Combat statics - Improvements
Posted: Tue Apr 29, 2008 1:48 am
From here on out, you shouldn't have to solo or otherwise act OOC to complete raid/bounty/combat quests. After a good deal of testing and fixing, these seem to be working robustly now.
Guidelines:
If you're doing a quest with others, party up. If you've got friends back in town/etc who aren't coming along, remove them from the party. They shouldn't have their quest progression messed up or gain inadvertant XP anymore, though. In some cases a nonpresent party member may not be able to later perform the same quest until next module reset. A nonpartied PC who snipes the target creature and kills it, still thwarts a party. So- use party status IC, and everything should run smoothly.
If you want to complete a quest together, everyone interested should take the quest, either before or after partying up. Members who have previously done the same quest can be in party without breaking things, they just won't get extra XP or gold for it.
If you don't have the quest, you can still trigger completion for your party members if you get the killing blow, but you won't get XP for it yourself unless you have the quest. (This means you can still take the quest later, though.)
Each member who completes the quest/gets the XP reward should be able to return to the questgiver for a reward, but no PC will ever be rewarded (XP or GP) more than once for a quest.
If anyone observes the system working contrary to this description, please let me know and we'll see what else might need to be amended.
All three Rivermoot Raid quests work this way, as do all the non-scouting quests being added to High Hold.
Good Questing, and thanks to Creslyn for scripting discussion, and Magile (twice), Nuran, and TatsumaruIII for testing assistance.
Guidelines:
If you're doing a quest with others, party up. If you've got friends back in town/etc who aren't coming along, remove them from the party. They shouldn't have their quest progression messed up or gain inadvertant XP anymore, though. In some cases a nonpresent party member may not be able to later perform the same quest until next module reset. A nonpartied PC who snipes the target creature and kills it, still thwarts a party. So- use party status IC, and everything should run smoothly.
If you want to complete a quest together, everyone interested should take the quest, either before or after partying up. Members who have previously done the same quest can be in party without breaking things, they just won't get extra XP or gold for it.
If you don't have the quest, you can still trigger completion for your party members if you get the killing blow, but you won't get XP for it yourself unless you have the quest. (This means you can still take the quest later, though.)
Each member who completes the quest/gets the XP reward should be able to return to the questgiver for a reward, but no PC will ever be rewarded (XP or GP) more than once for a quest.
If anyone observes the system working contrary to this description, please let me know and we'll see what else might need to be amended.
All three Rivermoot Raid quests work this way, as do all the non-scouting quests being added to High Hold.
Good Questing, and thanks to Creslyn for scripting discussion, and Magile (twice), Nuran, and TatsumaruIII for testing assistance.