KingSlayerGM
New member
Yes exactly! I would love to see a story intertwined with a random generated worldBah, with the new quest and sleeper system Rwg can have just as a robust of a story.
Yes exactly! I would love to see a story intertwined with a random generated worldBah, with the new quest and sleeper system Rwg can have just as a robust of a story.
I respectfully disagree here. Especially if I decide to play with PvP enabled, random gen is a level playing field for everyone. This is the challenge everyone has to adapt to. More difficult than just learning on map X I have to do Y and then Z in order to secure A und B. This game is not SuperMario World for a reason.I agree.....BUT.....eventually what could be better than random gen would be dozens of thoughtfully designed maps with a nice quest chain to tell a story. True, each map would only be fun to play once but with enough of them you would have quite a bit of replay value.
I think for predisigned maps, there are a lot of decent survival games out there.I think it really comes down to who cares about a story. Most are happy with open world choose your own objectives gameplay that favors randomgen. But there are some who are hoping for a good story in a well designed map and they are going to feel more excited to have Navezgane done.
Yes, i understood it was the intention to design it that way. I also voted for rwg.Bah, with the new quest and sleeper system Rwg can have just as a robust of a story.
Same, I've never really played Navezgane at all myself, I am waiting for the story and such to be put in first before I do.I am heavily on the Random side of this debate. I played Nav a lot when it was the only choice, but since then I have not really been back. I am looking forward to expanded quests. Of course if there is a story in Nav I will pay it at least once.
Also if the player was skilled enough and cleared a quest POI above their level, the item might glow or the description says "This looks important, maybe "x" would be interested". Or if clearing out the POI was the mission then some message that says who would have liked that done.With Random maps, the Quest Manager will need to know where the key "Quest POI's" are: So during map creation, all quest POI's are loaded into a text file including their location (a data base would be better and I could help if needed).
Then, if any POI have a trigger (minimum player level, skill needed, minimum reputation for "x" faction) the Quest Manager can look through the file each time the player gains levels or certain skills. And notify the player that "x" wants to talk to you, "You find a piece of paper... ect.
Clear as mud?![]()
Also if the player was skilled enough and cleared a quest POI above his level, the item might glow or the description says "This looks important, maybe "x" would be interested". Of clearing out the POI was the mission then some message that says who would have liked that done.With Random maps, the Quest Manager will need to know where the key "Quest POI's" are: So during map creation, all quest POI's are loaded into a text file including their location (a data base would be better and I could help if needed).
Then, if any POI have a trigger (minimum player level, skill needed, minimum reputation for "x" faction) the Quest Manager can look through the file each time the player gains levels or certain skills. And notify the player that "x" wants to talk to you, "You find a piece of paper... ect.
Clear as mud?![]()