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Message ID: 687
Date: Wed Jul 28 21:55:49 BST 1999
Author: Kris Becan
Subject: Re: Make unique Items part of a quest
----- Original Message -----
From: Kevin Dailey <kevin_dailey@...>
To: <EQ-Clerics@onelist.com>
Sent: Wednesday, July 28, 1999 3:40 PM
Subject: [EQ-Clerics] Make unique Items part of a quest
> HEY! You're absolutely right. And I have an idea. First, improve EQ's
> quest elements, then make unique items like journeyman boots quest
> items. VERY DIFFICULT items could be part of a VERY DIFFICULT quest, but
> that's ok, cause there would be no camping, no kill stealing, and you
> would be doing a lot more exploring and getting experience while doing
> it. And, I think, you'd be having a lot more fun using your brain than
> using the /gesture command (after that 35th level wizard just stole your
> kill for the 3rd time in the same day). What do you think? I mean, isn't
> that why they call it EVERquest?
To add to that have the person that you get the quest from have like 5
different ways to complete the quest then it would defiantly help reduce the
camping for sparse items.
What I mean by 5 different ways is for example: You must go out and find me
a bat head, a ruby, a dog leg, a lion hide, or a bear claw! Then when you
bring him one of those things it leads you to the next step of the quest. Ok
now go bring me some milk, water, or alcohol! And so on and so on. You get
my point! I think that would help to keep people from going searching the
same thing it would spread out what people were looking for to complete the
quest.
All components in this test quest are made up and not real in anyway. The
names have been change to protect the innocent. Thanks!
**********************
Human Cleric
Ramsess De'Vizier
Rallos Zek
**********************