Posted by Manic on 11/02/96
I've been getting stuck right into quests lately on another mud while i was
never real keen on them here in the past, not sure exactly why but the main
difference is that on the other mud, quests don't depend on mob interaction as
nearly as much as they do here and instead is more subtle with many objects
secret passageways etc being hidden within the rooms descriptions, you look
at something in the desc which leads you to look or do something to what that
reveals etc, a single room can have a lot of depth and can make a quest a lot
more interesting..

From: Chocorua
Thursday, October 31, 08:44AM
wow all in one breath.
anyhow, our quests have alot of depth as well. they just require alot of
thought, personally I like teh idea of having rooms with extra descripts, lead
you to the quest end. I am sure its been done here, though i haven solved all
the quests yet so i dunno. But i can say that if all quests were just done with
extra descriptions solving them would become very mechanical, l word 1, l word
2, l word 3...
just my thoughts
Chocorua
From: Psytrac
Thursday, October 31, 09:48PM
There are quests that make you read the full desc. of the room.
*poke*
From: Beam
Thursday, October 31, 10:32PM
what he is talking about is that on the other mud say in the vampires room in
the description there might be a coffin, you would then look into it or
whatever, sometimes it uses special commands like turn etc, the difference here
on legend is that you can turn on brief, and basically tell if theres anything
in the room to interact with because you will see it on the ground apart from
the room description. This also leads to stuff like open bushes, leave bushes,
and seeing exits like e w s n hallway etc. Basically i like the system here
because except for hidden exits its easy to determine all the rooms and items
around. But on the other hand pystrac is right that most all the quests here
involve mob interaction, and asking them keywords a lot of the time if you can
figure the keyword to ask the quest is pretty easy and if you can't then your
stuck. I guess they are on a different kind of codebase. Maybe it could be down
without much changing, by putting something in the description about the item,
putting the item in the room but not making it visible by normal means or see
invisible, but still allowing a person to interact with it. That way looking at
the room desc would help but just running through a room you would miss it. One
of the muds i played that was like this was a tolkien based mud named mume or
the other one which the name i forget.
From: Ptah
Friday, November 01, 10:22AM
We have plans to add functionality so that the extra descriptions in rooms can
be interacted with in a more complex manner than merely looking at them. We
also have plans to extend the script system to permit a generic "use" command
that lets builders make custom functionality on items. But both of these things
are a ways away, as they are well beyond the normal scope of Diku-style mud
architectures.
There are several quests on the mud that make use of interacting with room
elements... Arabia murals, for example.
-Ptah
From: Beam
Saturday, November 02, 03:26AM
wow that sounds good. I realized as i was writing the append that some quests
utilize room descriptions such as sherwood circle type quests. I do think
though that some quests should be very hard, and some easier so that people
wanting a real challenge have something to do, but as for making them so that
someone can't be told what to do I have no idea. Make the mobs want you to do
more than just one thing randomized so that one couldn't lead another through
the quest? Maybe a couple different endings?
In general I do think that this muds quests rely alot on mob interaction
(asking etc) and that interaction with room descriptions might add a whole new
element to quests. Glad to see you already thought of it.
