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Backup Sections => Half-Life 2 Roleplay => Archive => HL2RP Development[ARCHIVE] => Outside City 45 => Topic started by: Statua on January 01, 2013, 08:39:42 PM

Title: "Quest" Characters [IDEA]
Post by: Statua on January 01, 2013, 08:39:42 PM
Well this is an idea I've had for awhile now. That idea being administration utilizing non-developing characters known as 'quest characters' who are available when nothing much is going on. These 'quest characters' will give players a task in return for IC items such as food, clothing, medical supplies, or tools. These 'quest characters' would give players something to do, whilst promoting rp through the reward of passive RP items. The reason these characters are admin only are because only administrators can authorize said items for players.

Some tasks you may be told to do:

-Gather firewood
-Fetch water
-Transport goods
-Locate certain plants
-Clean a building
-Deliver a message


Some items you may receive:

-Canned foods such as; soup, vegetables, meat, or juice
-IC Medical supplies such as; drugs, splints, slings, antiseptics, admission tools (cotton swabs, syringes)
-IC Items such as; notebooks, small musical instruments (harmonicas, ukuleles), tools (hammers, saws, nails), dishes (bowls, cutlery, plates)

So, thoughts on this? It wouldn't be a dedicated thing, more of just volunteer work for administrators. So there won't always be a quest character. It's up to administrators if they want to go on or not.
Title: Re: "Quest" Characters [IDEA]
Post by: swag master spiderman on January 01, 2013, 08:45:31 PM
Sure, why not? wouldn't even need to be an admin, could just be a trusted player. Isn't this a bit similar to Srp as well, when the traders would give you missions to do except the rewards were credits or actual items.
Title: Re: "Quest" Characters [IDEA]
Post by: Lone Wanderer on January 01, 2013, 09:05:36 PM
I'm liking this idea. Not only does it create passiveRP whilst spreading more IC items into the community, but it also actually works to build a community itself. As much as I'd say the Outlands has a community existing within places like the Town, I think that the gathering of these basic living supplies (firewood, water, food, plants, services, etc) will create more of a community-based system. People'll be working together for the overall town.
Title: Re: "Quest" Characters [IDEA]
Post by: Would you like some 3.14159265? on January 01, 2013, 09:17:13 PM
I would agree to this only if there's a limit. Something like "Only 1 quest per 20 minutes" or like "This quest may only be completed 3 times per day"
Don't want people hoarding everything, y'know
Title: Re: "Quest" Characters [IDEA]
Post by: Statua on January 01, 2013, 09:30:33 PM
I would agree to this only if there's a limit. Something like "Only 1 quest per 20 minutes" or like "This quest may only be completed 3 times per day"
Don't want people hoarding everything, y'know
I'm sure our administrators will have a good idea of controlling this. It's not like its a scripted system. We just do it.

Sure, why not? wouldn't even need to be an admin, could just be a trusted player. Isn't this a bit similar to Srp as well, when the traders would give you missions to do except the rewards were credits or actual items.
Unfortunately, only administrators can authorize players to obtain IC items.
Title: Re: "Quest" Characters [IDEA]
Post by: Would you like some 3.14159265? on January 01, 2013, 09:38:17 PM
I would agree to this only if there's a limit. Something like "Only 1 quest per 20 minutes" or like "This quest may only be completed 3 times per day"
Don't want people hoarding everything, y'know
I'm sure our administrators will have a good idea of controlling this. It's not like its a scripted system. We just do it.

Sure, why not? wouldn't even need to be an admin, could just be a trusted player. Isn't this a bit similar to Srp as well, when the traders would give you missions to do except the rewards were credits or actual items.
Unfortunately, only administrators can authorize players to obtain IC items.

Kwait, if it's Admins that have to gift rewards, I can see this becoming a shitfest of OOC talk with newbs going all "admin gimme my fuckin stuff i been wating forever fuck"
Title: Re: "Quest" Characters [IDEA]
Post by: Tyrex on January 01, 2013, 09:50:04 PM
I honestly don't like this idea at all.  This limits creativity and is almost to the point of "script < roleplay."  I understand it can create passiveRP, but passiveRP should never be forced in a manner like this.  If someone wants something done ICly, then they can simply trade items for the task ICly, no reason for an OOC "NPC" to do this for them.  Not only does it make it OOC, but it is also only a one way deal, reducing the possibilities of roleplay with multiple RPers.  If someone wants you to do something for them, and you do it for an item they give you, all completely IC, may somehow effect RP later on; the person who asked you to do the task may like you if you agree, think you're dumb if you mess up, etc.  With an NPC, there is no continuation of a story line or conflicts.  This idea just sounds like it belongs in a Bethesda game.

tl;dr- If I wanted a system like this, I would play a single player RPG like Skyrim, not an MMORPG like HL2RP. 

