Post by Crom Cruach on Feb 3, 2011 7:59:34 GMT -6
Quests & NPCS
Arcade Quests
Arcade quests replace find and NPC quests.
Different levels of NPC are to be found on different map’s squares.
In the first row’s (bottom or top row) squares the player faces only NPCs of level –2 to his own.
The second row hosts NPCs with level –1, the third row NPCs with the same level as player, the 4th row +1 lvl NPCs, and the 5th row +2lvl NPCs.
One of the 5th row’s squares hosts the NPC “head”, who has level +3 to the player’s. This square has to be randomly chosen, and the player doesn’t know beforehand which one it is.
The player has to defeat the NPC head to accomplish the quest.
When a NPC is defeated, its square is left empty of NPCs, and the player can’t battle in it any more. The player gains then access to the square right on top, in the following row, and also to the other squares in the same row.
When the player loses, he can’t attempt at the same square a second time. So he’ll have to “get around” the obstacle represented by the winning NPC.
The Explore button can’t be used in an area when a quest is active there.
NPC Battles
NPC battles would still be there without the need of doing a quest, of course, but only if the player doesn’t have any active quest in that wilderness area.
A player can perform a NPC battle by clicking the Explore button, which randomly picks a square from the map, and therefore gets him an opponent of a certain level.
When a NPC is defeated, the square is still left empty, so that the Explore button’s random pick won’t chose it a second time. When the player loses, here too he won’t be able to attempt at the same square again.
When all the squares are either empty or blocked by a winning NPC, that wilderness area will be blocked off for the player for a short time span, like perhaps 20 mins.
Drops & Prizes
NPC battles’ drops are to be drastically cut to a rate of perhaps 1 every 5 wins.
Current drops’ rate are to be kept for NPC battles performed during quests.
Arcade quests’ prizes are random, and the player can’t know the prize beforehand.
The prize could be randomly picked among: a levelled “virgin” item or terangreal, a lump sum of money, or of Exp., perhaps combinations of these.
Quest Availability
Since arcade quests would require a minimum of 5 battles to be accomplished, and an average of probably 8 to 10, thay’d be quicker, on average, than the current ones. I think therefore that they should be easier to get. So towns should regenerate new quests more often, and about 2 thirds of them should be arcade quests. The rest would be item quests.
Advantages
- First big consequence is that finally the wilderness areas’ maps get a meaning worth of their coding and graphic.
- Second, players actually have to keep an aye on the battle page, rather than just clicking the Explore button mechanically as if it was a bot.
- single losses from NPCs would get a meaning too, as you’d have then to do more battles to get to the end of the quest.
- quests could be lost. If you lose all 5 squares in the same row, you can’t access the following row, and your quest is lost.
- drops being fewer, it’d be harder to make money just by selling items, which is the main cause of the other activities not being profiteable by comparison.
- allowing an area a certain time to regenarate NPCs after attempting at every square in it, would not only be more realistic, but also discourage players from battling only in 1 or 2 areas, which makes gaining towns’ control too easy, and keeps people from getting around the Continent.
- accepting an arcade quest prevents you from NPC-battling “freely” in that wilderness area, until the quest expires. That way, a player would have to pay more attention to the quests he choses, not just picking them randomly.
Arcade Quests
Arcade quests replace find and NPC quests.
Different levels of NPC are to be found on different map’s squares.
In the first row’s (bottom or top row) squares the player faces only NPCs of level –2 to his own.
The second row hosts NPCs with level –1, the third row NPCs with the same level as player, the 4th row +1 lvl NPCs, and the 5th row +2lvl NPCs.
One of the 5th row’s squares hosts the NPC “head”, who has level +3 to the player’s. This square has to be randomly chosen, and the player doesn’t know beforehand which one it is.
The player has to defeat the NPC head to accomplish the quest.
When a NPC is defeated, its square is left empty of NPCs, and the player can’t battle in it any more. The player gains then access to the square right on top, in the following row, and also to the other squares in the same row.
When the player loses, he can’t attempt at the same square a second time. So he’ll have to “get around” the obstacle represented by the winning NPC.
The Explore button can’t be used in an area when a quest is active there.
NPC Battles
NPC battles would still be there without the need of doing a quest, of course, but only if the player doesn’t have any active quest in that wilderness area.
A player can perform a NPC battle by clicking the Explore button, which randomly picks a square from the map, and therefore gets him an opponent of a certain level.
When a NPC is defeated, the square is still left empty, so that the Explore button’s random pick won’t chose it a second time. When the player loses, here too he won’t be able to attempt at the same square again.
When all the squares are either empty or blocked by a winning NPC, that wilderness area will be blocked off for the player for a short time span, like perhaps 20 mins.
Drops & Prizes
NPC battles’ drops are to be drastically cut to a rate of perhaps 1 every 5 wins.
Current drops’ rate are to be kept for NPC battles performed during quests.
Arcade quests’ prizes are random, and the player can’t know the prize beforehand.
The prize could be randomly picked among: a levelled “virgin” item or terangreal, a lump sum of money, or of Exp., perhaps combinations of these.
Quest Availability
Since arcade quests would require a minimum of 5 battles to be accomplished, and an average of probably 8 to 10, thay’d be quicker, on average, than the current ones. I think therefore that they should be easier to get. So towns should regenerate new quests more often, and about 2 thirds of them should be arcade quests. The rest would be item quests.
Advantages
- First big consequence is that finally the wilderness areas’ maps get a meaning worth of their coding and graphic.
- Second, players actually have to keep an aye on the battle page, rather than just clicking the Explore button mechanically as if it was a bot.
- single losses from NPCs would get a meaning too, as you’d have then to do more battles to get to the end of the quest.
- quests could be lost. If you lose all 5 squares in the same row, you can’t access the following row, and your quest is lost.
- drops being fewer, it’d be harder to make money just by selling items, which is the main cause of the other activities not being profiteable by comparison.
- allowing an area a certain time to regenarate NPCs after attempting at every square in it, would not only be more realistic, but also discourage players from battling only in 1 or 2 areas, which makes gaining towns’ control too easy, and keeps people from getting around the Continent.
- accepting an arcade quest prevents you from NPC-battling “freely” in that wilderness area, until the quest expires. That way, a player would have to pay more attention to the quests he choses, not just picking them randomly.