Suggestions
Moderators: Wynna, NWN2 - 03 DM
- darrenhfx
- Beholder
- Posts: 1982
- Joined: Fri Jul 30, 2004 5:35 pm
- Location: Halifax, Canada GMT -4 (AST)
Suggestions
I've moved the old suggestions and bug thread to the 003 builder's forum for review and because they were both over 12 pages.
Keep the suggestions coming.
Keep the suggestions coming.
A few were discussed in this thread...
- The quests that risk life and limb should carry an appropriate reward... which 50xp for example is not. You can get the same simply existing.
- The mage college and bard school in Silverymoon are definite steps in the right direction; they and other forms of alternate advancement should receive more support. Give players an alternative to working for the Argent Legion.
- Remove some of the extraneous npcs from crowded areas, if there are no plans to have them interact with players. The named ones without dialogue are especially irritating.
- Take another tip from the mage college - let players choose from more than one reward for completing a quest, maybe something other than gold. Healing potions might be appropriate to add to some of these.
Last edited by Kest on Mon Jun 30, 2008 12:36 am, edited 5 times in total.
If your building Felbarr Id like to see these suggestions:
Faith based NPC quests. My paladin follows Moradin. Hes a squire who basically has ended up here to complete his training. Id like to see quests that would be for all paladins to give them tasks as part of their training..ie. help X do this or something to do with diplomacy between two villages. Give the followers of Moradin quests that pertain to spreading his word or by deed.
Id love to see quests that require less Hunting and killing and more for diplomacy, bluff, charity, etc. Im sure you can get some ideas as I have. Anything is better than the Kill X and hope you dont die unless you bring lots of friends quests that are now a mainstay in RM and HH.
Would also like to see tradeskill quests. I know we need a DM to do most tradeskills, but gathering items, making minor items that would go toward creating a sword, mace, holy item, etc. Even mining XP would be great as a non combat way of getting some XP. There are too many kill X quests in most games these days. I like alternatives and creativity.
Just a few thoughts.
Faith based NPC quests. My paladin follows Moradin. Hes a squire who basically has ended up here to complete his training. Id like to see quests that would be for all paladins to give them tasks as part of their training..ie. help X do this or something to do with diplomacy between two villages. Give the followers of Moradin quests that pertain to spreading his word or by deed.
Id love to see quests that require less Hunting and killing and more for diplomacy, bluff, charity, etc. Im sure you can get some ideas as I have. Anything is better than the Kill X and hope you dont die unless you bring lots of friends quests that are now a mainstay in RM and HH.
Would also like to see tradeskill quests. I know we need a DM to do most tradeskills, but gathering items, making minor items that would go toward creating a sword, mace, holy item, etc. Even mining XP would be great as a non combat way of getting some XP. There are too many kill X quests in most games these days. I like alternatives and creativity.
Just a few thoughts.
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The problem with having quests for specific gods is that it's too restrictive.
I do agree a few more non fully combat based quests would be good. Not so much the delivery type quests though, which are a tad cliche.
* Diplomacy quests would be good for clerics, bards and paladins, using the Bluff/Diplomacy/Intimidate social skill group.
* Non combat necessary scouting quests would be good for rogues and rangers (which TSM already has a number of).
* Wizards, sorcerers and bards already have the magic college.
* Implementing the bard school would also be cool for bards.
* You could have a combat school, hitting a dummy to get XP, but anyone could do that (unless it only works with martial weapons...), so the kill X quests are already kind of more for the combat classes: fighters, rangers, barbarians and paladins.
* Some sort of hospital treatment quest would be cool for clerics, druids and paladins using their heal skill.
* I'm sure some sort of survival skill quests could be thought of for the druids, rangers and barbarians.
* Doing some robberies for a thieves guild might be cool for a rogue, where the rogue has to break into a house and steal something without killing anyone or getting caught. That could even be made a repeatable quest.
* And of course there's the good old patrol quest.
Ideally quests should give a sense of purpose to a character and the chance to use abilities more specific to certain classes.
I do agree a few more non fully combat based quests would be good. Not so much the delivery type quests though, which are a tad cliche.
* Diplomacy quests would be good for clerics, bards and paladins, using the Bluff/Diplomacy/Intimidate social skill group.
* Non combat necessary scouting quests would be good for rogues and rangers (which TSM already has a number of).
* Wizards, sorcerers and bards already have the magic college.
* Implementing the bard school would also be cool for bards.
* You could have a combat school, hitting a dummy to get XP, but anyone could do that (unless it only works with martial weapons...), so the kill X quests are already kind of more for the combat classes: fighters, rangers, barbarians and paladins.
* Some sort of hospital treatment quest would be cool for clerics, druids and paladins using their heal skill.
* I'm sure some sort of survival skill quests could be thought of for the druids, rangers and barbarians.
* Doing some robberies for a thieves guild might be cool for a rogue, where the rogue has to break into a house and steal something without killing anyone or getting caught. That could even be made a repeatable quest.
* And of course there's the good old patrol quest.
Ideally quests should give a sense of purpose to a character and the chance to use abilities more specific to certain classes.
Current PCs:
NWN1: Soppi Widenbottle, High Priestess of Yondalla.