Also,
Kwait, if it's Admins that have to gift rewards, I can see this becoming a shitfest of OOC talk with newbs going all "admin gimme my fuckin stuff i been wating forever fuck"
as if there wasn't enough of that.
Title: "RP FOR STUFF"
Post by: wag1 on January 01, 2013, 09:50:20 PM
Or instead of having this all focused on items, why not development? So rather then getting an item after completing a quest, you'll get to advance the stories of the people who participate. Doing this can keep role-play fresh and brand new, but you have to make sure that you keep it in depth and not just a story that got put together and probably won't last more then a few role playing sessions.

Also, "utilizing non-developing characters" would make this 'role-play' even more linear. It's like turning HL2RP into an average shitty FPS. Why can't they develop? Do they have to stay the same person? Or will there even be a story to these quests. Is it just for items?

I like the idea Statua, but I'm just going to say that this will be the exact same thing as the generate command. "yo admin generate???" - "yo admin hit me up with a quest bro!! i want items!!!"

Passive RP can leave the same impact - or an even greater one than fast paced role-play.


/a yo bro dont tell anyone but im jonesin' for a quest!!!!
Title: Re: "Quest" Characters [IDEA]
Post by: Hazard Time on January 01, 2013, 09:56:23 PM
Frankly, I've always wanted to do this, but I've been afraid to ask because I thought I would get cast out for even mentioning it.  Glad to see I'm not the only one who thought HL2RP could do well with some MMO elements injected.
Title: Re: "Quest" Characters [IDEA]
Post by: YankeeSamurai on January 01, 2013, 09:58:18 PM
Nice idea, but it's really what players should already be trying to do, especially faction leaders. Don't pile on unnecessary level of gameplay mechanics which will introduce its own loopholes and oversights.

Implement this at the lowest level possible - encourage players to do this on their own. Or run a faction and do it yourself. Have your subordinate leaders do this. Have them encourage their own subordinates to do this. And so on.
Title: Re: "Quest" Characters [IDEA]
Post by: Lone Wanderer on January 01, 2013, 10:08:26 PM
Oh, I was under the impression that this would be a thing the admin's would make special character's for, and then give people quests as that character to get IC items, not scripted ones. If that isn't the case and they're making NPC's, that turns me off on the idea.
Title: Re: "Quest" Characters [IDEA]
Post by: wag1 on January 01, 2013, 10:10:54 PM
Oh, I was under the impression that this would be a thing the admin's would make special character's for, and then give people quests as that character to get IC items, not scripted ones. If that isn't the case and they're making NPC's, that turns me off on the idea.

From what I understand, Statua is saying that admins will be the ones doing this, not NPCs.
Title: Re: "Quest" Characters [IDEA]
Post by: Statua on January 01, 2013, 10:59:54 PM
No. God no I would NEVER allow such a thing. I'm one for RP>script. Admins create characters designated to give other characters tasks in return for a reward. The quest characters are run by a real human being who can interact with the other player. Quest characters are non-developing as in, they dont join factions or travel or whatever. They can still have conversations with other players, have a drink, move around the building, etc.

Quest characters aren't like the NPC's in MMOs. They don't stand at a table herpaderpin. They actually RP. Maybe a quest character wants you to collect a certain plant to make a medicine to give to the clinic. Or maybe they want you to clean a few pots so they can make soup for people at the inn.

Also, let's not forget the point that a quest character is only about when nothing else is going on and people are bored. However I do see the problem with people whining over ooc. Anyone have ideas for that or do we just tell them to zip it?

I would agree to this only if there's a limit. Something like "Only 1 quest per 20 minutes" or like "This quest may only be completed 3 times per day"
Don't want people hoarding everything, y'know
I'm sure our administrators will have a good idea of controlling this. It's not like its a scripted system. We just do it.

Sure, why not? wouldn't even need to be an admin, could just be a trusted player. Isn't this a bit similar to Srp as well, when the traders would give you missions to do except the rewards were credits or actual items.
Unfortunately, only administrators can authorize players to obtain IC items.

