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Problem:
Players want to immerse themselves in the world of A'therys. What better way then by allowing them to offer quests for their fellow players!
Proposed Solution:
The basis for this are template quests. These are pre-designed quests with empty variables that the players fill in when the quests are about to be instantiated (quest name, and if applicable, co-ordinates, items, mobs, players, etc). Ideally, they would be coded just as any other quest, but would be marked as template quests, and therefore won't run until a player has created an instance of it.
These quests will take the reward from the instantiating player, preventing inflation in the p2p economy. Do note only one player can actually complete the quest and receive the reward. As such, the quest in question is one-off. Players should therefore perhaps be given the number of players currently trying to complete the quest.
Once all the necessary information is submitted, the quest can be added to an NPC or block (preferably a sign) and be accessed by everyone. To complete the quest and receive their reward, a player has to go back to the original quest giver (NPC or block).
The instantiating player should be prompted in chat that their quest has been completed. If the quest is item-gathering, they should either go back to the NPC or block they submitted the quest to, or be given a command to retrieve the items, whichever is simplest to implement.
As suggested by Rynelf, a GUI where the quest information can be submitted is preferred, as players won't have to lookup commands and parameters.
The text was updated successfully, but these errors were encountered:
Problem:
Players want to immerse themselves in the world of A'therys. What better way then by allowing them to offer quests for their fellow players!
Proposed Solution:
The basis for this are template quests. These are pre-designed quests with empty variables that the players fill in when the quests are about to be instantiated (quest name, and if applicable, co-ordinates, items, mobs, players, etc). Ideally, they would be coded just as any other quest, but would be marked as template quests, and therefore won't run until a player has created an instance of it.
These quests will take the reward from the instantiating player, preventing inflation in the p2p economy. Do note only one player can actually complete the quest and receive the reward. As such, the quest in question is one-off. Players should therefore perhaps be given the number of players currently trying to complete the quest.
Once all the necessary information is submitted, the quest can be added to an NPC or block (preferably a sign) and be accessed by everyone. To complete the quest and receive their reward, a player has to go back to the original quest giver (NPC or block).
The instantiating player should be prompted in chat that their quest has been completed. If the quest is item-gathering, they should either go back to the NPC or block they submitted the quest to, or be given a command to retrieve the items, whichever is simplest to implement.
As suggested by Rynelf, a GUI where the quest information can be submitted is preferred, as players won't have to lookup commands and parameters.
The text was updated successfully, but these errors were encountered: