Adventurer's Guild Patch Discussion

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Glarundis
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Re: Adventurer's Guild Patch Discussion

Post by Glarundis »

Ert wrote:Would this new system allow boss monsters to spawn? i think that would be super interesting
someone suggested a few months ago (maybe it was even you :P) that the adv guild tickets could be used to active the champion spawns..if this were combined with a good gold sink, we'd have a gold sink, high end pvm hunting without having to be in doom and these monster could drop something really interesting..perhaps even some stuff could be reserved for them, something that religions could offer to their diety for some point system
Cyrus Tegyr
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Re: Adventurer's Guild Patch Discussion

Post by Cyrus Tegyr »

Champ spawn idea was mine, I think it's a good idea but I'd make champion spawns drop rare items that are used by merchants to craft new artifact type items that are powerful but exceedingly rare to find the one time use pattern and would require items from champion spawns which I think would need a new name I don't like champion spawn personally.

Also, the altar for summoning them would have a cool down of 4, 8 or 12 hours so that they could not just be spawned as a massive dump of currency.

The idea in general was to play into my crafted artifact idea I posted many moons ago, obviously they'd be tough mobs with good loot but the importance is that rare component for certain merchants so personally and this is a selfish thing to say, unless this is implemented with my crafted artifact idea also being implemented I'd prefer not to waste this idea on just a boss scenario for better loot. The idea as a whole was to help encourage groups and hunting in general whilst also helping the merchant market. I've spit balled enough ideas around here to see some of them implemented and tweaked from their original intent and design it's frustrating.

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On to how quest items are dropped, I think the idea was to have mobs only drop the quest item if they'd been hit by a player with the quest active, not sure if blckfire managed to get this far as this requires editing hit scripts I believe and those are a mess and a half to figure out, thats just melee hit scripts, each individual spell has their own script which would possibly need editing unless there's a shard include file between all of them which maybe the case but I can not remember off hand.

I think the best option if not done already for quest item drops is if a mob is hit by someone with the active quest it has a chance to drop, the chance increases as time goes on so that at first it's a low chance but gradually becomes more likely so that there is actual end at the light of the tunnel but you could get lucky and it drop early on.

Similarly, I think it might be cool to have quests that require you to escort people to safety from inside a dungeon, I know there are rail pkgs out there for pol that allow a scripter to set up patrol paths for guards so it wouldn't be difficult to modify the code to work on a trigger word or phrase "come with me if you want to live!" and as you're escorting out could have mini encounters so that it would behoove the player to clear the path. Importantly if you just used the follow system, it should utilize the old style where the npc being escorted doesn't blink to your position but instead walks or runs as he follows the player.
The black market was a way of getting around government controls. It was a way of enabling the free market to work. It was a way of opening up, enabling people. - Milton Friedman
Cyrus Tegyr
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Re: Adventurer's Guild Patch Discussion

Post by Cyrus Tegyr »

aldath c'om wrote:imo heightened chars should never get such finditem quests to despise or other low lvl dungeons. but also they shouldnt allways have one for destard.
I think this is where it might be important to define beginner, intermediate and advanced dungeons.

I don't know how you'd determine if a player falls into one of these categories, maybe an aggregate of their important skills which would require a table that defines based on each class which skills are checked due to their importance to the class. Wouldn't be difficult just would want to discuss with the players that actually play those classes what for instance are the top 5 skills for each of the classes in terms of pvm. I say discuss with players as in the past we've seen serious failings where emphasis was placed on certain aspects of a class(es) and they turned out to be relatively pointless endeavors as they weren't that important or useful to begin with.

But I generally agree with this, there needs to be a scaling system, if you don't want to hide quests then maybe if your character falls into one of these categories, the rewards are scaled back severely thus making them fairly pointless to do.

Sorry for the back to back post.
The black market was a way of getting around government controls. It was a way of enabling the free market to work. It was a way of opening up, enabling people. - Milton Friedman
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Glarundis
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Re: Adventurer's Guild Patch Discussion

Post by Glarundis »

Can we know when's this gonna be released, atleast the testing phase? Almost one month has passed now
Simmo
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Re: Adventurer's Guild Patch Discussion

Post by Simmo »

Glarundis wrote:Can we know when's this gonna be released, atleast the testing phase? Almost one month has passed now
Tomorrow
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blckfire
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Re: Adventurer's Guild Patch Discussion

Post by blckfire »

Soon enough...
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blckfire
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Re: Adventurer's Guild Patch Discussion

Post by blckfire »

We're in the final phase of Adventurer's Guild deployment.

So, what's going to happen, I'm going to open a Test server where you can test things out and report bugs I'll put it up now and let it run until the end of the weekend.

I'll try to react to bugs and fix them as soon as possible. So that by the end of 2morrow we can put a version live.

I'll be taking the data from the live version so you'll be at the same point in the game. Have fun!

Note: Forgot to add the login details, LoginServer=213.119.24.52, 5013
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Glarundis
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Re: Adventurer's Guild Patch Discussion

Post by Glarundis »

What exactly has changed? Because I still see a lot of find item quests.

From a quick look at it, so far I've only seen this:

"Before, it was possible to always get at least one new quest each time you called this command.
Now, it'll refresh a quest if that quest was on the quest list for more than 24h."

Also, is the gump gonna be changed? We can't see the tickets for the quests that have long description :P
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blckfire
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Re: Adventurer's Guild Patch Discussion

Post by blckfire »

The renewal of the GUI is on the todo list, but to make good looking gumps it takes some time. Time that is needed for the Religions.

You can only have 3 quests running at the same time and only one can be a finditem quest. If you quit a quest you can get a new one right after but you'll only be able to quit that one 24h later.

So, basically you have 3 pockets to put quests but they work indepently of each other. So each one has it's own cooldown time to get a new quest going (if you quit a quest).

But I think you'll see the differences once you start using all the features the guild has to offer.

We will soon add some more features, but first we run with what's there so that we can adjust or add things according to the playerbase feedback.

I'd like to point out, that it is possible that the finditem quests will bug, in several ways... We will address those issues later. The finditem system is quite badly designed in the original format allowing for quest monsters to spawn out of player range and sometimes create monsters without the item that you're looking for. So, beware and keep us posted on all the bugs you find in this quest format.
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