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View Poll Results: What element of quests are most important to you?
Rewards (items, coin, faction etc) 19 57.58%
Story text 5 15.15%
Completeness (ie all quests, not just ones with nice rewards) 9 27.27%
Voters: 33. You may not vote on this poll

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  #1  
Old 07-19-2004, 12:36 PM
govtcheeze
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Join Date: Mar 2004
Location: South Florida
Posts: 247
Default Quests poll -- lots of feedback needed please

Posting this in general forum, as I want the general public to respond (who may not read the quest forum), not just quest builders.

The PEQ team is starting to work on quests, and will be putting together a team shortly. I am planning on spearheading the effort if there is enough interest. This post is intended to see what parts of the quests we should focus on when building them, in order for everyone to get the most "bang for their buck".

If you do not see an option listed, or have feedback on the issue, please post below.

Edit: The reason for this team is the current quest archive is not compatible with the newer MW releases, since we use live npcIDs. The factions also are not correct...we will be updating the current quests to have the right IDs, and adding in any missing quests we can. Sorry for the confusion
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GovtCheeze, Welfare Warrior
"Listen, here's the thing. If you can't spot the sucker in the first half hour at the table, then you ARE the sucker." -- Mike McDermott, Rounders

Developer of the original (circa 2004):
Loots v2.0, bitch!
Faction v1.0, bitch!
Magelo-like clone v0.3, bitch!
Zone geometry and spawn/path viewer, bitch!
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  #2  
Old 07-19-2004, 12:52 PM
Teppen
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Join Date: Jan 2002
Posts: 80
Default re: quest poll

The complete poll option is rather pointless to check due to quest code being incomplete. Even before considering scripting a complete quest db the ability to hand in multi items and for the npc to check if valid, ie: any newbie armor quest from eqlive.

Ive gotten 1 item hand in's to work but not multiple. If its possible just post below mine thx.
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  #3  
Old 07-19-2004, 01:25 PM
mattmeck
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Default

Quote:
Ive gotten 1 item hand in's to work but not multiple. If its possible just post below mine thx.
Very possable, I have seen it implimented in several servers.
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  #4  
Old 07-19-2004, 03:42 PM
govtcheeze
Hill Giant
 
Join Date: Mar 2004
Location: South Florida
Posts: 247
Default

Quote:
the ability to hand in multi items
I agree completely...I would also like to see mobs return items in an incorrect turn in, just like live. Any devs want to give these features a shot?
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GovtCheeze, Welfare Warrior
"Listen, here's the thing. If you can't spot the sucker in the first half hour at the table, then you ARE the sucker." -- Mike McDermott, Rounders

Developer of the original (circa 2004):
Loots v2.0, bitch!
Faction v1.0, bitch!
Magelo-like clone v0.3, bitch!
Zone geometry and spawn/path viewer, bitch!
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  #5  
Old 07-19-2004, 04:14 PM
Cisyouc
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Join Date: Jun 2004
Location: Heaven.
Posts: 1,260
Default

Wouldnt this work?? (just an idea, not tested)

Code:
#global.pl
# %EQEMUDIR%/Quests/

sub EVENT_ITEM
{
if($item1 == $item1)
 {
 quest::say("Sorry, I dont need $item1, $name. You can have it back.");
 quest::summonitem($item1);
 }
}
*shrug* Im not a very good quest writer so it might bring a syntax error.
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C++ is wonderful.
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  #6  
Old 07-19-2004, 04:50 PM
mattmeck
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Default

In that case you would need to have that for every single item in the items DB, way to big a quest to have on every NPC.
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  #7  
Old 07-19-2004, 06:03 PM
Cisyouc
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Join Date: Jun 2004
Location: Heaven.
Posts: 1,260
Default

Quote:
Originally Posted by mattmeck
In that case you would need to have that for every single item in the items DB, way to big a quest to have on every NPC.
Uhm, why? You would make this global.pl so if an NPC has a quest file it wouldnt take effect. And thus you could work around it without doing every item with some command (not looking at my printouts right now). Or maybe Im misunderstanding.
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namespace retval { template <class T> class ReturnValueGen { private: T x; public: ReturnValueGen() { x = 0; }; T& Generator() { return x; }; }; } int main() { retval::ReturnValueGen<int> retvalue; return retvalue.Generator(); }
C++ is wonderful.
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  #8  
Old 07-20-2004, 01:03 AM
Draupner
Hill Giant
 
Join Date: Jul 2004
Location: In my basement
Posts: 131
Default

just add in an else if like
Code:
else if ($item1 != (w/e id) )
{
quest::summonitem($item1);
}
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  #9  
Old 07-20-2004, 01:14 AM
KhaN's Avatar
KhaN
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Join Date: Mar 2004
Location: France, Bordeaux.
Posts: 677
Default

I might ve wrong, but PEQ isnt a project of "eqlive-copy" server ? With same mobs, pathing, ... ?
PEQ server wont release "eqlive-copy" quest ? I would find stupid to have put all those effort in having an "eqlive-copy" DB and screwing the basic idea with custom quest, but its my opinion afterall ...

On another side, dont take it to you Gotvcheese, but i find topic question stupid, most of people will answer "Items/Loots", you can only quest for storylines if you have a solid background, so, to really answer, peoples here would need more informations about the server project, to give an appropriate answer.

Quote:
In that case you would need to have that for every single item in the items DB, way to big a quest to have on every NPC.
Dispatch function is thx~
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  #10  
Old 07-20-2004, 02:04 AM
govtcheeze
Hill Giant
 
Join Date: Mar 2004
Location: South Florida
Posts: 247
Default

Quote:
might ve wrong, but PEQ isnt a project of "eqlive-copy" server ?
Which is exactly the purpose of putting together a quest team...they will be the eqlive quests, not custom ones.

The new MW DB uses live npcIDs and live factions, so the old quests do not work anymore. Plus there is a lot missing from the quest archive. The team will be fixing these problems, and adding as many new ones as possible.

Also note that the question isnt what TYPE of quests do you want, but what part of the quest is most important. The poll will decide which direction we move when updating all of the quests, and adding the ones not currently included.

Khan: updated my post, sorry for the confusion
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GovtCheeze, Welfare Warrior
"Listen, here's the thing. If you can't spot the sucker in the first half hour at the table, then you ARE the sucker." -- Mike McDermott, Rounders

Developer of the original (circa 2004):
Loots v2.0, bitch!
Faction v1.0, bitch!
Magelo-like clone v0.3, bitch!
Zone geometry and spawn/path viewer, bitch!
Reply With Quote
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