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Quests!

needed quest writers!

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#1 AlddrA

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Posted 04 April 2019 - 05:50 AM

Do you like to write? Do you know the history of Alroth?

With the soon to be completion of Thunder Mountain, there is talk of a new start island.

Writers are needed for beginner quests to teach new players the basic skills that makes Other-Life a great past-time.

The present Tutorial NPC on Isla Prima was created for Eternal Lands.

We need one that targets and hints towards the land of Alroth.

If this is you, please reply.  You will be working closely with Zian(our uber mapmaker) Posted Image

#2 Warlock

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Posted 04 April 2019 - 06:16 PM

Please, please PLEASE think about the general players when contributing to quests per map, map makers/spawn makers had to work around what previous Lore writer had made which caused alot of bullshit amongst the actual players

Good luck Posted Image

#3 SAWolf

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Posted 12 April 2019 - 05:07 AM

Hi,

IMO, we need to first have a basic framework for what is 'allowed' and what is not.

I think that handing an NPC 2000gc and getting 100K attack experience is not a challenging enough quest to be worth that amount of reward.
Even if the NPC was a lost soul with a disablilty and needed the 2Kgc to feed his family. :P

So structures or quest guidelines:
1. Each quest should have at least 5 steps? Max 20?
2. Rewards for quests range from equipment, bonus experience to access to more rewarding quests, maybe even access to new items/recipes?
3. All bonus experience especially in skills needs to be capped to a certain value?

This being said...I think that we need to start with Quest Goals and work back with how they should journey to get to the goal.

Just my two cents and I don't mind writing quests if there are clear goals lined up for where these quests need to get to.

#4 ohmygod

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Posted 16 April 2019 - 03:46 AM

Quote

1. Each quest should have at least 5 steps? Max 20?
2. Rewards for quests range from equipment, bonus experience to access to more rewarding quests, maybe even access to new items/recipes?
3. All bonus experience especially in skills needs to be capped to a certain value?
I agree in principle with all the above as a guideline.

Quote

2. Rewards for quests range from equipment, bonus experience to access to more rewarding quests, maybe even access to new items/recipes?
I reckon it would be a shame not to have god quests which give additional xp for skills especially since the current players have had access to the bonus xp for some time already and not to include it as a given might disadvantage the new players entering the game as time goes by. I would also add that I reckon we keep (for similar reasons) but maybe change the leather / wine / gods quest story line and move all quest locations to Alroth zones in preparation for removal of seridia maps.

Quote

3. All bonus experience especially in skills needs to be capped to a certain value
I have found that daily quests that give decent bonus exp or "reputation" in other games is a way to draw the casual player in and reward them for their efforts character progress wise, without the game seeming grindy. It actually becomes a reason (daily addiction?) for players to log in each day even if they don't need to spend hours doing so. I think these however need to have diminishing returns as the daily quest play progresses their character to the soft cap levels 90+.

rambling on :) ... have heaps of other thoughts but press post on these ones for now.

#5 ohmygod

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Posted 16 April 2019 - 10:33 AM

Quest to unlock a game feature - PK

Two quest lines

First quest line unlocks world PvP on any map with some restrictions(?) vs others who have completed 1st quest line.

Attraction to do this first quest and for players to go down this path = Bonus xp % awarded per tick (on top of god bonus + rat?) for all skills.

2nd quest line opens and is available after 1st completed which allows the player to turn off the feature (maybe 20 step quest line requiring movement through a shit load of maps?)

Added benefit of these quests being made available might be that no one spawn/resource need to be made super uber and placed in a dedicated PK map to "tie down" non-pkers there for "pkers/griefers" to log in check known uber pk placed spawns/resources then log off after  PK "ambush" the trainer/harvester, as any spawn/mob/resource will give better xp anywhere... and hopefully good spawns will be placed in abundance throughout Alroth, making PK potentially become a joker hunt type activity.

Most likely stuff i have not considered in this suggestion but hey it is 2,30am here after all..

omg

#6 Zian

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Posted 17 April 2019 - 09:33 AM

View PostAlddrA, on 04 April 2019 - 05:50 AM, said:

Do you like to write? Do you know the history of Alroth?

With the soon to be completion of Thunder Mountain, there is talk of a new start island.

Writers are needed for beginner quests to teach new players the basic skills that makes Other-Life a great past-time.

The present Tutorial NPC on Isla Prima was created for Eternal Lands.

We need one that targets and hints towards the land of Alroth.

If this is you, please reply.  You will be working closely with Zian(our uber mapmaker) Posted Image

Thanks to Alddra for posting this request for OL Quest Writer(s).

For those who maybe thinking of becoming a quest writer (Posted Image), lets try to define the scope of the work they will need to consider accepting the position.  

