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Mod: PlayerQuest http://www.avian-gamers.net/forums/viewtopic.php?f=40&t=14623 |
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Author: | Cyrus Rex [ Fri Apr 22, 2005 2:26 pm ] |
Post subject: | Mod: PlayerQuest |
http://forums.worldofwarcraft.com/threa ... #post94380 I dont have this one yet, but I have been reading about it. It is still in its alpha stage, so it is still buggy. Eventualy when it is complete it will allow you to creat your own player made quests. They are working on making player made reputations that increase with quest completion. They have all the same type of quest rewards that the are already in the game, plus a few others cool ones like guild promotions. I may install it on my computers at home and test it out. Even if you don’t have time to read everything, check the last testimonial. It shows the potential of this mod. FAQ wrote: • What is PlayerQuest? PlayerQuest is a simple system for adding/distributing your own quests. • Will both people need the AddOn? Yes. • What kind of objectives will be supported? All the ones in the standard game plus these: - PvP Objectives - Duel Objectives - "Talk to Player" objectives - "Survival" Objectives • Will you be able to interact with players like quest giving NPC's? Yes. • It doesn't seem that there is a "Talk to Player/NPC" objective available...? This is actually accomplished by what's called "quest chaining". One quest is created with no objectives (or rewards) and is set to turn into "fred", but objective text reading: "Go talk with fred, he can give you information for me". Then that quest is "chained" to another quest that has no objectives, but has rewards with a turn in player of you, and objective text reading: "Return the info to me". there ya go. (This is also the way blizzard does it with standard quests). • Can I help test? Sure you can. Check out the "Downloads" section and get th most recent build. Report any errors you find to the "AddOn Bug Reports" forum. ![]() • Are Unit/Are names case-sensitive? Yes. This MAY be changed in a future release. ReadMe wrote: Welcome to PlayerQuest Alpha 2! (Version 0.906a) Instructions: Just unzip to your WoW/Interface/AddOns directory. On the first login after installation, you'll need to type: /join PlayerQuestComm To open the quest creation wizard: /pqc wiz To list the created quests: /pqc list To edit an existing quest: /pqc wizedit <quest number> To "talk" to a player: /pqc talk <player name> (or click the "!" icon near their portrait) To delete a quest: /pqc delete <quest number> NEW: The playerQuest "Icon" Should show up on the target's portrait if they have PQ installed. If they have quests available, it will be an "!". If you click it, it will open the quest dialog. NEW: Item collection it tracked! However, trading doesn't work. NEW: Quests with timers now work! ![]() NEW: Reputation Basics Reputation points are on a scale from 1.0 to 9.0. 1.0 is hostile, 9.0 is full revered. each whole number is another rank. so, 4.2 is 20% of the way through friendly. Known Issues: - You can't set the level of a quest. - Rewards don't actually transfer... Changes : v0.906a - Fixed reputation reward bug. - Fixed Cancel bug. - Fixed displaying "neutral" for people where no guild data was available. v0.905a - Fixed some bugs v0.904a - Reputation rewards enabled for real - New slash command : /pqc addrep <number> adds reputation points to the current target. - Fixed multiple quest bug for real. v0.902a - Rewards now display correctly. - Fixed more bugs (Involving the PQ_Item* functions). v0.901a - Credit for some bug fixes goes to: Borok - Fixed PQ_tonumber bug. v0.9a - Major code re-write - Fixed some crash issues. - Have partially implemented item rewards (however, it isn't finished). - Sorry for the slow updates, it's mid-term and project deadline time ![]() - There should be another update in a day or so. - Still working on seperating the stings out for translation (almost there...). v0.85a - Item collection is now tracked - Quests with timers now work ![]() v0.8a - Updated for version 1.3.0 - Fixed some of the quest tracker issues (still some that need fixing). - Quests can be failed on death (still working on the other two). - Added Maximum level restriction. - Fixed a couple of small bugs. v0.795a - Fixed other bag error - Fixed death bug v0.791a - Bag error fixed - Aliases added to description/objective/progress/rewards text v0.79a - Item collection quests can be designed, but the quests aren't completeable yet - Fixed the no-guild bug. v0.75a - Now myAddons compatible ![]() - Fixed some things that caused lock-ups and disconnects. Hopefully this works. - Fixed display when quest was complete - Fixed Level Range Checks - You will no longer randomly target other PQ users ![]() - Fixed Some other odd errors v0.7a - Restrictions are implemented. Make sure you "edit" all your existing quests so the info gets added. - Fixed some cosmetic and internal bugs. - Still working on item collecting quests and item trading at completion v0.65a - Re-enabled /pqc talk - Implemented /pqc delete <quest number> - Added some cosmetic and sound fixes. v0.6a - Added Icons to player frames. - Fixed a large number of bugs. v0.52a - Fixed the area bug. - Fixed vaious bugs that interfered with turning in official quests. v0.51a - Fixed the Objective bug. - Fixed the multiple quest bug. A few testimonials: Quote: I thought you might like to know that I've been getting my entire guild (slowly) to use PlayerQuest. Every new member is being forced to, at least, since I'm handing out "initiation quests" now. There has been a little grumbling from the bugs that are inevitable, but people are remarkably happy and, overall, *very* impressed so far! We're managing to "work around" a few things and look forward to every new revision--especially for when item quests "complete" properly. It's also nice being able to remind my guildmembers that with every bug we find we're helping to put you one step closer to the "full version". There are at least a handful of us who have started testing out various simple quests on each other every few days. Quote: Being on the Horde side, the most interesting so far actually turned into a mini-raid for the 7 guild members that were there (3 of whom were "intiates" doing the quest "legitimately")...
