Hi,
What is your questing level?
To follow up on a question I asked on IRC I would like to introduce it in the forum:
I truly believe finishing a quest needs a lot of XP bonus. (=now you get nothing)
This way you are encouraged to do quests instead of running to hell, heaven, hell, heaven,hell, heaven... etc...
Of course some questions rose:
How do you assign it to a player?
no idea, an intelligent alter?
What skills does the XP go in to & how?
Is is really important that the total XP is a sum of all skills? I don't think so, but if it does lets create a quest skill.
If the XP bonus is given to multiple players, how?
I guess that if more players do the quest the gain-able XP is splitted equal except if the quest is meant for more players.
Cheers,
Bastiaan
What is your questing level?
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a new passive skill, questing? they higher level you are affects treasure, and also monster level? that would affect the generation of random treasure when you enter the map, and also maybe push the base monster level up a bit? so if you have no levels, the monsters are only the normal base ones, but if you have a higher questing level, they gain a bit (10-5) hp, and give you a bit more xp. also if you have a higher level in questing, you get a bit more xp per kill, 5-20 points, based on monster?
also, just take back whatever item you need to collect, like in the royalty quests, and drop it on a altar, at the end of the map, or in a seperate map.
also, just take back whatever item you need to collect, like in the royalty quests, and drop it on a altar, at the end of the map, or in a seperate map.
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Re: What is your questing level?
That's not the case, you can gain general XP (ex: from a drain attack) that only go towards your total level. In theory, it is possible to be level 100 overall but only level 10 or so in all of your individual skills.bw wrote: What skills does the XP go in to & how?
Is is really important that the total XP is a sum of all skills? I don't think so, but if it does lets create a quest skill.
Overall level is nice, but it's been my observation and experience that the individual skill levels matter - especially for spell access. Just look at how many players work and grind away to get to level 15 or so in sorcery so they can use town portal.
Assuming whatever method for adding the XP to the player has been determined.bw wrote: If the XP bonus is given to multiple players, how?
I guess that if more players do the quest the gain-able XP is splitted equal except if the quest is meant for more players.
Do all 5 (or however many are in the original party..) players in the group need to step on the special altar to gain the XP bonus?
How does the map or game know that it was 5 people in the party who started or solved the quest?
There may be ways to do this, but it's something that has to be addressed and considered before this feature is available.
Suppose a special force is added to the player inventory when the start the map/quest. One player has to leave and another one joins - because the force is applied at the beginning of the map - does that player have to visit there before catching the town portal to join the rest of the party or do they have to trudge through the entire map to catch up with them?
Since the proposal now talks about adding bonus XP to the overall or general level, one of the questions asked on IRC dealth with adding XP to specific skills. All (or most?) the points and concerns above apply. But, just in case it comes up again on here..
How does the map or quest tell players that the XP reward at the end is for the certain skills. I suppose a sign or magic mouth would be simple enough. Because certain races or classes will never have access to some skills (dragon & one handed weapon skill); they would have no real reason to complete some of these quests and will vent their frustation of "no dragon friendly quests."

Random thought.. If the reward "trigger" is an item such as a potion or scroll - do "we" want players to have the ability to stock pile this reward triggers or sell them or give them away?
Okay.. I think that's enough random thoughts, concerns, points, etc. for now.

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Eric Meyer
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Re: What is your questing level?
Not only that, you can have levels in skillsmap completely differently to overall xp, for example it would be possible to have lockpicking give 1000 lockpicking xp per lock, but only 20 general xp. (this appears to have been the intended behaviour of the current skill system, but it hasn't been used, whether because it is too complicated to set up the archs properly or too confusing to play with I don't know).Leaf wrote: That's not the case, you can gain general XP (ex: from a drain attack) that only go towards your total level. In theory, it is possible to be level 100 overall but only level 10 or so in all of your individual skills.
I think this is the way forward. Per quest start you pickup an item and drop it at the end.Aaron wrote:also, just take back whatever item you need to collect, like in the royalty quests, and drop it on a altar, at the end of the map, or in a seperate map.
Sometimes you earned already some XP if you made it that far so you can do this during the quest too (indeed like in the royalty quest) This way you know the person did the whole quest.
Do it like in the royalty quest. I would suggest that every quest gives a number of max allowed players that can gain XP. And sometimes you dont mind that you do not get the XP this time as you learned how to do it next time yourself.Leaf wrote:Do all 5 (or however many are in the original party..) players in the group need to step on the special altar to gain the XP bonus?
How does the map or game know that it was 5 people in the party who started or solved the quest?
Of cource u need to lvl some skills just the old fasion wayLeaf wrote:Overall level is nice, but it's been my observation and experience that the individual skill levels matter - especially for spell access. Just look at how many players work and grind away to get to level 15 or so in sorcery so they can use town portal.

cheers,
Bastiaan
add a tag on entering the map, so only people who quested all the way will get the xp? then it doesnt matter who gets the head or whatever, the altar will just remove the invisible tag. also have the last level map give you another invisible tag after you kill the last boss. that way the altar knows you did everything, everyone gets the xp, and probably another map after the boss to turn in the xp, like a special exit?
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AFAIK, the only way to add an invisible tag or force to a player inventory is through a teleporter.Aaron wrote:also have the last level map give you another invisible tag after you kill the last boss. that way the altar knows you did everything
That's why the royalty quest uses teleporters as you progress through the ranks. The Scorn jail uses telelporters to send players to the individual cells (which prevents them from leaving for a certain time limit, other players can enter the cell, etc.)
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You can have forces that get picked up when you walk over them.
In general however, teleporters are the only way to ensure you go to a particular square, and therefore don't miss them.
Ryo's quest markers have the same issue, however it strikes me that they also provide the solution to providing questing xp. AFAIK the xp field on quest items is unused, so why not just give the xp in the xp field to anyone who successfully gets a quest marker?
In general however, teleporters are the only way to ensure you go to a particular square, and therefore don't miss them.
Ryo's quest markers have the same issue, however it strikes me that they also provide the solution to providing questing xp. AFAIK the xp field on quest items is unused, so why not just give the xp in the xp field to anyone who successfully gets a quest marker?