So I'd like to request quest envoys or otherwise appointed people to help fix quests.
While we have a bunch of people working on combat, the world has a rich story and plenty of quests that some people enjoy doing.
It feels like quests are being very much ignored, with come being buggy for years on end. Also, the balance and effects of quests are given little regards. I think it would greatly improve satisfaction with the game if we had someone working on that.
Some complaints:
1) Bugs go unfixed for a while. RIght now the Plaxios Lowlands, Dropping the Spire of Diornamus, and Queen of Queen quest are locked in limbo.
2) Some quests have reset times that are disproportionate to how long it takes to do them.
3) Some long quests could use 'pause points' that don't require you to redo alot.
4) The designation of 'Honors' quest is seemingly random. Some rather easy quests get honors, and some difficult ones don't. (Mycefax: which also seem sikes it should be doable more than once)
5) Blessings from quests don't stack- they remove the old bonuses (last I checked). Under the new system of bonuses, this should be easier to balance.
Some suggestions:
1) More Honors lines
2) More quests with some effects that linger and people care about..
3) Linking some existing quests into mini-epics if you complete the set (I.e. Estelbar, Tolborolla, and now Irshaw could combine into "She is a loyal friend to the Tae'dae"). Racial epics would be cool (even if it just gave you a racial adjective with little bonus). If we could just throw a set of three quests together to make them.
4) Quest artifacts: Recognize this is part of the game and give us some artifacts for questers. Yes.. artifact you need to pay for, so that admin can put a bottom line on making things for questers
Sample artifacts: A single-use item that lets you mind-read a denizen for the topics they like to discuss (keywords), an item that lets you recognize hidden spots and items you can interact with (maybe also single use), items that increase the spawn rate or rarity of ikons and curios, maybe a 'save item' (A block of morphing clay that can 'save' a quest item and within the month be used to morph into that item), and item that lets you replicate some hunting ability to find stuff (once again-possibly single use)
I'm not a big advocate of cash grabs, but let's make it possible for questing to be a revenue generator (combat is huge for that), and maybe it will get this rich side of the MUD some well deserved attention.
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Comments
Can I ask what you mean by "effects that linger and people care about"? What would you recommend in particular?
That's a great point about player perspective on how quests operate, @Kethaera. 100% agree that is useful, especially for brainstorming future quests I bet. Probably just as useful to do the flip side of mentioning quests that do handle their mechanics and their reward well, because that encourages more like them.
2. I am not sure whether a quest envoys would necessarily happen. I say this because it is not clear to me whether or not this would address the issue in ways that a thoroughly detailed BUG report could not. I do believe that if we cannot find an issue with a quest, we tend to ask report filers further questions (or even have them try to do the quest while we follow along).
3. On the issue of reset times and 'pause points,' I will say that some quests are meant to have long or short reset times (both in terms of how long quests are unavailable and the reset items for denizens and items). I am not entirely sure what you exactly mean by pause points. Or at least, I understand what you mean in theory, but I am not sure if there is an elegant solution in their inclusion.
4. I would actually be really interested to hear about player perspectives on quests, especially regarding quests (and quest rewards) that are particularly well liked. What would be quests that have "lingering effects" look like?
as someone who's loving quests and questing, especially quests with figuring things out (Though I've learned that there are some quests that I'm learning to hate very quickly), I would like to add the following:
1) Quests that give rewards would be really nice. Doesn't need to be a functional reward, but just something that keeps you a reminder that you solved a rather difficult quest. E. g. a doll or a random unenchantable jewelry piece or a honey pot you can eat a little honey out of. Of course, not every quest should do such thing, but if you go through a lengthy quest / quest line that would totally be something that would make me glad. Anybody who's seen Aeldra making a huge fuss about miniature things will attest to that ;-)
2) Questing for money? Count me in. It would be a lot more fun then, let's say bashing denizens for the coin part, at least for mw.
3) Some way for us players to provide feedback on possible flaws we might see I would personally love to see.
@Horacle I think what @Haghan means with pause points is the ability to 'stop' a quest at a certain stage and resume at a later time. Some of us don't have four to five hours on to the go you would neccesarly need to perform some quests.
Love the idea of mini-epics. The Keph and Illithoid do have their racial epic quests already. And I would love for there to be other miniepics that could be tied together to declare racial loyalty. Maybe with a little toy afterwards... but I'll get back to that later. I first want to address your suggestion for quest artifacts. While most of them are good, if they ever do introduce some sort of hidden object finder, it must *not* be single use. It could have a bit of a cooldown before using it again, but one of the main problems with hidden objects is that sometimes they are not findable by probing every object in the room longdesc. Usually, this isn't a problem, but sometimes you have to prope using the plural/singular form of an object, where it's written singular/plural. Sometimes you have to use synonyms (drapes/curtains) and sometimes, it's not in the long-desc and you have to guess at what should be there. While these tend to be fixed quickly (found two such faults in Serelyn's quest, typoed them and they were fixed by the next morning) it can make it almost impossible to actually find the hidden object you're looking for. You do not want single use items for solving that problem, because you can then end up using an item you bought with credits for absolutely no benefit beyond eliminating a room and do keep in mind that sometimes there's more than one hidden object in the room. The other ideas I love. Many quests are triggered by a single item being put in place, so the clay item could work. Yet... at the same time it could make it possible to finish a quest over and over. What if you copy the filled up manticore egg and give it to Taroch, then kill him at the nomad camp and give the clay egg to him when he respawns. You'd essentially bypass the whole quest if so.