NWN2: Gruuhilda, Tree Hugging Half-Orc
NWN1: Soppi Widenbottle, High Priestess of Yondalla.
NWN2: Gruuhilda, Tree Hugging Half-Orc
- LancasterX_2
- Shambling Zombie
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deleted because some asshole who thinks he owns the thread doesn't like my posts.
Last edited by LancasterX_2 on Mon Jun 30, 2008 9:48 pm, edited 2 times in total.
- White Warlock
- Otyugh
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Regarding faith-based quests, how about the same quest that 'inserts' the name of the character's god into the text script, so as to give the illusion it's a quest specifically addressing the character's faith. And, if it's a party, having the diety name inserted from the character with the greatest 'faith' status.
A thought...
A thought...
- AcadiusLost
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As far as I know nothing has been "removed" from the module; it's not unusual for a quest to be deactivated until it can be tested properly, though. Doesn't mean the effort was wasted, or that the content is out for good- but as has been mentioned, the builders and DMs have to balance their time. Sorting out the fallout from a new static that doesn't function as it should is a big drain on the time and enthusiasm for builder and DM alike. In such cases, it would seem preferable to disable the quest for a few days or weeks until it can get sorted out. I haven't seen any axes from above demanding static removal; just discussion among the build and DM team on a quest by quest basis.
I've started dabbling about with the toolset for quest creation as I would like to see lots of quests as well, but there's simply not enough hours in a day for the DMs to build them all and DM and have a life (the last can be circumvented by chaining them up in the basement).
Seeing as most of what my character does is outdoorsy nature related stuff, the quests I am working on are geared more for the druids and rangers on the server. Patrols, scouting, nature healing, participation in druid spell circles, harvesting special plants, setting up/maintaining camp sites, etc. Most of what I am working on is non/low combat aimed to give characters who don't have a place in the main villages/towns and who don't have an IC reason to do work for the Argent Legion.
Even if all you can do is come up with a dialog string or specific quest ideas to give to quest builders, I think that would be an enormous help.
Seeing as most of what my character does is outdoorsy nature related stuff, the quests I am working on are geared more for the druids and rangers on the server. Patrols, scouting, nature healing, participation in druid spell circles, harvesting special plants, setting up/maintaining camp sites, etc. Most of what I am working on is non/low combat aimed to give characters who don't have a place in the main villages/towns and who don't have an IC reason to do work for the Argent Legion.
Even if all you can do is come up with a dialog string or specific quest ideas to give to quest builders, I think that would be an enormous help.
The function of the imagination is not to make strange things settled, so much as to make settled things strange. -G.K. Chesterton,
TSM2 - Hyacinthe, Wild Elf Scout, Hunter, and Trapper.
TSM2 - Hyacinthe, Wild Elf Scout, Hunter, and Trapper.
- dergon darkhelm
- Fionn In Disguise
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The last time I sent in an update, I added 8 quests, 3 repeatable and 5 one of's and had planned a dozen more and fixed a couple of others. With the exeception of one (I forgot about the orc ear kobold quest) these were documented in the TSM build forums.LancasterX_2 wrote:Is it true that a whole bunch of quests were put in and then removed because someone in standards didn't like them?
3 collection quests with the priest of Kelemvor, the constable in Silverymoon, and the orc ear and kobold tooth bounties in Rivermoot.
4 - One of quests with the barkeep of Bright Blades.
1 - quest with the Rivermoot priest of Tyr
It took me 20 hours to write these. Apparently none of them work. I know why the 4 Bright Blades quests don't work and is a one line fix. I am not sure why the others don't work.
- oldgrayrogue
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I think all of these additional quest ideas are wonderful. In terms of deities, instead of specific deity based quests how about alignment based quests and dialogue choices, rewards and alignment shifts depending on the answers. I have no idea how to script or use the toolset, but would be willing to submit ideas and written dialogue. Where do I send it?
- LancasterX_2
- Shambling Zombie
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Moderated: Wynna
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Last edited by LancasterX_2 on Mon Jun 30, 2008 9:46 pm, edited 1 time in total.
- Brother Humphrey
- Kosher Kojak
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ALFA 1 SD quests were varied and fun. Bring 'em on.
Caltrops
Reactivate Looping Emotes in the DMFI emotes menu. They allow a person time to type what he's doing as well as converse, while giving the visual display to reinforce the person's RP. Simply put, it's a good thing, not a bad thing. As for someone's suggestion that it causes lag, we never saw any evidence of that on NWN2HAZE and we used the looping emotes all the time when crafting or doing chores around the Hold.
Caltrops
Reactivate Looping Emotes in the DMFI emotes menu. They allow a person time to type what he's doing as well as converse, while giving the visual display to reinforce the person's RP. Simply put, it's a good thing, not a bad thing. As for someone's suggestion that it causes lag, we never saw any evidence of that on NWN2HAZE and we used the looping emotes all the time when crafting or doing chores around the Hold.
<paazin> Elves I bet are kinda fun to play.
<BH|werksux> I prefer the trumpet or clarinet
<BH|werksux> elves wiggle too much
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<BH|werksux> I prefer the trumpet or clarinet
<BH|werksux> elves wiggle too much
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Current PC: Delshandra
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Current Status: Highly Mobile