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THE BEGINNING - MMORPG needs your input

DarkSign

Erudite
Joined
Jul 24, 2004
Messages
3,910
Location
Shepardizing caselaw with the F5 button.
DOnt worry Fez. Our game is pure PvP at the core...without forgetting that you need to have PvE that feels as detailed as a SP game.

Carebears may exist in our game...but they wont have an easy time.
 

dunduks

Liturgist
Joined
Jan 28, 2003
Messages
389
DarkSign said:
Carebears may exist in our game...but they wont have an easy time.
That is good to hear, making games more challenging is a good thing.
 

Balor

Arcane
Joined
Dec 29, 2004
Messages
5,186
Location
Russia
Noticed that in other thread:
Can someone expound on this question of mine?

All MMO quests boil down to:

1. kill
2. protect
3. collect
4. type in chat code words
5. craft
6. courier

What more can you guys think of?

7. (Spy/Infiltrate, like Exitium proposed)
8. Steal - great for 'stealth' classes (It's a variation of infiltrate, but different anyway).
9. World lore contest - think "Who wants to be a millionaire?". Of course, it would be really interesting when abovementioned lore is really expansive... or you can water it down with other questions. (For sagey types, just a random idea, really. Time to think must be made really small, tho, so people will not abuse searchers).
10. Negotiation - hardest to made to be interesting and numerous, yet will give 'silver-tongue' type characters opportunity to show themselves off. (Think Fallout) If your negotiation skill prove not to be hard enough, it should not be an automatic failure - you may be presented with alternative goal (like doing a favor, "And then we'll talk.").
11. Investigation - solve a murder, find a robber, etc. May contain/lead to 'kill' or 'infiltrate' or 'Negotiation' type subquests. Also not very easy to make properly, I guess.
12. Heal/cure - for doctors. Can involve hunting for exotic reagents (fetch), making antidotes (kill some poisonous snake/monster and fetch), etc.
By cure I don't mean just one person - 'high-level', so to speak, quests can involve stopping a plague, and perhaps even a bit of negotiation/killing thrown in - to stop people willing to solve this problem in a more 'radical' manner... or doing it yourself.
13. Puzzles - well, for smartasses among us :). Like, decipher an ancient writing/code, unlock old tomb with elaborate locks (and traps), find proper mix of reagents... (those should apply to player, not character skill/smarts... why not?).
How the quests should be assigned:
I'd say adopt GearHead system.
At first you actively seek out the quests. Then, when you build your reputation (and explored the world and start to get bored of it) - your previous quest-givers (whose quests you successfully completed, of cource) will start to email you with same requests themselves.
Also, since you'll get famous, common people will start approaching you and ask to help with their troubles... or run from you like hell if your reputation is, well, peculiar one :twisted:.
 

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