Author Topic: Mapping  (Read 2990 times)

Offline ProphetSword

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Re: Mapping
« Reply #30 on: November 11, 2015, 06:01:13 PM »
Not what I said at all. I said I would rather spend time doing those things than tracking x number of quest variables for an effect that might be worthless. I haven't made any assumptions about how you design or what you spend your time on.

Just because I don't agree with you does not make it a personal attack.

In addition, a module level with only 20 unique one-time events will require a minimum of 60 events to achieve what you propose, and that's only if there is only a single event in each chain. That doesn't leave a lot of resources for the rest of the events.
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Re: Mapping
« Reply #31 on: November 11, 2015, 06:13:40 PM »
Personally, I'd rather spend all that time and effort into developing the story, balancing encounters and doing other things that won't annoy the player so that they will want to continue playing the game and will spare me precious resources in a game engine that doesn't have a lot of them to begin with.  But, that's my choice.
Implying that your choice results in better a story, better combat balance and will be less annoying for the player. I fail to see how it could be any more annoying for a player who wants to switch the map on themselves other than they'll see that if they'd played it properly they'd have it now in a way makes in game sense, and that would be their own fault for cheating.
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Offline ProphetSword

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Re: Mapping
« Reply #32 on: November 11, 2015, 06:41:13 PM »
It probably came out a bit more snarky than intended, so I will move to drop it.

I still say a minimum of 60 events for this idea is expensive for the given effect, though.
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Re: Mapping
« Reply #33 on: November 11, 2015, 06:47:46 PM »
They'll probably have less than 20 one off events. That's quite a lot now I think about it but yea, it's a pity you can't remove multiple items with one event.
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Re: Mapping
« Reply #34 on: November 11, 2015, 09:29:25 PM »
The only way I can think to do it is if the map requires you to follow a specific path.  Then, you could use just one Quest event, and set them up in stages.  That would only require you to reset one Quest variable at the end.  But, if there's any alternate paths, it won't work.  Though, if you use Quest Stages, you might be able to shorten the number of variables used and use a couple of Quests, depending on the paths.  If it's an open area, like a city, it would never work that way, though, as you'd have no control over the direction the player would travel.
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Re: Mapping
« Reply #35 on: November 14, 2015, 01:22:05 PM »
Most of the time it will be an item that they pick up before going to that area anyway and I'll probably put it with other items that make a difference to what happens so it won't be done just for the sake of an area map.

I am planning to put an item in the area in question at least once but I don't know if the events will have to happen in a certain order yet. It doesn't really matter if they don't because I'm not planning many one-time events for that area.

It probably came out a bit more snarky than intended, so I will move to drop it.
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Re: Mapping
« Reply #36 on: November 19, 2015, 11:38:52 AM »
Before I get started on something I'd like to know how this should be approached and I may as well ask here as we've been talking about quest stage events. I want an area that needs to be cleared of monsters using both random and predetermined combats. I take it a quest stage event is the way to do it. Would it mean having two quest stage events, one for the predetermined combats and one for the random ones or can they be done as one, or is it not possible to do it with random combats at all?

Also a question on the background. Is it appropriate in the forgotten realms world for a tribe of ogres to include giants, and if so does it matter which types?

Edit:
After re-reading your quest stage event description I think it might be the other way round, possible to set it up with random encounters but not with the predetermined ones because they can happen in any order?
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Offline ProphetSword

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Re: Mapping
« Reply #37 on: November 19, 2015, 11:59:32 AM »
I'm away from my main computer, but you can do it with any number of events of any kind.  Simply include a Utility Event and increment the quest stage by 1 every time these encounters happen.  Include a check (if you need to, have it fire on every step), and if the quest reaches a particular stage (for example 15), then set the quest to complete.  Make sure all chains that include the combats are set to only fire if the quest is in progress and that you give the quest before it begins.

I could probably explain it better if I had more time, but I'm on a laptop in my wife's office and we're heading out the door in five minutes.

Quick Example:
Quest 4 - Stage 1 (Given when players enter area where combats happen)
Add 1 - After each encounter. These encounters only happen if Quest 4 is "In Progress."
Checked each step: Is Quest 4 = 15?  If no, do nothing.  If yes:
When Quest 4 = Stage 15 - Set Quest to Complete.  Quest 4 is no longer "In Progress."
« Last Edit: November 19, 2015, 12:02:42 PM by ProphetSword »
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Re: Mapping
« Reply #38 on: November 19, 2015, 12:17:51 PM »
Right okay. I think I get it. Cheers ProphetSword. :)
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