Eiffel
EternumOT Mapper/Designer
I've finished designing the idea and systems I will put into place for my project, but I was wondering about something that very few servers do well, let alone at all.
Quests.
Yes. Quests seem terribly neglected or uninspired and it saddens me as my fondest memories of Tibia were the mythos and legends made by the community surrounding players and quests.
No other game that I have played has done quests the way Tibia did. Some were vague as hell, some were straightforward, some were unintuitive and just happened by chance, and others were intricate and complex. It really gave the world a feeling of mystery, knowing stuff had remained unsolved and could yield unique rewards.
When I was putting together my project ideas, Quests probably took the longest. I was stuck between making them hard to figure out but extremely rewarding and limited, to simple to follow but hard to execute (either due to level requirements, gear requirements, population requirements, or time requirements).
I decided to stick with the old and make my project have quests that aren't forced but require a bit of nuance and problem solving to achieve. Not only that, but I was also skirting with the idea of the items being spawned only once, meaning there would be some incentive to completing it.
With that said, do you enjoy the way Tibia designed quests? Do you want Quests in OT servers? What about quests do you hate or enjoy? Do the rewards need to be significant enough for them to entice you? What kind of rewards interest you when it comes to completing a quest? Items? Stats? Rarity? Power?
Quests.
Yes. Quests seem terribly neglected or uninspired and it saddens me as my fondest memories of Tibia were the mythos and legends made by the community surrounding players and quests.
No other game that I have played has done quests the way Tibia did. Some were vague as hell, some were straightforward, some were unintuitive and just happened by chance, and others were intricate and complex. It really gave the world a feeling of mystery, knowing stuff had remained unsolved and could yield unique rewards.
When I was putting together my project ideas, Quests probably took the longest. I was stuck between making them hard to figure out but extremely rewarding and limited, to simple to follow but hard to execute (either due to level requirements, gear requirements, population requirements, or time requirements).
I decided to stick with the old and make my project have quests that aren't forced but require a bit of nuance and problem solving to achieve. Not only that, but I was also skirting with the idea of the items being spawned only once, meaning there would be some incentive to completing it.
With that said, do you enjoy the way Tibia designed quests? Do you want Quests in OT servers? What about quests do you hate or enjoy? Do the rewards need to be significant enough for them to entice you? What kind of rewards interest you when it comes to completing a quest? Items? Stats? Rarity? Power?