Anyway, moving on.
Regarding reset times and pause points, I'd like to put forth Plaxios. Even though the weather machine quest there is broken towards the end (you have to kill dae'aldim for wires, but the trigger that's supposed to set them to drop a wire for every five dae killed doesn't fire. I'll elaborate in a second.) Plaxios is a good example, both of too short reset times, and good pause points. The main quest requires you to empower four seasonal orbs. You influence lucidian for buttons, then do a puzzle, and then you're given five spires to empower. At this point, the dae'aldim are set to drop wires. You have to hunt them down for wires to fix the spires. The too short reset times come from the fact that the quest seems to expect you to do this in one hour. Approximately one hour after you complete the puzzle, the quest resets. Dae'aldim no longer drop wires, so you can't progress with the quest. Since empowering one orb requires that you kill 125 aldims and 50 morae, and you lose time waiting for NPCs to talk, the timing ends up being way short and you pretty much need a helping hand or five for the killing of aldims.
At the same time, when you *do* manage to complete the quest, you still have to do it three more times to reach the final stretch of the quest. But empowering one orb acts as a "pause point". The orb stays empowered. It does not reset on its own. You can take a break and come back later. The quest itself expects you to come back later, during another season, but it's a good example of a clearly defined pause point for a longer quest. (Incidentally, the bug in Plaxios seems to be that the final stretch of the quest fails to set and maintain the flagthat causes dae to drop wires)
As for quests with "lingering effects", I feel good examples are saving Aestra, which gives you her as a beast for a few days, or helping Serelyn to get Frei. (The whole Meliashmora is a good place to look for good quest rewards.) Granted, both of them should probably come with their own instruction manual, but the end result is a nice little object that you can show off to the world, and let them know that you did something.
I actually love @Saran 's idea of a treasury style manse. If some quests gave an object upon completion, that would be really cool. A tiny little toy of a memento that you could put in your manse. And then you can invite people inside and say "I got this one when I wrestled a shark in Australia saved the orphans on Mount Wend, and I got this one when I meet the Queen of England of Queens after helping raise her."
Finally.
@Aeldra If you want to quest for money, try the village quests. They should all be doable for a novice fresh out of Newton, and upon completion each quest gives you 5000 gold, and an ikon which you can sell for even more gold.
@Lavinya Thanks for reminding me the Oil of Ur'lay quest exists. I should give that quest a twirl.
Also, ultimately a quest should not provide more gold AND experience than equivalent hunting/influencing. If it becomes more beneficial to do a quest than other dedicated activities, then that quest will be constantly done, leaving little opportunity for others to join in. As is, the village quests provide a great alternative to earn some gold, while doing something besides endless hunting and influencing. It's a tough balancing act to get right.
Speaking of, I am gonna go get some cake.
I very much *dislike* the idea of more epics until:
1) bugs with epics and certain people retaining the buildup lines is resolved
2) how epics work is changed-- it's annoying when epic lines remove the rest of the hard earned honors. That's the design for all epics, but I'd really rather not *lose* any more lines (e.g. the aether epic removed 11 honors for me)
Lastly, I think the Divine have done a lot of really cool things lately with permanent non-combat oriented shinies. The Minstrel quest gives you a stein, the merchant Nightmarket quest gives you a mask, and so on.
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Org epic lines have been keeping buildup lines for a couple RL years now. I've bugged it about multiple people, and early on bugs have been resolved as fixed, and those people's buildup lines were removed. I'm pretty sure only a few people can fix honor lines, so if it was changed why did bug reports fix and remove people's lines in the past? Why are org epics arbitrarily the only epic cycle to keep buildup lines now? Both of these reasons, along with the fact that there were no retroactive changes, lead me to believe it is a bug.
Edit: Wish we got to keep all buildups for every epic. Some of the buildup lines are so cool..
=((
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How you said it sounded a lot like you were certain. Sorry if I read into your wording too much.
This doesn't make the original code "wrong" by any means. It's similar to how 10x10, 25x4 and 50x2 all reach 100. But the language used is varied and often unfamilar to the individual.
Other times it can be a case that off the information given, a bug cannot be replicated, or the quest works as originally intended and we find no faults in that design. Either way it might be, with all respects, the player(s) not figuring out the correct solution yet.
Bug reports can sometimes only go so far, and even if the players provide a novel length report complete with citations it might not be able to convey the full situation if mobile A is failing to spawn, mobile B is failing to properly increment or reset its counter, or room Q was accidentally disconnected from the area.
A) Make sure you haven't missed any. Count how many you kill/collect the next sweep you make.
Ask around! Odds are someone knows exactly how many turnins are needed for a quest, and how many are available at maximum.
C) If it turns out there's a small difference (i.e. you need 20, but only 19 are ever available), then it might be worth bugging. If there's a large difference (i.e. you need 20, but only 14 are ever available), then odds are it's by design.