First things come to mind;

Many, many hours of free time Posted Image
Locate an official reference guide/manual for quest writing - script structure+syntax. Anyone have any documentation?
Define the process that takes a quest from pen+paper to official release into the Game.
Set priorities for any EL quests from Seridia that will be transferred to Alroth? What is involved for successful transfer/release.
Then, going forward, open/maintain the 'Alroth - Questing' forum thread to capture details/status as pointed out .

And yes, quest writer(s) and mapmaker(s) will need to work together along with others!!

Regards
Z

#7 CoduX

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Posted 19 April 2019 - 05:10 AM

Three quests per map is quite a good starter.

Usually in MMORPG's, I have found that there are basically five different 'types' of quests.
  • Kill Quests - Go kill X amount of this creature
  • Fetch Quests - Go find x and bring it back to me
  • Courier Quests - Go deliver this thing to this person or place
  • Collect Quests - Go collect x amount of flowers and bring them back to me, which is tied side by side with Kill Quests.
  • Escort Quests - Escort this person to this person/place/thing
You would want to try to make the quests more 'indepth' that make you go explore the world around you to find out quests, or to have 'specific conversations' with NPC's to unlock a quest.
Many players get bored with the 'go kill this then come back to me'. It's too bland, too simple, and makes players feel like they NEED to complete is rather than WANT to complete. Don't get me wrong, there's nothing wrong with a couple of these quests scattered throughout the new continent but please, not every map. Or if you want it in every map, can this be categorized as a 'Task' rather than 'Quest'?
Want to get players to explore for themselves and find new stuff such as; find a note on a gate wall, click skull in the middle of the forest which could trigger quests, as well as your usual NPC given quests.

A good vision, is to have a quest where during the quest you find something out of the ordinary that proceeds to another 'secret quest'. I'll give an example to make it clearer.

You engage in conversation with an NPC like usual. The NPC would say 'are you here to learn how these saplings are made' Click 'Yes or No'. Clicking 'Yes' would let the NPC go off about random saplings talk until she mentions how she had a lost family heirloom in the shape of a tree. You then have the opportunity to help the NPC to find the lost heirloom in the cave (easy enough to find this quest).
When in the cave, you see a crack in the wall and decide to dig in there (requires specific tools like a pickaxe) and you find a random gold ring. It looks like any usual gold ring but when clicking on it in the inventory it comes up with a different information such as "inscribed in the ring are the words 'A promise for a lifetime'".

This is where is gets interesting.

So you decide for some reason to 'use' this ring because hey, why not? You then proceed to talk to another NPC in a different town about yada yada and lo and behold, there's an option where you can tell the NPC about this ring you found (must be wearing the ring or have it in your inventory for this unique conversation to start remember) and the NPC tells you about how the sapling NPC lost his wife in the cave where you was looking for the family tree heirloom that had a ring inscribed 'A promise for a lifetime" which was the promise of eternal marriage.
So you go back to the sapling NPC and say that you found his late wife's ring and he is forever thankful, etc etc and gives you some extra special as a reward for find it and returning it.

This is what I call as a in-depth secret quest. This is utilizing about understanding the world around the player, exploration, puzzle solving and using the lore to solve the problem. It gives reward to the player about being inquisitive and exploring the places in the world.
It's not just about item stat gain, and the quests aren't just about gear and levelling. The goal here is to change how the player thought about the world and to get them to engage with it as a living, breathing thing..rather than just another game object. It's also to help engage curiosity and to help the player search out the known world in terms of physical space, and also trying different interactions with NPC's in order to discover the historical culture or past events of the land.

It may seem a little hard to complete with having to do the correct interactions while doing a specific thing (wearing the ring) but you get the gist of it.

This, is what gets players WANTING to find and complete quests, rather than giving them 'easy to do/find this kill that' 100% of the time.

But a good starting structure for any/all maps is;
  • A Quest that brings you to the map
  • A Quest that adds insight to the story of the map and it's current situation.
  • A Quest that leads you into another map once dealt with the "main situation/scenario of the map"


#8 ohmygod

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Posted 23 April 2019 - 08:55 PM

I nominate Codux to get the quests done

#9 CoduX

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Posted 26 April 2019 - 12:45 AM

View Postohmygod, on 23 April 2019 - 08:55 PM, said:

I nominate Codux to get the quests done
I'm too busy irl sorry mate

#10 CoduX

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Posted 26 April 2019 - 08:24 PM

Alright I've had my hands twisted by a few players that want me to have another go at starting some quests..am in talks with a couple of people on how to start this out properly so it's actually interesting.

In the end, I'll give it a shot

#11 Warlock

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Posted 27 April 2019 - 09:46 AM

Good man Timmy ;)

#12 AlddrA

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Posted 03 May 2019 - 06:39 AM

Great CoduX, looking forward to the quests.  Have mentioned some ideas in 'World Development' https://www.other-li...en-new-ip-map/.

Hope this helps.




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