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Old 05-22-2009, 08:32 PM
DustyPorViva DustyPorViva is offline
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classic questing

On a classic-type server, there is a quest. How would you prefer it? Serverside, or clientside? I'll explain:

Serverside questing would mean all scripts are written in serverside, therefor everyone can participate and effect others. For example, there is a block. If I push it, you see me push it and its position moves for you as well.

Clientside means everything will be local to you. If you push a block, no one else sees the block move, just you.

Pro/cons:
- Serverside: participation and community effort. People will be able to help each other out. The down side is though that this will happen whether you want help or not. If I enter a level with a puzzle and someone else was already there and just about finished, you have no puzzle to solve. Sometimes people may like this as it makes it way easier, but sometimes someone really does want to try out the puzzle.

- Clientside: You get the whole experience. You don't miss a beat. However, being Graal is an online game it is kind of contradictory to... well, the setting. Even if you want help, no one will be able to -- bar giving you verbal instructions. It eliminates the feeling of being able to tackle something together in an online community.


Theoretical/In planning:
Party questing. Quests are generated separately. Therefor, if you enter a quest, and someone else enters the quest right before you, you'll never see each other because you are both in different levels that have been 'cloned'. However, you can begin a party with a group of people and the levels are opened to all players in the party, therefor you can all participate in completing it together. However, because of this levels would be temporary to reduce build-up, so if you enter a quest and complete half, and then come back a week later, you'll most likely have to start over. Same as if you start a quest with a party and then quit the party and attempt it by yourself(because of the way the whole thing would be handled).
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