ON PREVIOUS POST:
I decided to pull this out of the voting area because it kind of got busy real quick and got buried (see post after this). I think the ideas here should be applied to how we want to make quests a GREATER role in the community. Quests that sort of perhaps follow a loose story that isn't connected quest-to-quest, but something general to feel like your apart of something greater at work.
1A) NEW LIGHT ON QUESTS:
If these quests are taken into new light, it can solve a lot of issues. We can still do some monster upgrades with levels, as LW approached - requiring minimal coding. But that depends on how much time the PCRPG staff is willing to yield for that.
2A) SMALL-SCALE QUESTS & REWARD CONCEPTS:
Its important that new rewards are very parallel to the players, and make sense for their level. As long as the economy is "controlled" so to speak by quest master's rewards - things will have more importance when they are handed out. Administrators and quest masters should avoid stockpiles of money in their banks and items in their storage rather just hand them out at the time of the quest.
Remember rewards dont have to be physical items either they can be tokens as well. Perhaps giving the person a healing bot, or tank bot. Perhaps it can be four free tokens of teleportation (where an administrator can teleport them to a city). And perhaps, getting into more odd ideas, tokens of death - players could win rare tokens that could have the admins smite their player enemies.
Hey, not saying its a good idea, but you can take this on any stretch of crazy ideas.
These tokens would just be a sheet of paper at the side of the admin's desk that says; "Ya, Billy Bob has two tokens for teleportation". Once again its up to the creativity of each individual admin.
2B) SAMPLE IDEAS FROM PREVIOUS PROJECTS:
LW, you remember "Emerald Distress" and "Old Blades" from KCTRPG right? You participated in one of those.
See, that took on more of a dynamic offering, but once again it was probably too wide in levels (therefore possibly leading to rushing, too much commotion to organize it or carry it out). Emerald Distress concept could be used with maybe 2-3 characters, instead of being a global quest. There are of course, the possibilities of having global quests but they will be more a special events thing organized and achieved by all the QMs.
GREATER GUILD HALL PARTICIPATION & WORKING SAMPLE:
QMs could also look into the ability of having anyone in a house have more importance behind their guild.
What I mean to say is certain houses could be spawned to a battle ground, where they have to fight for treasure from an NPC or what not.
On KCTRPG we for example had spawned up a war-torn city with broken catapults and scattered debris. At the time we had 5 players representing the two guilds for the conquest-style quest.
Their objective was to fight over the remains of treasure hidden in the city, hidden somewhere in the well-placed debris. The twist? Well, theres also an ogre raiding party in there too; scaled to fit the majority of the players levels. Time to create, 45 minutes lasts about 20 minutes but it widely varies.
Want to add some other dynamics to it? Make it cost money to participate (therefore making more uses for money, and ways for administrators to flush money out of the system). Maybe it should cost guild warriors money to be teleported back to the battlefield, instead of just being ported free. Perhaps there are also survivors to rescue in the city, or maybe add a 4th faction; human rogues stealing stuff from the city.
As a part of a greater scheme a roster could be made as a sticky in the forum showing whos in each house. Guild hall chiefs can hold their own battlegrounds tournaments for fun, or coordinate with administrators and QMs.
Maybe the mentioned quest above could gain everyone in the battle afterwards a rank point or perhaps a special fictitious house point that QMs kept track of once again in the forum roster area.
These non-server based points are then kept track of by an organized administration team. They could be used to decide between the two strongest of the four guilds for special events based on these collected points. Gathered either from won tournaments, conquest-battles, or capture-based scenarios.
Perhaps if enough of the points are collected by won quests they can cash them in for guild-built cities spawned up; NPC guards, and the like. Perhaps even private dungeons.
Houses could also hold arena tournaments at their QM-built cities between their greatest RL characters, and battle for points or just for fun, and bet. There is so much involvement that the community can do, if they put their noggins together.
The list goes on, and its not even requiring a lot of coding. It just depends where things get too messy to manage, or how many constraints are working against us.
SIDE-BAR QUESTS & OVERCROWDING SOLUTIONS:
You want to probably have a few administrators working with different people at the time. Maybe one quest geared towards melee fighters within the 20-30 range. And perhaps someone working with level 3's in a straightforward quest. The main concept between more involved quests is smaller amount of people, longer quest.
Maybe you see some overcrowding in one of the zones; make a quest on the side, and open it when you deem it ready.
The quests can be built in-game or using a script from notepad and built automatically before your eyes at the click of a binded key. So if you perhaps see overcrowding in Minotaur again on day #3, you can pull out your pre-made quest script and have the people whispered if they want to participate. And to add more effect it can be whispered from the NPC's voice.
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There are just so many ways these quests can make a bigger role, without actually demanding so much new content and coding.
It all depends on how people want to work as a team, and really getting behind their administrators and show them that they will enjoy this more quest-orientated environment.
People love to build, and people love to participate in new creations. Its like an artist and their observers, like a band and its fans, or like directors and their viewers, or engineers and their separate clients.
And keep in mind, quests is a general word used for a whole slew of different ideas. Ill go into detail later.
Signed,
Talliun
--Anyways, apply some of the tip of the iceberg ideas here LW/Aphex/Snails to the document written below, and sort of put them side-by side to see the general swing we could all aim for