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-   -   Suggestions on New Quest? (https://forums.graalonline.com/forums/showthread.php?t=134265568)

Pelikano 01-18-2012 08:46 PM

guys im back dont worry

BlueMelon 01-19-2012 12:38 AM

Quote:

Originally Posted by natchez416 (Post 1681956)
I'm not sure how you got "work on nothing but the gang system" out of my post.

To clarify: I believe the most important job of a manager is delegation and focusing assets on priorities. In my opinion, quests involving NPC's should not be anywhere close to a priority at this point in time, for the reasons I stated. Thus, I believe Tim should instead focus his assets on projects which emphasize and promote player player interaction, instead of NPC player interaction (This is not limited to PVP projects). Businesses and gangs were just 2 examples I gave of many possibilities.

In short, I agree with you, the dev team should be focusing on many projects at once, PK and non PK related. I just don't believe quests involving NPC's deserves to be one of these projects.


Back in the day we had 3 main quests. Police quest (Top left of gmap), mine quest and sewer quest. These quests were fairly hard to accomplish alone and most people needed help with them. People with make partys of 3-4 people and try and do them.
Imo, quests are also player interaction but still not the biggest.

Supaman771 01-19-2012 01:23 AM

What is this UN?

Want a Quest? Go get level 40 hp or level 100 mining.

Fulg0reSama 01-19-2012 01:27 AM

Quote:

Originally Posted by Supaman771 (Post 1682045)
What is this UN?

Want a Quest? Go get level 40 hp or level 100 mining.

Then go buy some blow and hookers.

natchez416 01-19-2012 06:40 AM

Quote:

Originally Posted by BlueMelon (Post 1682039)
Back in the day we had 3 main quests. Police quest (Top left of gmap), mine quest and sewer quest. These quests were fairly hard to accomplish alone and most people needed help with them. People with make partys of 3-4 people and try and do them.
Imo, quests are also player interaction but still not the biggest.

I spent about a week or two completing these quests when they were released years ago. Since this time I have almost forgotten that they existed.
Zero replay value.

Were these quests really worth the time it took to develop them?
Are NPC quests what era is really about, and should they be focused on now?

ffcmike 01-19-2012 06:58 AM

Quote:

Originally Posted by natchez416 (Post 1682066)
Were these quests really worth the time it took to develop them?

Absolutely, one thing many people don't consider is that something like a quest is there to be played by every player that ever logs onto the server in future, whom it will always be new to.
Hell those actually got myself and about 10 other players from Classic (Party Spetznaz etc) playing Era for a couple of days.

Quote:

Originally Posted by natchez416 (Post 1682066)
Zero replay value.

I believe it's something of a misconception that quests should be replayable. Ofcourse not everyone agrees that the fundamental purpose of questing is to hook new players, but even if you do develop them to be replayable, and try to offer some incentive for it there can still be the problem of it becoming tedious and chore-like.

BlueMelon 01-19-2012 05:30 PM

Quote:

Originally Posted by natchez416 (Post 1682066)
I spent about a week or two completing these quests when they were released years ago. Since this time I have almost forgotten that they existed.
Zero replay value.

Were these quests really worth the time it took to develop them?
Are NPC quests what era is really about, and should they be focused on now?

Players want things to do. When I first started playing, doing quests was actually challenging and fun to do.
Also that +1 hit point it gave meant you could take 1 more bullet before dying, which meant alot to have.

salesman 01-19-2012 08:49 PM

I've always said that quests, on a server like Era, are great for allowing new players to "get a foot in the door" before they've had a chance to get involved in other activities. Quests can be done alone and will keep players entertained before they've started to mingle with the rest of the community.

If you insist on having quests on Era, I'd suggest using them in place of a tutorial to teach new players how to play the game in a "fun" way. The quests could award players with a few essential items (their first gun, a melee weapon, some starting cash, etc). Otherwise, quests are pretty useless because they have no replay value.

