Title: Area/quest idea Post by: arpade on July 23, 2008, 11:09:24 pm I havent played mud in a while, or even read the forums, but i was re-reading the dragonlance books i have and couldent help but have a idea i would like to share.
Recently (more or less), some new quests were introduced to the mud in a atempt (valid and positive imho) to make the mud more interactive. The proposition i will make is pretty much a extention of this idea. It is to make quests that actualy have a influence on the "world" as in areas the players can experience. The example i had in mind (and might much better explain what im trying to suggest) was the following: When someone completes the silvanesti quest, vanquishes cyan bloodbane, etc, the reqard from the quest would not only be a item, but a change in silvanesti itself. As the great evil of the forest is defeated it would return to being a elven home and could become a place with good-aligned mobiles, etc etc. Or, in another example, the hammer of Kharas could, instead of staying with the king of thorbadin, be a reward for a quest similar to the one described (with few details) in the second book of the dragonlance saga. If instead of keeping the hammer, you present it to the king of thorbadin, that would be a second quest that would influence that area and some mobs. Its just to be more rewarding in terms of RP then just "getting a item". A goodly knight could feel he in fact helped a people. (not to mention that since a area and their mobs are altered, there could be interesting items in one area that only could be acheived by completing the quest). Well, i hoped i could express this idea properly (and im getting a uncomfortable feeling ive already posted something similar before), and i have no idea how hard it would be to code it all... BTW, on the coding, maybe i could help if it were needed. I dropped my psycology course and began studing computer sciences. Im on my first year, still learning basics (not completely familiar with C yet), but, if i could help im gladly putting myself at the mud's service. Could be good practice ;) . Title: Re: Area/quest idea Post by: Caleb on July 24, 2008, 11:06:17 pm To make the altering part you would have two choices, have a room virtually identically the same, for example being in a stone alter, a flash of light and you are transported to the twin (inside the changed silvanesti) problem with this is it would need to be cursed etc to prevent gating, and it would have the same exits as the old silvanesti but not entrances. So once you left you could not get back into good silvanesti other then doing quest again. the other choice i think would literally involve coding a subsitution into ever room, object, mob, which it hink would be rather difficult.
but to have it change all mobs, all items, silvanesti, you would need to have a complete alternate silvanesti area built, so it would be mostly a builder job |