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#1 |
Senior Member
Join Date: Nov 2009
Home MUD: bedlam.mudportal.com:9000
Home MUD: www.mudportal.com
Posts: 292
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#2 |
Member
Join Date: Dec 2009
Posts: 144
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Re: New Bedlam Quest System: Everyone Can Create!
Nice!
How do the players get the mob #s? And what quest types did you put in? And how do group quests work? Very interesting ![]() |
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#3 |
Senior Member
Join Date: Nov 2009
Home MUD: bedlam.mudportal.com:9000
Home MUD: www.mudportal.com
Posts: 292
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Re: New Bedlam Quest System: Everyone Can Create!
There's a lookup tool at the bottom of the form that allows you to get the unique number of a room, mob, object, or a quest. Some high-end areas are hidden from lookup but people can still submit ideas and let the staff fill in a big boss, or an artifact.
Quest types are pretty conventional but what we're finding is that in combination with all other quest properties, they are more than enough to begin with. Here's the initial list: Find a room Clear a room (from mobiles) Find a mobile Kill a mobile Find an object Return an object Drop an object (in a certain place) Find a player (hide & seek) Kill a player (only the player him/herself can create this one) Group quests will be a lot more challenging (both in terms of constraints and goals), and the reward will be split among all group members who possess the appropriate quest scroll. Any items would go to the group leader. If a group quest is completed by a single person, they would reap all the rewards, but the idea is for that to almost never happen. |
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