Im looking for help / ideas with questing. I use signs to write out the quest and it gives a back story and sends players off to obtain items and or kill a foe. Once they complete or reach a certain parameter I give instructions to travel to a given building and for example shoot a painting which falls and reveals a Redstone lamp with a button. They then shoot the button and opens a piston door which reveals either a new objective, secret mines to further quest, or loot for completion of a quest. I like to trap villagers in a small area to simulate quest givers. I'm looking to further my roleplaying experience and would love ideas to keep my quests awesome and not repetive as every quest must be unique, I don't want players to get bored. Sometimes it's tough to find a way to do it on Xbox 360 so I'm just looking to get some opinions from other creative players. Thanks alot everyone!
The first suggestion I would give would be don't use signs. We now have the Book and Quill so it would be immeasurably easier to put quests in that rather than use signs.
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WIP 128x 64x, SEUS support, Mod support in the pipeline TEKKIT, FTB, the more support the more mods!
I would use Book and Quill for the back story and the rules and to get the quest started, then use signs for things like clues you find out about along the way... stuff you don't want the questor to be able to find out about until they get to a certain location (so they have to find the next sign in order to get the next clue). You can then devise all sorts of "puzzles" (combos, clocks, parkours, etc.) that have to be solved for the questor to get to the location of the next sign.
Thanks alot for the info. Any ideas on cool end of questline objectives. My current end of quest line consist of multiple dispensers that release waves of mobs with the last wave dispensing a lever you use to open a room to loot. Just wanting to brainstorm big finishers that are really difficult to beat and fun, don't want anything to easy players can just button mash.
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Im looking for help / ideas with questing. I use signs to write out the quest and it gives a back story and sends players off to obtain items and or kill a foe. Once they complete or reach a certain parameter I give instructions to travel to a given building and for example shoot a painting which falls and reveals a Redstone lamp with a button. They then shoot the button and opens a piston door which reveals either a new objective, secret mines to further quest, or loot for completion of a quest. I like to trap villagers in a small area to simulate quest givers. I'm looking to further my roleplaying experience and would love ideas to keep my quests awesome and not repetive as every quest must be unique, I don't want players to get bored. Sometimes it's tough to find a way to do it on Xbox 360 so I'm just looking to get some opinions from other creative players. Thanks alot everyone!
The first suggestion I would give would be don't use signs. We now have the Book and Quill so it would be immeasurably easier to put quests in that rather than use signs.
I would use Book and Quill for the back story and the rules and to get the quest started, then use signs for things like clues you find out about along the way... stuff you don't want the questor to be able to find out about until they get to a certain location (so they have to find the next sign in order to get the next clue). You can then devise all sorts of "puzzles" (combos, clocks, parkours, etc.) that have to be solved for the questor to get to the location of the next sign.
Thanks alot for the info. Any ideas on cool end of questline objectives. My current end of quest line consist of multiple dispensers that release waves of mobs with the last wave dispensing a lever you use to open a room to loot. Just wanting to brainstorm big finishers that are really difficult to beat and fun, don't want anything to easy players can just button mash.