I set a task to kill Mr. Smite, Captain Greenskin, and "Cookie" on the pirate ship at the end of the Deadmines instance in Westfall. (Added a storyline about trying to ally with the Defias--no dice. And then noticing that--gasp!--they had even converted one of the Horde to their cause! Oh no! ) It was a great quest, even though the level was really low for most and high for one of the initiates, because I find that many of my guild members have never played an Alliance alt. They had never seen the mines, were running around into dead ends while I kept yelling, "No! This way! THIS WAY D*** IT!" It was great! I have never seen an instance like that done so fast; more than one member commented that they felt dizzy when we got back to Brill! It only took 45 minutes from the time we stepped on the Zeppelin outside Undercity! Besides that... there are a few collection quests that fit the storylines of some of the characters, and we get around the "not completing" right now by assigning a certain number of kills and telling the person in the text to collect "X" items (and then hand them over in the trade window--very trusting, I know). The Defias is my crowning glory, so far... I don't think I'll have another gem like that in a while. (You just had to see it... really... imagine a lvl 55 Tauren shammy, lvl 52 undead rogue, lvl 47 undead priest (me), hacking their way through the Deadmines with three lvl 20's and a lvl 11... from beginning to end in 45 minutes! ...had to res the lvl 11 about ten times!) |
Author: | Golga Bolg [ Fri Apr 22, 2005 2:34 pm ] |
Post subject: | |
Seems interesting. I just don't see how they are going to get around the quest rewards issue. Obviously this would mean being able to send or deposit an item in the world without being logged on, and as such would be ripe for abuse. Would certainly be cool though if they could do it. |
Author: | Cyrus Rex [ Fri Apr 22, 2005 2:52 pm ] |
Post subject: | |
How many WoW quests reward you on the spot? None or not many, they usualy make you meet a npc to get yoru reward. If you have to return to the quest giver or a secondary contact person to get your reward, it woud just be a trade. |
Author: | Tomatoh [ Fri Apr 22, 2005 2:59 pm ] |
Post subject: | |
Glad to see a game that at least goes beyond the scope.. EQ2 and SWG each promised this and didn't deliver.. I am hopeful Blizzard will acomplish this! |
Author: | Cyrus Rex [ Fri Apr 22, 2005 3:06 pm ] |
Post subject: | |
What scares the pants off me is this mod is being produced by some guys like us. If some everyday guys can pull this off within the limitations of the savedvarables.lua file and a player created chat channel, why cant companies provide these kind of quests when they are bringing in several million dollars each month and have full access to the game’s database? |
Author: | bigyak [ Fri Apr 22, 2005 3:14 pm ] |
Post subject: | |
Very, very cool. Cool idea, and great way of doing it. It'll be great if they can iron those bugs out. So, how will reward handouts work? Can I have 50 boomsticks that I give to someone and when a player finishes my special quest, their last stop is to find that someone and collect their reward? I'm guessing you can't give it to an NPC to hold for you. Player-spawned quests are so what the industry needs to hit that next evolution. I love how these guys have invented their own scale of tracking "XP" that doesn't relate to blizzard's DBs at all. Brilliant! |
Author: | Golga Bolg [ Fri Apr 22, 2005 9:49 pm ] |
Post subject: | |
Cyrus Rex wrote: How many WoW quests reward you on the spot? None or not many, they usualy make you meet a npc to get yoru reward. If you have to return to the quest giver or a secondary contact person to get your reward, it woud just be a trade.
That still supposes one of two things: 1. That you can place an object with an NPC, or 2. That you can only finish quests with PCs when you want to give an item. if it's #1, then my comment still stands, if it's #2, then the usefulness of the quest is severely restricted. |
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