Post by Tim on Jul 15, 2009 9:18:23 GMT -6
Today I'll talk about the last two types of quests, Duel and Clan, as well as user-generated quests.
Duel Quests:
In Duel quests, your objective is to duel and defeat the target player a certain number of times. Simple as that.
Clan Quests:
Clan quests are very similart to duel quests, only your target is any member of a target clan. Wins can be from a single clan member or multiple clan members. All that matters is you win.
User-Generated Quests:
Players will be able to generate their own quests for other players to complete. Any player will be able to offer Duel or Item quest. Leaders of clans that have met a specific requirement in a town (will discuss what this requirement is another day) will be able to offer Clan Quests. So someone is pestering you? Open a quest to target them! Looking for a specific item or talismen? Open a quest to have someone else find it for you? An enemy clan getting a little too big for their britches? Open a quest to target them! Heck, looking for a challenge? Open a quest to target yourself or your own clan!
When you create a quest, you set the type, target, number of players who can complete the quest, and a reward. If the reward is an item, you must have that item unequiped in your inventory. If it's gold, you must have that much gold in you pocket (not in the bank). If you set the quest to be able to completed by multiple people, you must have enough items/coin to satisfy all possible completers. If you're creating a clan quest, the reward item must be in the vault and the coin will come from the clan bank. When the quest is created, the reward will then be taken from your inventory to ensure the reward is available when players complete the quest.
User-generated quests will appear in the available quests lists in the town they were created (you must be in a town to create a quest). At this point, if you want to offer a quest in multiple towns, you'd have to create multiple quests with the same objective/rewards (though remember the number of quests created per user will be limited).
If time passes and no one/not enough players have completed your quest and you decide you want to clear up room for another quest, you have the option set the quest to expire. The quest will remain active for 12-24 hours in order to give anyone working on the quest some time to finish. At the end of that time, the quest will expire, being removed from the available quests list as well as your own created quests list. Any unclaimed reward will simply be lost.
Duel Quests:
In Duel quests, your objective is to duel and defeat the target player a certain number of times. Simple as that.
Clan Quests:
Clan quests are very similart to duel quests, only your target is any member of a target clan. Wins can be from a single clan member or multiple clan members. All that matters is you win.
User-Generated Quests:
Players will be able to generate their own quests for other players to complete. Any player will be able to offer Duel or Item quest. Leaders of clans that have met a specific requirement in a town (will discuss what this requirement is another day) will be able to offer Clan Quests. So someone is pestering you? Open a quest to target them! Looking for a specific item or talismen? Open a quest to have someone else find it for you? An enemy clan getting a little too big for their britches? Open a quest to target them! Heck, looking for a challenge? Open a quest to target yourself or your own clan!
When you create a quest, you set the type, target, number of players who can complete the quest, and a reward. If the reward is an item, you must have that item unequiped in your inventory. If it's gold, you must have that much gold in you pocket (not in the bank). If you set the quest to be able to completed by multiple people, you must have enough items/coin to satisfy all possible completers. If you're creating a clan quest, the reward item must be in the vault and the coin will come from the clan bank. When the quest is created, the reward will then be taken from your inventory to ensure the reward is available when players complete the quest.
User-generated quests will appear in the available quests lists in the town they were created (you must be in a town to create a quest). At this point, if you want to offer a quest in multiple towns, you'd have to create multiple quests with the same objective/rewards (though remember the number of quests created per user will be limited).
If time passes and no one/not enough players have completed your quest and you decide you want to clear up room for another quest, you have the option set the quest to expire. The quest will remain active for 12-24 hours in order to give anyone working on the quest some time to finish. At the end of that time, the quest will expire, being removed from the available quests list as well as your own created quests list. Any unclaimed reward will simply be lost.