Difference between revisions of "Talk:Quest"

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= Limitations =
= Limitations =


* 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.  
* 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.

Revision as of 22:05, 21 December 2021

Limitations

  • 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.