quest system?

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  • Dark
    Apprentice
    • Apr 2009
    • 79

    quest system?

    this is the one thing I miss inAngband really. Short term goals restricted to the current dungeon level in and above killing of Morgoth. I know Ownband (and probably some other varients), have them, but I'd really love to see them as an option in official vanilla so that they would be more readily available to varient maintainers, and also, for myself and those who might like them, make Vanilla more fun on it's own. I'm not suggesting some major plot here, simply an npc who says "go and do x" and gives you a reward if you do it. Afterall, you can't be the only adventurer in the dungeon, and there might be morgoth's slaves, lost townsfolk or similar who might want assistance from an adventurer. This would also make the dungeon feel a little more like a real place and give flavour to your over all adventure, which is why I myself rather like quests, even in a single dungeon game.
    of course, there should be a disable quests option for those who want the traditional lone hero, exploring unfriendly teretory style.

    Quests could work something like this:

    When you arrive on a new floor, there is a chance of a tyle near you being designated as the entrance to some location similar to the shop entrances in the town (it could even use a number symbol in ascii).

    this would be an encampment of friendly dungeon explorers of one of the pc races, a hide out for some escaped slaves, or some lost individual who's wandered into the dungeon by mistake or been teleported their by magic.

    You'd then get a menue similar to the shop menues giving you quests, which you could accept with number keys. Each quest would generate a reward, an amount of gold or an item, which was in quality several levels below your current floor. So, on dungeon level one, you'd get quest rewards generated as though they were items or gold found on dlvl 3 or 4, optionally, have this increased for more difficult quests. Rewards could either be shown on the quest menue directly or sometimes hidden just specified as "give you something good"

    Quests could take the following form:

    1: kill a given monster, either a unique or a normal monster named as quest targit found on that floor of the dungeon.

    2: kill x amount of a given monster, generated on that floor of the dungeon.

    3: find item x (again, specified as quest targit), and bring it back to the quest location, a good one for rogues and wizards who might not want to do so much slaying.

    4: find friendly monster x and bring them back to the quest location. Good for paladins and priests who can keep the targit alive, and probably an interesting one in terms of tactics.

    quests are canceled if the player descends from the level without completing them, or if the quest targit is killed or destroyed, though cancelling doesn't harm the player other than them missing out on whatever the reward was. Also needless to say you could only have one quest per level to prevvent people spamming it for rewards, and once generated, the quest menue with it's choice of however many quests (I'd suggest a maximum of about 5) would be all the choice you got for that level.
    Obviously, having the quest giver in the dungeon lets quests be generated along with the dlvl, where as when the player is in town the next level hasn't been generated which would make creating a quest for it rather hard, and also having the quests given by a location that the player can enter and a menue rather than another friendly monster means that the quest giver won't be killed off by dungeon monsters before the player fulfills the quest, which could get irritating.

    equally, it'd be easy to just have an option to turn this off, simply either stop quest location tyles from appearing, or have them always be closed.

    If a player fails to go into a quest location in the first say 20 turns when entering a dungeon level it closes, thus preventing players from fulfilling quests before they get them, and making sure the quest targits only correspond to what the player has previously accepted.

    Needless to say, accepting quests would still take the players judgement, sinse being asked to kill 10 greater wyrms probably wouldn't be a wise choice for a player whatever the reward, though equally if the reward were good enough (assuming rewards were shown), a player might accept a tough quest to get it, thus creating another dimention of risk assessment in the game, as well as the background and flavour such a system would generally add.

    As I said, I know this idea might not appeal to everyone, and indeed I would always suggest there be an option not to generate quests just in case players don't want them.

    but for people like myself who just get a kick out of background, exploring and accomplishing things, it might add a lot to the game, and indeed be nice encouragement for new players, okay, you didn't kill morgul, but you did help the dwarves with their goblin problem!

    Hope people like the idea.

    As I said, I'm sure a varient or two could include this, but if it was in vanilla as a possible default option, it'd already be there in the game, plus make vanilla itself imho more fun.

    appologies if this suggestion has already been made.
    Last edited by Dark; February 18, 2012, 10:57.
  • ghengiz
    Adept
    • Nov 2011
    • 178

    #2
    Originally posted by Dark
    this is the one thing I miss inAngband really. Short term goals restricted to the current dungeon level in and above killing of Morgoth. I know Ownband (and probably some other varients), have them, but I'd really love to see them as an option in official vanilla so that they would be more readily available to varient maintainers, and also, for myself and those who might like them, make Vanilla more fun on it's own.
    A LOT of variants have quests actually, and some have town services too!
    out the top of my head, I can think of Z, scth and npp, but I'm sure the maintainers can advertise their own variants here, if it has what you are lookink for...
    I'd not count too much on the chance to include quests in V, the general design guideline seems to keep it conservative (v4 otoh is there for experimentation)

    Comment

    • Dark
      Apprentice
      • Apr 2009
      • 79

      #3
      Yep, I know several varients have quests of one sort or another, however as I said, it'd be nice to sort of have an official version in vanilla just as we have an official town with shops and varient maintainers can do stuff with it.

