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Ugh, in my attempt to move design-related topics to the design forum without leaving shadow topics I deleted the exp for exploration topic by accident, so here's a reposting:
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[b]Pollution[/b]
Post subject: Rewards for Exploration
PostPosted: 22 Dec 2006 14:40
As an alternate way to gain experience, we could easily use tokens to reward people for exploring. Certain hard to reach destinations would give experience just for getting there. The exact format could have a few different options.
* Each individual area is valued independently regardless of other factors.
* The number of different areas you reach is what matters. You receive experience based on how many you've found so far, with an increasing scale.
* Some combination of the two.
Ideally they will all be level restricted since what counts as dangerous to a first classer is different than what is dangerous to a 4th.
[b]Nibelung[/b]
Post subject: Re: Rewards for Exploration
PostPosted: 22 Dec 2006 19:07
If there were area scripts, we could have say.... an ENTRY trigger checked when you switch to a new area. In that script, it could do level checks and all that jazz.
[b]Nibelung[/b]
Post subject: Re: Rewards for Exploration
PostPosted: 22 Dec 2006 19:12
Posting to increase post count >.>
Ok, another idea for this is that there could be an in-game society of explorers. Said society could have a few guild locations that offer some cooler quests and gear, maybe even information about other areas such as a chart to a fabled ruin that is said to exist. Having a minimum level of exploration would be a requirement for entry and thus access to everything they offer.
[b]Vizzini[/b]
Post subject: Re: Rewards for Exploration
PostPosted: 04 Jan 2007 03:33
I wonder if an orienteering format could be useful for your idea here. Let's use a quest example just for the sake of argument. Someone requests a quest and they get an orienteering one. A list of waypoints is calculated and they are given clues at each one on how to get to the next (in difference to Vass's pre-calculated parts type code). Clues could be based on landmarks or terrain features perhaps.
e.g
Part 1) Head north-west from Plith, crossing a lake until you arrive at a city (Olaria). Speak to <mob> for further instructions.
This simple format has a lot of possibilities, including making the mobs easy or hard to get to for the next clue, making the waypoints close or far away, requiring the player to use their brain to decide whether transport is needed to get there in time or not etc.
I wonder if there is a way to auto-load a mob-prog onto a specific instance of a mob on the fly, so that say, we could make the quest code pick a mob in an area at random perhaps (or even a nominated mob, or list of mobs), and make that mob provide the next waypoint information. Perhaps have each mob provide some kind of token object to return to the questmaster to prove that the course was navigated...
Later, when we have ships and big wilds sorted out, perhaps we can have gumball-rally style orienteering quests - perhaps in the form of a global where we can have people racing to find all their objects and the related waypoints before the others. The first few back could get a sliding scale of rewards, with all those completing the course receiving some form of minor reward, qp, pracs, exp or all three to create incentive for people to turn up and do the quest.
Vizz.
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