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Player Quest Creation System


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#1 ZookeeperAndy

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Posted 25 May 2011 - 01:50 PM

Player Quest Creation System

This proposal is designed to allow players to create either simple one-part mini-quests or a more complex story-filled multi-part quests, in real time in the game, that are available to the whole community.

Benefits:

-Players of all levels to search through and participate in player made quests that will be rewarding for both the Quest Creator and the Quest Participant.
-Allows creative players to create their own story quest within their favorite game, Rose Online.
-Easy to use! (maybe not to program? Lol)
-Cures some boredom, for those waiting for UW, sick of farming, wanting to help new players without just freely giving them stuff
-Allows Players who are unable to vend or farm for long periods of time to be able to make their own quest to allow other players to find the item for them in exchange for a substantial reward!

How it Works:


Altered Windows:

Quest Storage: Players cannot place items or zulie here like traditional storage. It is for player created quest rewards only.

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Quest Window: With added tabs, Available and Created.

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Step 1: Open Quest Window, Created Tab, Press 'Create Quest' Button.

Step 2: Type in the title and dialogue that you want, whether it be a simple 'Find Me 50 Essence', or an imaginative story about how Porkies in the woods stole your father's heirloom Faust Unique and that you'd like an adventurer to go out and find one!
Click 'Confirm' when finished.

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Step 3: Adding Items for Quest Requirement. Just like adding items to your buy tab in a shop. If you don't have the particular item, find it in a shop add it by holding CTRL and clicking on the item. Once there, click on it in the Quest Requirement Window, then type in a quantity if it is a material. You can add up to 5 items per Quest Part.
Click 'Confirm' when finished.

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Step 4: Adding Items for Quest Rewards. Drag and drop items in your inventory that you would like to reward the player. Or click the zulie symbol and input the amount of zulie that you would like to reward. You can add up to 5 rewards and/or zulie per Quest Part,
Click 'Confirm' when finished.

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Step 5 and 6: Add Level Ranges and Timer. If left blank, the quest will be set to 'Any Level' and '48 Hours to Complete'

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Step 7: For multi part quests, the quest creator will prompt you if you are finished, or if you would like to add an additional part to the quest.
Step 7a: If finished, Click 'Preview Quest', to preview your quest.
Step 7b: If you'd like to add an additional part, Click 'Add Additional Part', and it will open up Step 2 Box again. When finished adding parts, just Click 'Preview Quest', to preview your quest.

Step 8: After Preview Quest, Press 'Edit Quest' to edit, or 'Confirm' to finish creating the quest and adding it to the Available Tab in the Quest Window.

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Step 9: All Quest Rewards that you have submitted in the Quest Creator will be taken from your inventory and placed in the Quest Storage, greyed out, and cannot be taken out. (See Step 9a.)

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Step 9a:Quest Creator's rewards will be placed in Quest Creator's Quest Storage, greyed out, and will not be available to be taken out, until either 1. Quest is completed by another player and automatically transferred to the Participant's Quest Storage whom completed it or 2. Quest Creater cancels the quest, and the items are ungreyed and released. This makes the rewards reserved and always available when the quest is completed. This is to prevent lack of reward upon completion, even if the quest creator is not online!

Step 10: Your quest will be made available to players for the next 48 hours in the 'Available' Tab in the Quest Window! Players can browse quests, and see the multipart quests by clicking on the quest then clicking "Previous" or "Next Part". The created quest will be saved in the 'Created' Tab in case a player would like to use it again in the future, so that they won't have to start from scratch. Name would be greyed if not active on the 'Available' tab, yellow if it is.

Player Participation


Step 11: Those who want to go on a quest, goto the "Available" Tab in the Quest Window and browse quests, click "Accept Quest".
Step 11a: A player who gives up on a quest can cancel it by pressing "Delete Quest", which will place the quest back in the "Available" Tab. The same occurs when a player cannot finish the quest before the timer is up.
Step 10b: If the quest has multiple parts, and a player finishes one part, but cancels before the second part, the unfinished parts of the Quest will be placed back in the 'Available' Tab, with the first unfinished quest as part 1 now.

