Quests Released!
Get all story'd up!
After almost a year in development, we are finally proud to launch the first phase of our Quests system update! Formerly known as Jobs, Quests are a far more story-focused feature and don't function nearly like Jobs used to. Because completing Quests don't reward the Quest-Maker with any actual items, we decided the feature needed a rename in order to bring it more in-line with what people are familiar with.Get all story'd up!
The Jobs-functionality that Towns once had will be migrated to a new system in the near-future as we recognize they can no longer create Jobs that require town members to, for example, gather ores for them. We have plans for this, but wanted to get Quests out so that we could start advancing Loka's story and let our PvE team get crackin'!
As this is a major feature update, we do expect some growing pains as we online the system. Quests isn't just a replacement for Jobs but also included a fundamental rewrite of our Accounts management system. It's preparation for the future, but also a big, big change and we except some buggos, so hang with us throughout the coming days while we iron out any wrinkles in the systems.
As for what's new, here's a rough list of the big changes. We do encourage you to watch the Feature Preview if you haven't as it gives a more visual overview of how Quests work. Let's get into it!
- /j is gone, now it is /q!
- You'll note there are very few commands:
- /q create - Make your Quest! No name required, you can do that later.
- /q l - List the Quests you're on. /q also does this by itself.
- /q e - Edit the Quests you've made!
- Quests are no longer limited to certain types.
- You don't decide up-front whether a Quest is a travel/hunt/gather quest. You merely add as many Objectives as you want.
- Quests are almost 100% managed in GUIs rather, except for text-entry here and there. Rejoice!
- All Quest interaction will take place in Book GUIs, for sanity, and to keep you out of fighting with public chat all the time.
- Vendors can also give out Quests and have a menu to choose between a quest or browsing their wares.
Quest Objectives
What you gotta do to complete the quest.
What you gotta do to complete the quest.
These can be roughly broken down into categories. Gathering, Discovery, and Hunting (for now)
- Gathering:
- Up front, like before, you pick the item you want gathered. You can either choose an item in your inventory already, or choose from a list of items in the game.
- There are/will-be many new ways to define how an item can be gathered:
- Mob Drops
- Define which mobs, and where they drop. Define Territories, Worlds, or Areas!
- Specify drop rates for each of the above; useful if you want some locations to yield higher rates of things than others.
- Found on the ground
- Gathering Items can be found floating on the ground in varying numbers (Find anywhere from 1 to 3 of an item floating there, for example). Think Firestone quest.
- Found when breaking a block.
- Any block you want. Anywhere you want. Any droprate you want!
- And many more coming soon:
- Fishing
- Find in a container (chest/hopper/furnace/whatever!)
- and more!
- Mob Drops
- Gathered Items are SOULBOUND and aren't "real" in traditional terms.
- Gathered items for Quests go to your Quest Items Bag in /b and can only be found there at this time.
- Items dropped for quests can only be picked up by their owners. They also shimmer with subtle particles.
- Turning in Gathering Quests is immediate now and no longer requires you to manually drop them in an NPC's inventory, cause that's tedious.
- Location Quests:
- Loads of ways to define these now. You can create quests to Discover:
- A Specific Location (like the old way)
- An Area (We call anything that pops up a title in your face an Area)
- A World
- Loads of ways to define these now. You can create quests to Discover:
- Hunting Quests:
- Pretty much the same except you can specify where the mobs must be hunted, vs just "A cow".
- The ability to require a player to manually verify a quest turnin has been removed.
- Bounty Quests (Jobs) are no longer possible. Nobody used it for reals anyway.
- Town Quests can now be assigned to ANY existing Town NPC
- Instead of just signs and then one "Big All Quests NPC", you can assign quests in your town EITHER to a Sign OR a Town NPC including:
- TGen NPC
- Any Industry NPC
- Any future NPCs we may or may not add in the future for towns.
- You can also assign a different "Destination NPC" for quest turnin. You must do this with quests assigned to Signs.
- Instead of just signs and then one "Big All Quests NPC", you can assign quests in your town EITHER to a Sign OR a Town NPC including:
- Public Quests cannot be presently made. We will add support for this soon, but for now you must make them town quests by converting a newly-made quest to a town quest if you have perms.
- There are tons of things coming to Quests over the coming weeks. We'll keep you posted!
- Unrelated to Quests, it is now possible to attempt to recover a lost VS chest (for bug reasons) by replacing the VS Marker in the same place it used to be. This should successfully reload a missing VS chest if its stored items aren't already found elsewhere.
There's so much more to the system that it would be unwieldy to post it all here. We will begin to populate Aladra with some Official Quests once again soon. It's a deep system and we look forward to what you all do with it. Please please /report bugs and bring up feedback about the system!
Get out there and Forge your Stories!