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Re: Quest Showcase

Posted: Mon Apr 23, 2018 2:47 pm
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.

Re: Quest Showcase

Posted: Sat May 12, 2018 6:35 pm
by Jay_H
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.

Re: Quest Showcase

Posted: Sat May 12, 2018 11:39 pm
by Jay_H
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.

Re: Quest Showcase

Posted: Sun May 13, 2018 12:51 am
by Jay_H
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.

Re: Quest Showcase

Posted: Sun May 13, 2018 2:26 am
by Jay_H
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!

Re: Quest Showcase

Posted: Mon May 14, 2018 5:29 pm
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.

Re: Quest Showcase

Posted: Tue May 15, 2018 1:30 am
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.

Re: Quest Showcase

Posted: Tue May 15, 2018 9:46 pm
by Jay_H
Thieves Guild quest 3: "A Little Mugging"

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

Re: Quest Showcase

Posted: Wed May 16, 2018 2:29 am
by Jay_H
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.

Re: Quest Showcase

Posted: Mon May 28, 2018 7:44 pm
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.