Quest suggestion

HumanSteak

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I couldn't find the old suggestion thread and I think it would be good to sticky one.

Ok now I had an idea to make interesting quests. I think it would be good to have more quests like the "kill 200 dwarven zombies" thing and thought of a decent reward for these. How about killing quests for future maps like "kill xx swamp ogres or xx fire elementals or whatever, and getting rewarded by breaking something like a 5hp crystal or monster giving a big xp bonus? Crappy gold rewards for quests are getting old and XP rewards would be awesome!

Also thought of a way to prevent lowbies from going to places they shouldn't go (whatever the reason), like if a player with less than 450 hp shouldn't go for any reason, a trigger_hurt 450 followed by a trigger_hurt -450 would do the trick wouldn't it?
 

The Man In Black

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Last time I suggested a lowhp high-exp monster that you could kill to get an exp award, people laughed at me :(
 

villager

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If I could map, I'd like to make a map where the path to the boss room/higher level area would contain a fall and the lowest amount of damage you'll receive from that fall would be 400 damage, to keep the lowbies out of that area :D

I made this suggestion not so long ago but no one really responded to it :S

Like the old man in thornlands, how hes has a weird path to reach him, I was thinking that there could be another person like that in a map like thornlands but for higher levels (Not f*cking nightmare_thornlands!). It could be harder to find him (maybe even a hard to follow paths with pits and whatnot) and he sells magic related stuff, but he also turns your scrolls into tomes and vice versa :D It'd be a great way of spending money, maybe even remove some tomes/scrolls so you'd have to go to him and spend your money, making money more useful *nudge nudge*.

If that idea was used, maybe you can have little quests were you find an old torn fire/ice/ect scroll, you can't use it so you'd have to bring it to him and he'll fix it up for you, for a price :D It could be crappy firedart or an awesome new fire spell that you can't get from anywhere else *wink* *wink*
 

Thothie

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Also thought of a way to prevent lowbies from going to places they shouldn't go (whatever the reason), like if a player with less than 450 hp shouldn't go for any reason, a trigger_hurt 450 followed by a trigger_hurt -450 would do the trick wouldn't it?
I don’t want to discourage lowbies from being escorted by vets any more than I have (which is quite a bit, I see newbs quite regularly driven out of the server by vets afraid they’ll feed the bosses). There’s more than enough warnings to let them know they are going to have a hard time.

I'm indeed tempted to rig it so monsters get the max HP of the players they kill back, instead of 25% of their health, to cut down on the n00bie hatred.

The Man In Black said:
Last time I suggested a lowhp high-exp monster that you could kill to get an exp award, people laughed at me :(
And we’ll keep laughing at you, but now we get to laugh at him too.

Crappy gold rewards for quests are getting old and XP rewards would be awesome!

XP raises too quickly as it is, but I don’t intend to have any future quests be gold quests, more like items and map access from here on out.

he'll fix it up for you, for a price
Not doing anything to make gold more useful until post economy reset - even then, that seems defeating. Better to em lookin for what they need.

As for sticky'ing a suggestion thread, 90% of the threads in chatter are suggestions, so I think its best to let each have its own discussion thread. Easier to organize that way.
 

PBarnum

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Thothie said:
I'm indeed tempted to rig it so monsters get the max HP of the players they kill back, instead of 25% of their health, to cut down on the n00bie hatred.

That to me makes the most sense. Why isn't it like that now?
 

HumanSteak

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The xp ramp is weird, I can't argue with the fact that going from level 1 to 25 can be done in a single day, but going from 29 to 30 takes WAY too long and is really unrewarding and pointless. I keep farming XP whenever I have free time just because I have nothing better to do and because I'm somewhat addicted to MSC :oldshock:
 

Thothie

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That to me makes the most sense. Why isn't it like that now?
Cuz it's in the hard code. Originally monsters got 50% of their health back per kill (which got insane on the bosses sometimes). I'll have to be sure I can still pull the maxhealth of the last bugger killed in that section of the code, but I likely can, and if not, I can move it to the script side.
 

FER

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we need more rare monster spawns in some maps, like the way bears rarely spawn in thornlands
 

Durak

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Thothie said:
I'm indeed tempted to rig it so monsters get the max HP of the players they kill back, instead of 25% of their health, to cut down on the n00bie hatred.

Maybe double/triple their HP would be more suitable. If it's anyone below 150, double or triple still isn't very much for a vet to take off the boss.

FER said:
we need more rare monster spawns in some maps, like the way bears rarely spawn in thornlands

Sounds like a good idea to me. It shouldn't be that some are rare monsters with really good items, because then you'd have to farm the map over and over with lots of people, but that the monsters can change around a little bit on some maps.
 