Step 12: Once you fulfill the requirements of the quest, goto the quest box and press 'Submit Quest Items'.

Step 13: Drag and drop the quest items into the box, and press 'Confirm'

Step 14: Once you submit the desired items from the quest, a dialog box pops up saying 'Congratulations!' Your quest rewards will be transferred from the Quest Creators Quest storage, into the participant's storage, which will not be greyed out and are allowed to be taken out. The Quest Requirement Items will be transferred to the Quest Creator's Quest storage, and can be taken out as well.

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To Prevent Abuse:

-Only one player can participate in any Player Created Quest at any given time. (Unless the dev team is able to program a way to automatically cancel the quest from all other participating players once one player completes the Player Created Quest.)

-Players can only create 3 Player Created Quests at any given time. This is done to prevent spamming the 'Available' Tab. (May be adjusted higher or lower in the future.)

-Players can only participate in 2 Player Created Quests at any given time. This is done to prevent player greed. (May be adjusted higher or lower in the future.)

-Timer: Quest Participants have a maximum of 48 hours to complete a Player Created Quest, unless lowered by Quest Creator. If not completed by 48 hours, quest will automatically be cancelled, and placed back into the Quests Available box.

Feedback\Edits\Notes:

Your feedback, questions or improvements would be greatly appreciated. Thank You.

5/26/2011 - 8:29AM
Edit 1: Some ideas after the first few comments.

1. Added timer on how long quests will stay in Available tab. Let's say 48 hours total a quest can stay on the list. That way quests that aren't so hot to the community won't clog up the whole queue.

2. If you've previously made a quest before, it will be saved in your "Created" tab. Active ones would be in yellow, inactive ones will be in grey. This is for quest creators convenience, so that you don't have to start from scratch and can edit and automatically restart a quest in the future.


5/26/2011 - 11:21AM
As for the PVP aspect, I wrote some ideas down when I was fleshing out how this system would work, but decided to put aside Assassination/PVP style quests for the time being in order present a simpler idea first, before adding more features to it. I agree, it would be pretty cool. I had in mind something like below, as a supplement to the Quest Creation System, and would require a separate 'Assassination' quest template for quest creation.

For example: Players would start with an Assassination Counter, shown in the Character window, with a value of 3. As a target of an assassination quest, if killed, your counter would be reduced by 1. The targeted player would drop a token when killed (a material with targeted person's name, perhaps) and the token would be the proof (given based on unique ID the quest creator provided) to be submitted for the quest reward. Killing random people will not reduce counters, nor will give tokens. Killing the targeted player without the quest active will also not give a token. All proofs from all players participating in the same Assassination quest will disappear as soon as the Assassination quest is completed (This way players cannot keep "trophies" for player kills). Players' Assassination counters regenerate 1 every 72 hours, to maximum of 3. This is to prevent continual assassination quests of a single player. Assassinated targets will drop only ONE token per quest and only one counter reduction; e.g. second player who kills target will get no drop.


Edit 3: Edited pictures 8 and 9 to clarify what happens to the quest reward and quest requirement items.

Edited by ZookeeperAndy, 26 May 2011 - 09:57 AM.

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#2 DoubleRose

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Posted 25 May 2011 - 02:42 PM

1 players at a time isn't much. sounds really good but quests like "find 1 twig. reward 1b" could be a problem like u said
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#3 Phish

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Posted 25 May 2011 - 02:48 PM

Awesome. I'm guessing the quest rewards would have to be refilled after the quest is completed by someone to prevent infinite amounts items being produced.
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#4 ZookeeperAndy

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Posted 25 May 2011 - 03:05 PM

Well, Adam, I had in mind that after the quest is completed, the quest would be deleted altogether. The quest's creator could make a new one that's the same (maybe if the quest creator can save several of the old quests you've created before in the Created Tab, and if finished, you can submit it again), or something entirely different.

Short version, a player creates quest for item(s) and provides reward; another player goes on quest and submits the required items, and the Requirement and Reward items would be swapped to each other's Quest Storages. Quest complete and deleted.

Due to the Quest Storage, quest creator would not have to be online for someone to complete their quest.


