Topic

Quest creation

My proposal is such: allow players to create quests, distribute them, and perhaps moderate them.

Creation would involve writing a special note which contains flavour text, time limits and rewards (difficulty bands affect experience/money. Items would be taken from the creators inventory and attached). It would then prompt for triggers, here I imagine it is entirely up to how the current system is implemented but in my mind this would be a list of entries in the form of "Player has|is|dropped|used [quantity|in|near] item|status|location" and some simple logic selectors.

Before it could be distributed, the note would only be visible to the creator and Glitchen with a special skill, the creator would need to get the quest signed off by at least 3 other players, whose names would then be attributed to it (though hidden). This would hopefully mean that nasty quests could be prevented against, i.e. if players keep reporting a note that a Glitch keeps signing/creating then action could be taken by TS.

To get the quest Glitchen would read the note, however it will expire after a week or if it runs out of attached items, whichever comes first. The quest then would only be available from any Glitch that has it active, or has completed it; this would be an option on the player context menu. Quests obtained in this manner would lack the item rewards, but could have increased exp to compensate.

And obviously, my first quest would be along the lines of "Why let that dustball get all the fun, bring a shiny object to my house!". I'm sure this idea has been submitted a hundred times over and shot down, but just thought I'd show how I would go about handling it; any feedback?

Posted 12 months ago by Cedar Bronski Subscriber! | Permalink

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