests; they only filter if the player has completed the quest. It is only when the player attempts to take the quest that they are told they cannot. This is bad design resulting in a tedious play experience.
- It would be nice to be able to give/take items in terms of the stages of a multi-part quest, as giving items and turn-ins as it stands require multiple quests, which is clunky. For example, the captain ought to send the player to the master-at-arms, who then gives them a sword, and then they go to the zombie field. Right now this requires two quests, one to complete to get the sword, and then another one to pick up to go kill zombies out in the field.
- quests.yml is currently one huge monolithic file, but this would be a lot simpler to work with if it was split into per-zone files - like for search/replace within a zone.