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Post by ATB Staff on Apr 3, 2017 19:59:02 GMT -8
We all love the adventure and becoming part of the story. When it comes to quests, what kind of objective entertains you the most?
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Malc
Beta Testers
Posts: 14
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Post by Malc on Apr 3, 2017 22:15:49 GMT -8
For me, I'm torn. I love the idea of a chain of bounty board-esque quests, but I also really dig puzzles, as long as they are well made. A good puzzle should have readily available clues in that zone to assist you in finding the solution, in most cases. Variety is the spice of life though, so a little bit of everything is great.
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Post by Thrend on Apr 4, 2017 11:56:15 GMT -8
I second what Malc had to say about good puzzles. I have had some real fun while soloing on MUDs (and in groups for that matter) when faced with some interesting and fun clues that lead to solving a puzzle. As for the poll on what kind of quests we would like too see, I selected my top three but I have to say some of the best MUD quests I have played have incorporated many if not all of those types into one dynamite quest. These often have puzzle/clue type aspects that when solved lead to some new area to explore and culminate in facing some SMOB that loads or has the chance to load some new or specific item.
One more thought on 'exploring new areas' as a quest type. Something I am sure you are all familiar with and could be kicked around as a possibility for ATB could be getting a reasonable automatic exp bonus for entering/discovering areas for the first time or after discovering so many rooms. Just a thought.
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Malc
Beta Testers
Posts: 14
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Post by Malc on Apr 4, 2017 14:00:27 GMT -8
That's a good idea. I recall seeing similar systems implemented as far as the exploration bonuses go. It's something that has a very MMO feel to it for me, and gives a little more incentive to exploring for those who feel like time spent walking around is XP lost. Good call, Mr. Thrend.
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Post by aramus on Apr 5, 2017 7:53:01 GMT -8
I like them all. I picked my favorite two (Puzzles and Discovery), but all are great. One one MUD I was involved in years ago, we would place an invisible token on a player with a random (within a range) timer on it that could be used to grant rewards, trigger events, drop clues, etc so that the player could never quite tell when/how they started certain events or triggered certain clues/steps in the process. It made the replay-factor a bit better for people making multiple characters, as quests weren't always so cookie-cutter.
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