It might be cool to create replayable "quests" as an alternative for earning money or consumable items. For example, a quest to rob a bank that earns players a little bit of cash. The amount of cash would have to be similar to what someone would earn mining or digging shells, so the quest would just be a more exciting alternative to mundane tasks (with a bit of risk involved if you fail). I could still see this getting tiresome, though, because most of today's players would rather sit at unstick me and merchant items.

bloodykiller 01-19-2012 11:18 PM

Quote:

Originally Posted by salesman (Post 1682117)
I've always said that quests, on a server like Era, are great for allowing new players to "get a foot in the door" before they've had a chance to get involved in other activities. Quests can be done alone and will keep players entertained before they've started to mingle with the rest of the community.

If you insist on having quests on Era, I'd suggest using them in place of a tutorial to teach new players how to play the game in a "fun" way. The quests could award players with a few essential items (their first gun, a melee weapon, some starting cash, etc). Otherwise, quests are pretty useless because they have no replay value.

It might be cool to create replayable "quests" as an alternative for earning money or consumable items. For example, a quest to rob a bank that earns players a little bit of cash. The amount of cash would have to be similar to what someone would earn mining or digging shells, so the quest would just be a more exciting alternative to mundane tasks (with a bit of risk involved if you fail). I could still see this getting tiresome, though, because most of today's players would rather sit at unstick me and merchant items.

he thinks he knows it all but didnt even finish the eventbot in months of work lolol

salesman 01-19-2012 11:33 PM

Quote:

Originally Posted by bloodykiller (Post 1682132)
he thinks he knows it all but didnt even finish the eventbot in months of work lolol

The EventBot is finished. Converting all of the events over to the new system is what I gave up on.

Supaman771 01-20-2012 01:23 AM

Quote:

Originally Posted by bloodykiller (Post 1682132)
he thinks he knows it all but didnt even finish the eventbot in months of work lolol

Implying that you could?
You probably can't even code in gscript, let alone get hired as staff.

Wheres your diss at now?

bloodykiller 01-20-2012 06:05 PM

did i ever say i would be a good staff member? it's just that sales thinks he's like the best staff member in history whilst he's clearly not
go code kid

BlueMelon 01-20-2012 07:24 PM

Quote:

Originally Posted by bloodykiller (Post 1682211)
did i ever say i would be a good staff member? it's just that sales thinks he's like the best staff member in history whilst he's clearly not
go code kid

Sales made some of the best systems era has O-o

salesman 01-20-2012 10:27 PM

Quote:

Originally Posted by bloodykiller (Post 1682211)
did i ever say i would be a good staff member? it's just that sales thinks he's like the best staff member in history whilst he's clearly not
go code kid

When did I ever say anything like that? I was just sharing my opinion on quests...did my butt raider joke hurt your feelings? :(

Fiberwyre_P2P 01-20-2012 10:30 PM

Quote:

Originally Posted by salesman (Post 1682117)
If you insist on having quests on Era, I'd suggest using them in place of a tutorial to teach new players how to play the game in a "fun" way. The quests could award players with a few essential items (their first gun, a melee weapon, some starting cash, etc). Otherwise, quests are pretty useless because they have no replay value.

That's just a tutorial then, and wouldn't mean anything to the people who already play this game and know everything about it, i.e. the people who are bored, and not preoccupied with learning how the game works.


Quote:

Originally Posted by salesman (Post 1682117)
It might be cool to create replayable "quests" as an alternative for earning money or consumable items. For example, a quest to rob a bank that earns players a little bit of cash. The amount of cash would have to be similar to what someone would earn mining or digging shells, so the quest would just be a more exciting alternative to mundane tasks (with a bit of risk involved if you fail). I could still see this getting tiresome, though, because most of today's players would rather sit at unstick me and merchant items.

At that point, why not just give more money for kills in PvP? it would save time and promote "player-player interaction".

quests should give special items, whether they're health potions, guns, etc.
repeatable quests could give tokens that you save up and buy something awesome with after a few weeks.


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