J-M v2.5.5

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Durak said:
Thothie said:
I'm indeed tempted to rig it so monsters get the max HP of the players they kill back, instead of 25% of their health, to cut down on the n00bie hatred.

Maybe double/triple their HP would be more suitable. If it's anyone below 150, double or triple still isn't very much for a vet to take off the boss.
Objection. I like this game to be playable.
 

Thothie

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Actually double the player's HP or 25% of their own, whichever is less, is what I was thinking. 1:1 is too low for most bosses.

Bosses have about 10x the hp of the player level they are ment to deal with. Thus a boss ment to deal with 800hp characters has about 8000hp, and, under the current system, would get 2000hp back per kill. It'd be 1600 under the new, so it wouldn't be that different, but if some 200hp nub jumps into the battle, he's only going to get 400hp back, which isn't that much for a level 40+ boss.

I guess on the Keledros scale (3000hp), that still works out. Dealing with 300hp characters, getting 600hp back per kill against them, when he'd normally get 750. But he'd only get 200hp back for the 100hp nubs that charge at him.
 

Durak

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Exactly, so I don't see how that would make it unplayable :?.
 

Shurik3n

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Oh man I'm so waiting around to die to keledros during a n00b raid.
 

Durak

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I think you'd be able to kill him before they returned from dying :p. It doesn't take very long if you're good, and it's not as if get even gets 50% hp back from a kill with the new system, so you'd have lots of time.
 

elfstone222

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If you made the bosses hp regen based on the player's hp, you'd have to ramp it pretty hard for higher end bosses. For a level 35 boss with about 7khp, killing a level 35 player would only net him about 600-700 hp, as opposed to the 1750hp he gets for the 25% at a one for one basis. X2 would be closer at 1400hp, x3 would be way too much at 2100hp. You'd have to balance the player hp conversion calc for each boss, when you could just change the 25% down to 15% which seems reasonable, but still penalizing enough for higher end bosses.
 

The Man In Black

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Or we could... do things to make people want to play the game...
 

elfstone222

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I'd play alot more if there were more quests, bloodstone ring quest was really good, and I'd like to see lower level areas have more usefulness/higher level areas built into them. I like the rare spawn idea, only if it doesn't end up being like all MMO's where you have to camp them for quests for hours. Just somehting like a bit more challenge and reward here and there with a unique drop from time to time. Something to spice things up.
 

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That fact that we don't have the stereotypical "Please go and kill X number of this creature, and I will reward you in gold" is exactly why MS is as good as it is.

That kind of quests in retail games is just proof of lazy and uncreative quest designers, and is used to fill up "empty space".

XP rewards wont work at all since XP is weapon specific, and not generally overall.

On the other hand, it would be great if some NPCs could train you in various weapons (ie. a guard could train you some in Axe, Blunt and/or Sword). This should only apply to low level players, though, and be a small amount. I.e. 50% over Power, Balance and Proficiency at level 1 or 2, just to get some people started.

After all, people who begin their status as adventurer are most likely not adept at killing things, and although you'd do good at learning by doing, getting an indication as to at which end to hold the blade when swinging.

Still, what I like about MS is that there's so little of NPCs telling you to go somewhere, complete a task, then return for reward.

I much, much more like NPCs telling you of a place or a danger, and you make the quest yourself, and your reward is loot you collect on the way.
 

Jelly

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Evaan said:
XP rewards wont work at all since XP is weapon specific, and not generally overall.

How about an overall skill. Like the title. Each time you level the title your overall skill levels. And then you're awarded with skill points which you can spent on things. Buy rares or something. Like 5 skill points for a PFCK.
 

Thothie

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I dun like the idea of XP converting to item rewards. The world's physics are funky enough as it is. ;)

We could use a lot more quests though. Quests with item rewards are good. Could actually use a few more of the kill X number of Y monsters some place and I'll give you item Z filler too though. There also aren't very many high end quests.

Evaan, it'd be wonderful if you could make that your department, just add a few dozen simple random quests, and I'll keep dealing with the more insanely complicated monsters.
 

Thothie

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Experience turning into items = weird physics.

40 years of fiddling with computers does not cause one to manifest before me... Although there's some debate as to how this particular one came to be, so it maybe not so far fetched after all.
 

The Man In Black

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I was thinking it was items turning into exp, not the other way around.
 

Thothie

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That's even weirder... If I eat my computer, do I master C++? (Looks for catsup...)
 

The Man In Black

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No, but if some watery tart hurls a scimitar at you...[/MontyPython]

So, you're going to argue realism in a game with magic, orcs, large lack of women despite all the people around? What's to say a magical item can't grant you more knowlege about a skill?
 
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