      As to conservative, this is why I suggested the system work fairlly minimally, basically from a mechanics perspective simply be a way of having a chance to get a slightly better item for a little more work on the current floor, and with a fair few restrictions, ie, just once per floor, one chance to enter only and just the one location to get them, ---- heck even if quests were to be just restricted to the "kill monster" type, and just happened with a menue asking a single y/n question when you descended a staircase rather than a tyle on the floor I'd still be happy.

      something like when you descend some starecase you get a message saying you've met person x and they'll give you y if you kill a certain monster, accept y/n?

      just something to add a little more accomplishment and flavour to general dungeon descent for those who want it, just as version 3 added to the terrain to make the layout of things a little less predictable and give more in the environment to explore.

      Comment

      • Mikko Lehtinen
        Veteran
        • Sep 2010
        • 1246

        #4
        It would be fun if orcs, especially orc uniques, would occasionally have prisoners. Save them within a time limit or they will be eaten! You would be notified of prisoners when you enter the level. Saving them would give a bonus, like an item or experience.

        I don't think EyAngband-style quests generally work very well in *bands. They tend to lead to too slow diving. However, Camlost has made some very interesting balance tweaks to quests in Sangband that may have solved this problem.

        Comment

        • buzzkill
          Prophet
          • May 2008
          • 2939

          #5
          NPP has quests, as many or as few as you like, and a slick new 32x32 tileset.
          www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012.
          My banding life on Buzzkill's ladder.

          Comment

          • Dark
            Apprentice
            • Apr 2009
            • 79

            #6
            As I said, I know varients have quests, ---- and actually with all I've heard I probably ought to give npp a go, however here I was expressly thinking of Vanilla, just to make life more interesting.

            As to dive speed, that's exactly why I mentioned quest cancelling being without penalty. You take a quest, explore as much of the level as you want, accomplish or not then descend as usual. If your on a hugely fast run, well you don't get the quest, however you've still got a chance of completing it. This is also why I suggest rewards simply as a slightly better generated item, something you could probably do without ultimately.

            At the same time, quests could make a slight tactical difference in that there could be quest rewards it'd be worth having and exploring for, though once again that's left as an exercize in players' judgement of risk just like the rest of angband tactics.

            I must confess I myself do enjoy the exploring side of things, probably why around dlvl 50 has been my max depth, hence why I'd so much enjoy some reward for it, albeit one which, if I were playing purely for max dive speed and minimum risk I'd possibly not get as much bennifit from.

            As I said, I know varients have this, but often varients with quests don't get the nicer features of vanilla, for instance last time I tried zangband it had no graphic options let alone monster list or a nosell option. also for latest varient versions it would be there for those who want to include it (I'd love to see this type of system in Daaj, my personal favourite varient thus far).

            While I freely admit balance may need tweaking with my initial suggestion as in the first post, ---- though I did try to think of possible abuses, I wouldn't like to see such a system missed completely just for fear of imbalance.

            Then of course, note that this would all be optional. No quests would be like no assending stairs, no town, no selling etc, something that was there fore players who were interested in it, but not for those who weren't, indeed I do remember a similar balance discussion around the no selling to shops option. Personally I love this option and miss it where it isn't present, but obviously there are people who prefer to play with it off.

            In which case, even if after balancing it was found quests did! make the game slightly easier, it wouldn't matter too much sinse those wanting a tough game could disable them.

            Comment

            • Mikko Lehtinen
              Veteran
              • Sep 2010
              • 1246

              #7
              Originally posted by Dark
              and actually with all I've heard I probably ought to give npp a go
              If you like Vanilla, NPP may be just perfect for you. Some (lots of?) people think it's a better Vanilla Angband experience than the real thing.

              Comment

              • nppangband
                NPPAngband Maintainer
                • Dec 2008
                • 926

                #8
                Originally posted by Mikko Lehtinen
                If you like Vanilla, NPP may be just perfect for you. Some (lots of?) people think it's a better Vanilla Angband experience than the real thing.
                You can toggle lots of the npp specific features to get a fairly vanilla game close to the 3.0.3 era, specifically (or just keep the options you would want to play with in a vanilla game):

                birth_force_small_levels
                player ghosts
                quests
                store services
                extra artifacts
                unusual terrain or dungeons

                At that point NPP still has 4gai, and lots of small changes, but it offers a reasonable simulation of classic Angband with the current UI.
                NPPAngband current home page: http://nppangband.bitshepherd.net/
                Source code repository:
                https://github.com/nppangband/NPPAngband_QT
                Downloads:
                https://app.box.com/s/1x7k65ghsmc31usmj329pb8415n1ux57

                Comment

                • Old Coach
                  Apprentice
                  • Feb 2009
                  • 61

