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Originally Posted by smirt362
Well...just like the Zelda quests there should be items (ex: hook shot, boomerang, etc) that help you complete puzzles in the dungeon and for puzzles in the future dungeon, that also have some sort of offensive or defensive capability for the boss of the dungeon and for general use.
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Well the thing about having this game online... there is the issue of people giving you items before you even do the quest... Like if you need a "boomerang" or whatever item... and someone sells one to you prior to even doing the "boomering" quest, then you'll kind of be ahead of the game... though I guess it still wouldn't harm anything too much. It's definitely being used in our quests already though.
Quote:
Originally Posted by Valder
He reminds me a lot of the first pendant boss from A Link to the Past...

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LoL! I promise I didn't copy it or anything. I *have* been playing LTtP recently but I honestly wasn't drawing this boss from memory or looking at that one. I could post the pencil/paper sketch I did of the boss but it's hideous... lol. Besides, that boss looks puny.
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One issue I want to address with people (to get their opinion on), is the problem with having single player quests in a multiplayer environment. Obviously you can't have 30 people doing the same quest at the same time... it would be mayhem and people would be pking eachother and all that good stuff... So I was considering the following two options at the moment:
1. when a player enters a single player quest it copies the quest levels and creates temporary new ones so that the person can play on their own set of levels.
2. when a player enters a single player quest it locks out everyone else and gives that player a time limit to complete the quest. if the player dies or time runs out, they are ejected from the dungeon (or whatever) and cannot enter for x amount of time.
Now I know option 1 sounds more convenient for everyone... but it's hardly as realistic as option 2.... It would be weird to have 10 people doing the same quest yet not running into eachother... Plus I'm not even sure this method is completely possible without a lot of extra scripting.
Option 2 seems to be the way I want to go. Yes it will be lame having to wait to get into a quest... but the other people only get so much time. I think it will be more challenging to complete the quest before you run out of time as well. (of course I'll make sure that you can at least get through the quest at a reasonable speed before time runs out)
Option 2 also works easily for multiplayer quests. Since we will be having quests that require 2, 3, 4... or more players.