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  1. #1
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    One thing I think you guys might be missing here is the programing side of this. In order to implement such a thing you would need some sort of tracking system that tracks everything you kill. The current system relies on "flagging" (or triggering the event scenario) then following its required guidelines.

    Your proposal suggests a system in which everything you kill is tallied up and stored within the questing log and then as you speak to an NPC the quest is removed from the list. So in theory when you start the game all quests must be in the triggered mode, and you would just claim the reward as you spoke to the NPC. This is actually quite difficult because your character would be carrying an overabundance of data. This is not possible with the current system (carrying too much data) because certain quests require completion of other quests.

    (I say this because I know some of you might be thinking well, what if I went out and flagged all the quests I could possibly muster.)

    To my knowledge I even recall reading something where it says you can only carry a max of 5 quests at a given time? Or maybe it only shows you have 5 quests at any given time? The reason for these types of things is to cut back on lag, one of the main reasons FFXIV even needed to be "Reborn" in the first place. (Server lag)

    (I just also would like to say I agree finding stuff on your own is fun and rewarding, if there truly was a way to make a game rewarding to adventure yet also didnt leave people in the complete dark as to what to do, then we would have a great game indeed. Problem, like i mentioned, is the limitation of cost/equipment to allow gaming companies to produce a cost effective game, that runs smoothly.)
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    Last edited by Daniolaut; 01-22-2013 at 06:24 AM. Reason: But i agree

  2. #2
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    Klefth's Avatar
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    Klefth Reinhart
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    Excalibur
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    Pugilist Lv 50
    Quote Originally Posted by Daniolaut View Post
    One thing I think you guys might be missing here is the programing side of this. In order to implement such a think you would need some sort of tracking system that tracks everything you kill. The current system relies on "flagging" (or triggering the event scenario) then following its required guidelines.

    Your proposal suggests a system in which everything you kill is tallied up and stored within the questing log and then as you speak to an NPC the quest is removed from the list. So in theory when you start the game all quests must be in the triggered mode, and you would just claim the reward as you spoke to the NPC. This is actually quite difficult because your character would be carrying an overabundance of data. This is not possible with the current system (carrying too much data) because certain quests require completion of other quests.

    (I say this because I know some of you might be thinking well, what if I went out and flagged all the quests I could possibly muster.)

    To my knowledge I even recall reading something where it says you can only carry a max of 5 quests at a given time? Or maybe it only shows you have 5 quests at any given time? The reason for these types of things is to cut back on lag, one of the main reasons FFXIV even needed to be "Reborn" in the first place. (Server lag)
    That's where one of the suggestions made in this thread would come in: items. Make this sort of quests tied with certain specific items that you might encounter here or there while killing stuff somewhere. Kinda like when you were killing stuff somewhere in XI and you got an odd ra/ex item that could later on be used for a quest, for example.
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  3. #3
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    Quote Originally Posted by Klefth View Post
    That's where one of the suggestions made in this thread would come in: items. Make this sort of quests tied with certain specific items that you might encounter here or there while killing stuff somewhere. Kinda like when you were killing stuff somewhere in XI and you got an odd ra/ex item that could later on be used for a quest, for example.
    Very true, but I played FFXI, and if you ran out of inventory room (which happened 100% of the time) you would have to drop an item you received. Thus leading to you having to do the very thing you just did to obtain the item in the first place. Which leads us back to the limitation of the amount of data a character can carry around :/
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  4. #4
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    Ah another thought RQ

    I was just thinking about Bahamuts Labyrinth, and if its done right it possibly could satisfy the adventurers appetite.

    What people get out of exploring is the reward and the finding of wonderous places to look at.

    The labyrinth could have multiple corners and turns, almost like a maze, but not a place you could get "lost" in. While exploring the labyrinth you could find chests, some could hold something pitiful such as 100 gil, or maybe a animal skin. While other chests could hold much grander items and gil such as maybe 1-5k gil, and maybe half a stack of a rare crafting item, or maybe even a great item such as a rare untradeable piece of gear. These chests might require a full party to get to and would be difficult.

    You could also possibly find deep within the cavern a very nice place, such as a waterfall or some other nice looking place to view. Maybe really go all out, and make it a sanctuary? It could include maybe a special Moogle shop that sells items at a discounted price? Something like in FFXII, the Baknamy Merchant in the Nechrohol of Nabudis

    Additional notes: The chests could appear at random places and once obtained they disappear until a specified amount of time (time would be in relation to the balancing system decided by SE.) They have a percentage of how often they can appear in certain rotation. For instance: Chest A could appear behind the powerful monsters and contain the best items 99% of the time, but 1% of the time it could appear in the complete open or the sanctuary. They could either have set locations in which they appear or have an area percentage. (all relation to lag prevention and balancing per SE.)
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    Last edited by Daniolaut; 01-22-2013 at 06:59 AM. Reason: additional notes