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Quest Ideas

Posted: 15 Jun 2010, 22:25
by mikepurdy1234
This post is for those people who want to make an epic (bigger than those other RPG games) storyline.

what tools do you need from QuestMania?

remember to keep the tools easy for beginner creators. I know you want to be able to animate your own action shots, but lets not get ahead of the curve.

some ideas would be
1.monster sizes (double and tripple for boss fights)(small bunnies for level 1 players)
2.multiplayer raids (be able to add co-op)
3.multiplayer Versus (my clan vs your clan in a blood bath of swords and magic)
4.pets (or NPC buddies that fight with you)
5.mounts
6.swimming

these are just a few ideas. I'm sure others have better ideas.

Re: Quest Ideas

Posted: 15 Jun 2010, 22:32
by Zooz
You can add lots of things, but one strong point of TM mapping is the simplicity!

Re: Quest Ideas

Posted: 16 Jun 2010, 01:26
by mikepurdy1234
simple might work for wheels on a track, but quests need to be epic, not a jump-in-jump out random map maker.

Re: Quest Ideas

Posted: 16 Jun 2010, 02:03
by Monkeyyy
i still have no idea about it

Re: Quest Ideas

Posted: 16 Jun 2010, 07:15
by tcq
Zooz wrote:You can add lots of things, but one strong point of TM mapping is the simplicity!
Yeah, but i think with the power of maniascript, there will be some awesome quest designed. If you just see what was done witht he simple TM editor (e.g. Thrumphcard) then i can't wait to see how the creativity of players will revolt and surpass everything that Nadeo dreamed about.

Re: Quest Ideas

Posted: 16 Jun 2010, 11:43
by timae
i really think you get coppers after finishing a quest and so on ;)

Re: Quest Ideas

Posted: 16 Jun 2010, 14:17
by mikepurdy1234
in-game money is a good idea... but spending them in a map is like cheating a map if you have lots of coin. get coin, spend them at the ManiaPlanet exchange (if they get one).

A problem i see is coin farming... I could make a map that drops 1,000,000,000 coin... then you could spend that and get anything... or mess up the QuestMania economy.



no coin drops... or no taking your coins out of a single map... what happens on a map stays on a map.

Re: Quest Ideas

Posted: 18 Jun 2010, 03:04
by Trackmaniack
Once you start making money available as an editor tool, then you shoot the economy in the head. Once you start making in-game money exchangeable for real money and vice-versa, you do the same thing.

Re: Quest Ideas

Posted: 19 Jun 2010, 00:55
by mikepurdy1234
I agree, you can't let money leave a quest. Because then people will be farming maps for money. People would take money from Quest map to Quest map (or even collect money just to collect it). The game economy would die.


Solution:
-no money in-maps ("save the game economy")
-no shopping in-maps (no money = no need to shop for armor)
-no need for armor or weapons (no shopping = no upgrading weapons and armor)

in TM all cars are equal, but drivers are better skilled, not better wheels or engines
-this means no skill/level/weapon (every one is equal)
-if you are a knight, all knights are equal
-if you are a wizard, all wizards are equal
-if you are a monk, all monks are equal
-all classes must be equal (like cars are equal)



This sounds like the game fat princess on PSN (playstation network). Where what you wear determines your class, not your skill.

Re: Quest Ideas

Posted: 28 Jun 2010, 09:29
by S-Jay
Sorry, but I think what you just suggested would be boring.

You see, on a TM-track, skill can make a difference (and a big one). I don't see how skill would make a difference in a role playing game.

Therefore, many gaming hours should be rewarded with upgrades, giant weapons, in-game money and so on and so forth.

Of course, there must be a way to stabilize the economy avoid inflation, but I trust the creative minds of the QM developers as far as this is concerned.

I have a quest idea/quest system though (i don't know if this has been suggested before). Apart from the nadeo/npc-quests (if there will be any), there should be quests that one player can give to another.

Compare it with the Blue, White, Red, Black and Green nadeo tracks in TMUF and the custom tracks on TMX.

How to prevent those player-based quests from becoming repetitive? To be frank, I have no clue, it would probably contain a lot of grinding (and thus boring) content.