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jamie_macdonald wrote:Can we inlude some puzzles for entry into some areas please? ...Not jsut FF (final fantasy) style .. walk in to a player ... duel them ... boss ares .. duel them ... duel this duel that ....zzzzzzzzzzzz..
Maybe some areas in the maps (like on the way into a dungeon/cavern/castle) entrance .. inculde something to tease the brain to gain entry to the area, maybe some collaborative puzzles like moving block and reflecting things to shine a light on a beacon to open the door? (good possibilities in multiplayer puzzle elements i hope).
..either that or exclude puzzles and brain teasers (which probably means i won't touch the game atall)
S-Jay wrote: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.
steve_barnes wrote:just hope that its not going to be like :
1. get this
2. kill that
3. get that other thing
4. kill the thing next to the thing you just killed before
5. and so on
hope for the best
steve_barnes wrote:4. kill the thing next to the thing you just killed before
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