Question for the devs!
Will quest items drop from mobs even if the quest is not active, like in EQ? (please say yes!)
Please please please say yes to this, I LOVED this part about EQ. It adds immersion and mystery!
"What is a Sarnak Hatchling Brain good for?" <3
I believe it was the same for VG, Also some items dropped to start a quest in VG. Question for Brad the early rare weapon quest drop in VG that I think was an epic weapon quest was it ever finished? You got a piece of weapon which started it and think it dropped off a 2 dot mob in thestra though migh have been any where, I know I tried to follow it for a long time but don't think it was ever finished.
sajbear said:
Question for the devs!
Will quest items drop from mobs even if the quest is not active, like in EQ? (please say yes!)
Please please please say yes to this, I LOVED this part about EQ. It adds immersion and mystery!
"What is a Sarnak Hatchling Brain good for?" <3
I think EQ had it perfect.
Some quests mobs dropped items, others they did not. Sometimes you didn't even know what you looted... or what it was for. But I had a bag in my bank for all the stuff I thought I might have to hang on to.
When I read this, I had flashbacks to VG and the Winter Solstice seasonal collection quests among others that were left on all all year round and which drove us literally insane with the amount of "unique" trash quest drops. I can't remember the EQ versions, so my mind is fixated on wanting to reject this idea bitterly thanks to my experience in VG! lol
This also made "multi-questing" (MQ) possible in EQ1:
Player A has 3 of 4 items necessary to complete a quest.
Player B has the last quest item Player A needs.
Player B hands the NPC their item first, Player A the other 3.
Player A completed the quest!
Was this working as intended? My guess is yes, cause it was never "nerfed".
Yes, yes, a thousand times yes BloodbeardBattlecaster. EQ example: One of the first "cool" items I got for myself in EQ as a ranger was the "Short Sword of Morin" - the quest to get it started with a note dropped by the Ghoul Messenger in one of the Karanas. I don't recall which Karana right now.
I got the sword because I saw it on another ranger and asked them about it - and they told me how to start it... then, after I had that for a while, I had another ranger ask me - and when I told them, they said "OOOH - I wondered what that note was for"
To me - that's part of the essence of questing - of TRUE questing within an MMO. It's getting something and not knowing, and doing some discovery of one form or another to start you on your way. Having something in your inventory essentially tell you all by itself that it's a quest item - sort of defeats that... with the exception being - once you are on the quest, I'd like stuff flagged... just for the sake of inventory management.
sajbear said:
Question for the devs!
Will quest items drop from mobs even if the quest is not active, like in EQ? (please say yes!)
Please please please say yes to this, I LOVED this part about EQ. It adds immersion and mystery!
"What is a Sarnak Hatchling Brain good for?" <3
Ahh I remember that, would hoard things like that in my bank, til I found out where they belonged. hehe
sajbear said:
So devs, what do you say? :)
What they always say
"Nothing is set in stone, we will continue to monitor the discussions on this subject and then plan internally how we wish to proceed. Once we reach alpha we will evaluate how it goes and then adjust accordingly"
It really is much to soon for them to respond to what is and is not in game
Sevens said:
sajbear said:
So devs, what do you say? :)
What they always say
"Nothing is set in stone, we will continue to monitor the discussions on this subject and then plan internally how we wish to proceed. Once we reach alpha we will evaluate how it goes and then adjust accordingly"
It really is much to soon for them to respond to what is and is not in game
Sevens is spot on.
While we are still so early in development we can't discuss mechanics and systems like this yet, especially as many of them are being worked on right now and are subject to change. We can post with what we would like to see or create but nothing is ever truly set in stone during the development process. :)
Kislin - one thing you guys can do (and it is something that has happened a couple times sort of organically in some threads this week) is give current prevailing thought on a topic. Not detailed design decisions, but sort of 30,000 foot statements. Things like Brad saying yesterday that the current plan is for there to be both camp and crawl content. There is no detail at all in that statement really, but it gives the fan base high level ideas to chew on.
Wandidar said:
Kislin - one thing you guys can do (and it is something that has happened a couple times sort of organically in some threads this week) is give current prevailing thought on a topic. Not detailed design decisions, but sort of 30,000 foot statements. Things like Brad saying yesterday that the current plan is for there to be both camp and crawl content. There is no detail at all in that statement really, but it gives the fan base high level ideas to chew on.
Oh we plan of continuing to do that mate.
I just don't have any information to give on this other than my opinion, so I am sure the other team members will drop in and post their thoughts when they have time, everyone is really busy at the moment preparing the Round Table and working on the game itself, so while things may not get answered immediately, they will not go unnoticed, I am always watching and passing information on ;)
You will notice I posted above with my experience too :)
Kilsin said:
Sevens said:
sajbear said:
So devs, what do you say? :)
What they always say
"Nothing is set in stone, we will continue to monitor the discussions on this subject and then plan internally how we wish to proceed. Once we reach alpha we will evaluate how it goes and then adjust accordingly"
It really is much to soon for them to respond to what is and is not in game
Sevens is spot on.
While we are still so early in development we can't discuss mechanics and systems like this yet, especially as many of them are being worked on right now and are subject to change. We can post with what we would like to see or create but nothing is ever truly set in stone during the development process. :)
aww, poo! :/
I agree on getting drops before having a quest but you must, MUST have a delete all button on corpse then. Maybe something that destroys a corpse after one minute like a self-destruct button. If you ever leveled in an area in EQ that had lots of lore, no drop quest drops you can relate to having hundreds of corpse everywhere because they all have quest items on them that you know for a fact are things you and no one at the moment need. Looting and deleting quest items every kill becomes frustrating especially when you are in the same area for hours.
Old post but I am curious the thought on this at this current time. I myself, would rather have items drop that are useful or have a meaning, even vendor items have a purpose but if a quest isn't active I would expect the items to not drop anymore for that quest. This would also work in reverse if a player all the sudden saw something new drop, it could be an indicator that a new quest is active.
I support items dropping even if a quest is not active. I like holding onto items to later find they are useful for something.
Thing is, EQ had an extremely simple database. Item it loot table it dropped. Modern games have much more complex systems where items do not get generated until mob is killed and only under certain conditions, etc.
Tigersin said:Yeah couldn't you kill the monk trainer in Qeynos for the headband? Haven't thought about that in a long time!
Yes, but that quest is still active so it should drop. I used to actually kill that guy and sell them because I was lizzard and well whats faction?
Take a very minor quest - what some would call a task. Get 10 pig hooves. I see no reason why pigs shouldn't have hooves with or without the quest - if you have sold them all for 5 copper pieces each - well there are plenty of pigs.
Take a quest to kill a dungeon boss and get her panties to prove it (high enough charisma and maybe you can get the panties without even fighting anything). I still see no reason to have her go without underwear unless her murderers have the quest. If a player gets something unusual like this it is wise to ask around if it has a purpose before trashing it. Especially from a boss that was hard to get to and seduce or murder.
Take an item that starts a quest. Obviously you *need* to get it when you don't already have the quest - that is the whole point.
So I don't really see a need to check a player's quest inventory before determining drops.