Quote:
Originally Posted by Stefan
Yes making less quests but make them all multi-player and require all the races to take part, so that people have 5 times the fun doing them  Such type of quests take a lot of work though, since they need to be unique and the usual thing a quest is made of wont work (killing a number of monsters to proceed to the next room).
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(I am amazed - not only did someone understand me, it was Graal's ultimate Somebody, and he came to the most obscure of forums to do so.

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Making multiplayer quests is a whole can of worms of its own...Singular goals go the path of "Why should I help you? I already got the multiplayer heart", etcetera...as opposed to repetitive goals, "Everyone in AK get to the Mod fort, we're going to bust the Ventrue blockade once and for all!" "Lee get to the center...whatever you do, do not stand next to other people!"
It's a good idea, mind, especially when every player brings something different to the table. One way they can all do that is to all be different races, or classes, or basically spec'ed differently - a healer, a sneak, a handfull of fighters, a few nukers...but then you either need a way for them all to do it individually (the Healer can revive the wounded knight next to the statue and keep him alive as he NPC-fights the boss, the Sneak jumps over the boss to grab the axe and cut the bridge out from under him, the fighters and nukers just make with the kill-kill) - and individual paths requires geometric complexity (5 times the paths, 5 times the work) - OR you have to find a way to motivate everyone to work together, even when there's a playercount of 7.
Which is why the next project I work on is going to attack the second method. If I can figure out how to make the ganis I want. (and I guess I should relearn GScript.)