1 players at a time isn't much. sounds really good but quests like "find 1 twig. reward 1b" could be a problem like u said


Double, in regards to the "find 1 twig, reward 1b" situation if the quest creator really wants to put up 1 billion zulie for a twig, that's up to him. Same as if a quest participant wants to participate in a quest that rewards him "An apple for a Epic 2h Sword". It's the player's decision either way.

Since these are player created and player managed, choose the quests that are worthwhile to you and there will be no problem.

Edited by ZookeeperAndy, 26 May 2011 - 04:20 AM.

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#5 ZookeeperAndy

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Posted 26 May 2011 - 04:28 AM

Edit 1: Some ideas after the first few comments.

1. Added timer on how long quests will stay in Available tab. Let's say 48 hours total a quest can stay on the list. That way quests that aren't so hot to the community won't clog up the whole queue.

2. If you've previously made a quest before, it will be saved in your "Created" tab. Active ones would be in yellow, inactive ones will be in grey. This is for quest creators convenience, so that you don't have to start from scratch and can edit and automatically restart a quest in the future.
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#6 PurpleYouko

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Posted 26 May 2011 - 05:31 AM

Great idea.

Don't think it would work so well with rose though.
Due to the way this game works it would require some pretty major changes in the game engine.

If such a system could be implemented it would also open the door to a whole new breed of dynamic quests that NPCs could issue based on things such as world economy.
I've been working on some concepts like this for a while now.

Did you also consider a possible PVP aspect of this where you can put a HIT out on another player -_- That would be cool
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#7 ZookeeperAndy

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Posted 26 May 2011 - 07:18 AM

Great idea.

Don't think it would work so well with rose though.
Due to the way this game works it would require some pretty major changes in the game engine.

If such a system could be implemented it would also open the door to a whole new breed of dynamic quests that NPCs could issue based on things such as world economy.
I've been working on some concepts like this for a while now.

Did you also consider a possible PVP aspect of this where you can put a HIT out on another player :wink: That would be cool


Thanks. Yea, I had a feeling that it would be hard to implement something like this, but I thought why not just put the idea out there and see what happens. It would be great if some form of it materialized.

As for the PVP aspect, I wrote some ideas down when I was fleshing out how this system would work, but decided to put aside Assassination/PVP style quests for the time being in order present a simpler idea first, before adding more features to it. I agree, it would be pretty cool. I had in mind something like below, as a supplement to the Quest Creation System, and would require a separate 'Assassination' quest template for quest creation.

  • For example: Players would start with an Assassination Counter, shown in the Character window, with a value of 3. As a target of an assassination quest, if killed, your counter would be reduced by 1. The targeted player would drop a token when killed (a material with targeted person's name, perhaps) and the token would be the proof (given based on unique ID the quest creator provided) to be submitted for the quest reward. Killing random people will not reduce counters, nor will give tokens. Killing the targeted player without the quest active will also not give a token. All proofs from all players participating in the same Assassination quest will disappear as soon as the Assassination quest is completed (This way players cannot keep "trophies" for player kills). Players' Assassination counters regenerate 1 every 72 hours, to maximum of 3. This is to prevent continual assassination quests of a single player. Assassinated targets will drop only ONE token per quest and only one counter reduction; e.g. second player who kills target will get no drop.

Edited by ZookeeperAndy, 26 May 2011 - 07:37 AM.

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#8 Aviv4

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Posted 26 May 2011 - 08:06 AM

+1
What an investment, nice...
Sounds like a great idea, the question is if it will be done, it just looks too...complicated?

Edit: The Assassination idea sounds good too, tho it has more things to think about them, like that the Target's friend or worse - his alt char, can do the job and get the reward and then we lost the goal of that.

Edited by Aviv4, 26 May 2011 - 08:15 AM.

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#9 ZookeeperAndy

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Posted 12 June 2011 - 07:47 AM

Since this took a bit of time to work on, I'll give this a last bump for feedback before I let it die out.
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#10 MangupaT

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Posted 12 June 2011 - 09:23 AM

Wow,i like it.
If GM's agree,ROSE will be more fun!
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