Kwait, if it's Admins that have to gift rewards, I can see this becoming a shitfest of OOC talk with newbs going all "admin gimme my fuckin stuff i been wating forever fuck"

That's the point behind admin only. Only administrators can authorize in-character items. Player returns from quest, they receive IC item. Admin is RIGHT there to authorize it.
Title: Re: "Quest" Characters [IDEA]
Post by: YankeeSamurai on January 01, 2013, 11:17:06 PM
One thing I don't want happening is admins creating characters solely for the purpose of giving "quests." Why don't they just use their main characters to do that?

I'm not sure whether or not Statua meant to imply that, but still - I want to make my opinion clear.
Title: Re: "Quest" Characters [IDEA]
Post by: aeiou on January 02, 2013, 12:14:41 AM
I don't get why you can't just use your current characters for this?
Title: Re: "Quest" Characters [IDEA]
Post by: Statua on January 02, 2013, 02:33:39 AM
Because in order for me to use one of my regular characters, I would only be limited to a small number of quests, related to my character. I would also require authorizations for ALL the IC items I give away and have to ICly take those items with me. Maybe my character isn't one to get other people to do things in return for a reward. What if something ICly comes up relating to my characters group or duty?

Basically, if I just create a character who remains stationary at a certain location, I shouldn't have a problem. I can create multiple different characters who would give out different quests from different locations and give out different rewards.

That being said, yes I can do it on my own character, but it wouldn't be as practical as doing it on a quest character. Digg??
Title: Re: "Quest" Characters [IDEA]
Post by: YankeeSamurai on January 02, 2013, 04:21:18 AM
Because in order for me to use one of my regular characters, I would only be limited to a small number of quests, related to my character.

That number is not necessarily small. Be fucking creative or something, think of things that your character needs or wants. Food items? A specific type of food maybe? Water? New canteens? A certain type of drug? Drug paraphernalia? Something unique to your character's traits? I thought for like two seconds and came up with that stuff, so think for a little longer and you'll still only be scratching the surface.

-Gather firewood
-Fetch water
-Transport goods
-Locate certain plants
-Clean a building
-Deliver a message

All of the example items you listed in the OP are pretty universally desired tasks.



I would also require authorizations for ALL the IC items I give away and have to ICly take those items with me.

Many of the examples you listed are fairly common in Outlands, you shouldn't need an authorization application to give away some of this stuff, like soup or nails or plates.

-Canned foods such as; soup, vegetables, meat, or juice
-IC Medical supplies such as; drugs, splints, slings, antiseptics, admission tools (cotton swabs, syringes)
-IC Items such as; notebooks, small musical instruments (harmonicas, ukuleles), tools (hammers, saws, nails), dishes (bowls, cutlery, plates)

For more rare/valuable items, maybe you would need to make an app. So what? If your "quest characters" are going to be giving out rare/valuable supplies, you probably ought to make an app for them too. I don't see what your aversion to making an app is. It's not like you're giving out weapons, for the most part these are IC "immersion" items. Simply explain the purpose of your item-giving auth, like you did in the OP, and your app will be accepted without a hitch.



Maybe my character isn't one to get other people to do things in return for a reward.

Well shit, if you're set on having such a hardline character I guess you'll have to make an alt if you want to improve roleplay in this particular area.



What if something ICly comes up relating to my characters group or duty?

Basically, if I just create a character who remains stationary at a certain location, I shouldn't have a problem.

Tough luck. If the situation permits, you and any interested parties should try and have some fun ICly sorting those issues out. You seem to be implying that your proposed "quest characters" would have some sort of immunity to IC events/happenings, which is bullshit in my opinion. In general, I think that characters should be intricately weaved into the environment, reacting to it and being affected by it. You seem to be proposing that "quest characters" should be some cutout MMORPG NPC who're always available to every player's beck and call, rain or shine. That's like taking a dump on immersion while simultaneously backstabbing character development.



I can create multiple different characters who would give out different quests from different locations and give out different rewards.

Maybe that would be okay, but firstly, it would encourage character whoring by admins, which already seems to be enough of a problem. Secondly, why don't you just put more thought into varying the quests and rewards from one or two normal characters? That would be a much better solution than losing track of a handful of pre-determined cardboard cutouts who will likely be seen a few times on the server before you tire of playing them and move on to your next NPC-esque quest vendor.



That being said, yes I can do it on my own character, but it wouldn't be as practical as doing it on a quest character.

