BansheeXYZ wrote: ↑Wed Sep 18, 2019 3:53 pm
Do you have any actual examples, because I can't find any quests that are built for this sort of thing to happen. Why would you talk to someone who wants the item and will take it from you if you have it? Why not just avoid talking to that person?
Why do you think about taking the item from PC? NPC may just react differently.
Let's suppose, we have an Item e. g. a Mark, making him beleive, that you're a member of some kind of organization, or just a courier.
So, when he sees, that PC have the Mark, he gives him a quest, which allows PC to get something.
But when PC have no mark, NPC may think that he is a spy or something, transform to a mob and attack him. And when PC kills him, he can find another useful Item in his inventory, so player goes on a different branch of the quest.
Of course, we may add a prompt
Show Mark to <NPC name>?
[YES] [NO]
but it will be a hint to a player. And in a good quest, the player should at least think a little, and not just move from one hint to another, doing what they ask him to.
And if you were writing a quest and wanted the player to optionally give an item to someone, you'd just make a prompt for that npc like "Can I see the note you found? [yes][no]" Requiring the player to drop the item in order to hide it from the npc makes no sense to me.
Of course, we can write more complicated code as a workaround for broken mechanics. But I believe, making such changes optional is much better solution.