                  #9
                  Been playing a little NPP lately, and I have to say, that the quest system is very enjoyable. I haven't played enough to know if it is balanced well or not, but it sure is engaging enough to entice me into situations way too dangerous to handle

                  -F

                  Comment

                  • Mikko Lehtinen
                    Veteran
                    • Sep 2010
                    • 1246

                    #10
                    Originally posted by Old Coach
                    Been playing a little NPP lately, and I have to say, that the quest system is very enjoyable. I haven't played enough to know if it is balanced well or not, but it sure is engaging enough to entice me into situations way too dangerous to handle

                    -F
                    The problem I see with the quests is that they speed up character development and at the same time slow down diving. This may easily lead to situations where only the quest monsters are challenging on any given level. I find this boring.

                    In modern Sangband, player level affects the quest depth. (If I've understood correctly.) This should help a lot.

                    I haven't actually tried quests in NPP. This insight comes from EyAngband and Sangband experience. (The Adventurers' Guild originated in Ey.)
                    Last edited by Mikko Lehtinen; February 21, 2012, 09:11.

                    Comment

                    • PowerDiver
                      Prophet
                      • Mar 2008
                      • 2820

                      #11
                      Quests might be OK, in terms of balance, if there were no rewards. Simply knowing in advance the particular out of depth monsters you will face is an enormous advantage. You get to prep with foresight. Those kills give you out-of-depth experience and drops, after all. When you toss in all the powerful artifacts NPP gives you for rewards, balance changes A LOT.

                      I played NPP once with quests but no rewards, and I thought it still made things significantly easier. But that was only once, so it is not fair to draw any conclusions.

                      Comment

                      • Dark
                        Apprentice
                        • Apr 2009
                        • 79

                        #12
                        Hi.

                        unfortunately npp is missing a couple of interface changes from vanilla that I rather like, particularly here I'm thiking of list monsters, list items and the bigger fonts and tyle sizes, ---- I also wasn't sure whether the larger tyles I have from buzkill would do npp or not, which all made things a bit of a pest to play.

                        That being said, the quests looked great.

                        I can't speak for zangband sinse there once again I would've liked a few more interface options from vanilla to make playing possible, but personally as I said, I just get a kick out of doing quests for the sake of doing them.

                        Even if, as powerdiver suggests, quest rewards were limited to gold only, ---- it makes sense there is some reward, but if out of depth items seem too game breaking maybe gold would do, I would very much like to see them in vanilla, not to mention in some of the very vanilla like varients such as Daaj.

                        Comment

                        • Mikko Lehtinen
                          Veteran
                          • Sep 2010
                          • 1246

                          #13
                          I think the real issue isn't that the quests make the game easier. You could just make the game harder in other ways to compensate.

                          IMO the real problem is that if only the quest monsters matter on each dungeon level, the game becomes monotonous and boring.

                          I think Adventurer's Guild should base their quest depths on player's level. If the player is too powerful for his dungeon level, he should be sent far into the depths. The quest monsters don't need to be as OOD if the quest levels are challenging even without them.

                          Comment

                          • ghengiz
                            Adept
                            • Nov 2011
                            • 178

                            #14
                            Originally posted by Mikko Lehtinen
                            I think Adventurer's Guild should base their quest depths on player's level. If the player is too powerful for his dungeon level, he should be sent far into the depths. The quest monsters don't need to be as OOD if the quest levels are challenging even without them.
                            Sounds fair, +1

                            Comment

                            • Dark
                              Apprentice
                              • Apr 2009
                              • 79

                              #15
                              Well that was why in my original thoughts on this idea I just suggested the quest monsters be limited to whatever happened to be on the dlvl at the time. if the player has leveled to the point that a certain dlvl isn't worth exploring and killing those 10 orcs or that specific goblin would be uninteresting, ---- well nobody says the player has! to take that quest, or even if he/she has taken it, to complete it, indeed that's why perhaps quests should be limited to only the floor the player was on anyway, and if your doing a super fast dive you might not bother.

                              i suppose it's just that I enjoy the flavour and exploration factor of the game as much as it's tactics and would find quests a really nice addition to that, just to give descent a bit more interest.

                              The optimal stratogy might be just to dive dive dive superfast, not kill anything that isn't worth xp and wait around for specific items at depths to show up, but for myself I just enjoy the act of wandering the halls, looking out for specific monsters, learning the capabilities of different beasties etc.

                              Indeed, this is why Daaj is probably my favourite varient sinse it adds so much to the monster list (I still don't think I've met all the monsters daaj has to offer, even in levels 1-10).

                              of course I'm not suggesting that the game be broken to make slower exploring more rewarding, that would be ridiculous, just that quests be added to give a little more to the flavour and exploration of the game and to an extent make exploration based playing more fun, ---- even if not from a literal perspective that much more rewarding, ---- other than perhaps for some extra gold.

                              Comment

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