Quest Showcase

For all talk about quest development - creation, testing, and quest system.
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Jay_H
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Re: Quest Showcase

Post by Jay_H »

Quests certainly can cause each other to start. Carrying data over from one to another is nearly impossible, though; you have to write a new quest version for each data you want to vary. Interkarma has explained that in the future there could be more room available for permanent variables, but that's still not in yet.

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Jay_H
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Re: Quest Showcase

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Dark Brotherhood quest 8: "Here Today, Gone Tomorrow"

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I'm starting to use the chaining quest timers Interkarma implemented last year. I'm finding them to be very lenient so far, but still useful.

For this quest, the enemy will appear in the dungeon after a specific period of time. The PC must find him/her before time is up, or else guild rep will drop significantly.

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Jay_H
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Re: Quest Showcase

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Dark Brotherhood quest #9: "Going Home"

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I'm trying to mitigate the difficulties of dealing with multiple locations by using chaining timers.

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Jay_H
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Re: Quest Showcase

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Innkeeper and Merchant quest #11: "How to Save a Life"

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I've written an alternate path that depends on item use, so it's not implemented yet.

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Jay_H
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Re: Quest Showcase

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Fighters Guild quest #9: "Wild Hunt"

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This should be a fascinating challenge. I want magical items to be available to the Fighters Guild only for very good challenges, and I think this is one of them. Good luck getting this one done, midknightprince!

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Midknightprince
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Re: Quest Showcase

Post by Midknightprince »

So I'm still on Sacraficial Lamb, I have about 18 days left, seems like they spawn every 7 or 8 days maybe ?
And they pretty much spawn everywhere from what I can tell (fits the quest).
Can't even rest in the fighter guild when the decide to show up, and it seems to be around 5 or 6 guys at a time.
Just letting you know how this stuff is playing, and no problems, even with other quests goin.
Check out my YouTube Channel!

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Jay_H
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Re: Quest Showcase

Post by Jay_H »

No worries, go at your own pace :)

DFU Temple quest #4: "Lost and Found"

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This might look similar to the regular "find the person and come back," but there are a few distinguishing features. I'll let them speak for themselves once tested.

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Re: Quest Showcase

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Thieves Guild quest 3: "A Little Mugging"

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This one was a mess to put together. Multiple outcomes possible.

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Re: Quest Showcase

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Thieves Guild quest #4: "Spirited Away"

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Monotony breaker! The Thieves Guild in classic is always "go to town and do thing and come back," so it's nice to add things that complicate the matter.

This quest will change once magic effects are in. Once we can use the trinket, it'll be a player action rather than automatic. There'll be consequences for acting too slowly.

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Re: Quest Showcase

Post by Jay_H »

Knightly Order #11: "A Knight's Tale"

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I still don't have the hang of the dialog link action, so this quest relies on message 1005, RumorsDuringQuest. It fits the purpose well enough.

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