If you mean "practical" as in sheer numerical statistics of "quests given per character per hour," then maybe. But grinding out quests at the expense of character development, immersion, de-significance of character creation, and overemphasis on items? That doesn't seem worth it in the least. Like I and others have been saying, just give tasks on normal characters. That's all. It's simpler and more roleplay-friendly.



Digg??

lol no??
Title: Re: "Quest" Characters [IDEA]
Post by: Statua on January 02, 2013, 01:16:00 PM
The sheer point of quest characters is to give others who are not exactly fond of solo passive RP something to do when nothing else is going on. However you do raise a large number of points as to why I need to stick to old fashioned systems and how trying something new based on theory isn't going to work.

Well whatever. If you can get more people to back you up on why I shouldn't do this then I won't do it. Otherwise you're currently outnumbered.

Also, authorizations for small items might be coming into effect so people stop asspulling things. However these authorizations wont need an application, just in-game administrator approval.
Title: Re: "Quest" Characters [IDEA]
Post by: Tyrex on January 02, 2013, 01:19:31 PM
Like I restated before, this idea is just plain stupid in my opinion.  There is no reason why this can't be done between normal characters, if you're really bored and want to do passiveRP, instead of waiting for someone to ask you to do something, ask around, "Hey, do you need me to do anything for you?"  I'm sure someone would have something to do.
Title: Re: "Quest" Characters [IDEA]
Post by: Would you like some 3.14159265? on January 02, 2013, 04:37:37 PM
Like I restated before, this idea is just plain stupid in my opinion.  There is no reason why this can't be done between normal characters, if you're really bored and want to do passiveRP, instead of waiting for someone to ask you to do something, ask around, "Hey, do you need me to do anything for you?"  I'm sure someone would have something to do.

Nope.avi. Everyone tries to make their char a stuck up hardass who can get shit done on their own. I've never had someone give me a legitimate task to do, and I always asked around.
Title: Re: "Quest" Characters [IDEA]
Post by: wag1 on January 02, 2013, 04:49:04 PM
Like I restated before, this idea is just plain stupid in my opinion.  There is no reason why this can't be done between normal characters, if you're really bored and want to do passiveRP, instead of waiting for someone to ask you to do something, ask around, "Hey, do you need me to do anything for you?"  I'm sure someone would have something to do.

Nope.avi. Everyone tries to make their char a stuck up hardass who can get shit done on their own. I've never had someone give me a legitimate task to do, and I always asked around.

then why don't you set an example






???????????????????????????????????????
Title: Re: "Quest" Characters [IDEA]
Post by: rBST Cow on January 02, 2013, 06:31:28 PM
Last time I checked players can talk to each other and give each other tasks for rewards without admin intervention.

I dont get the point of this thread.
Title: Re: "Quest" Characters [IDEA]
Post by: YankeeSamurai on January 02, 2013, 06:33:59 PM
The sheer point of quest characters is to give others who are not exactly fond of solo passive RP something to do when nothing else is going on.

Like I've said before, specifically designated "quest karacterz" are not needed to give people passive RP. You can do that on any character. Don't pile on useless gameplay mechanics. That's just... bad.



However you do raise a large number of points as to why I need to stick to old fashioned systems and how trying something new based on theory isn't going to work.

I'm not sure if you're being sarcastic or not, so I guess now's a good time to make this point as any: A new idea isn't necessarily a better one.

I'm not against new ideas, I'm against bad ones. And I see this as a bad idea, mostly. I mean, I'm glad that it's bringing the need for passive roleplay to the forefront of the Outlands community's awareness. On the other hand, I think the means for implementing it is... well, the word "roundabout" comes to mind.



Also, authorizations for small items might be coming into effect so people stop asspulling things. However these authorizations wont need an application, just in-game administrator approval.

Good, all the more reason why we don't need specially designated QuestGiver static characters, since "real" characters will be able to get in-game admin approval and supervision to contribute passive RP, assuming the situation calls for admin approval/supervision at all.



If you can get more people to back you up on why I shouldn't do this then I won't do it.

Just to be clear, don't think I'm opposed to the overall idea of increasing the amount of passive RP tasks and incentives offered to players. All I disagree with is the specific means of implementation you're suggesting, which is admin-played, static, disposable, MMORPG-esque quest dispensers. That's what I'm here to debate about.
Title: Re: "Quest" Characters [IDEA]
Post by: Dallas on January 02, 2013, 06:44:51 PM
I won't be getting involved in this as OL isn't really my area but in my personal experience a task given from a player to a player is far more meaningful and rewarding than a static fetch-quest from a character designed to dispense fetch quests.
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