Saturday, February 4, 2012

Quests and NPCs


Hey, guys. Quests and NPCs are now slowly trickling in. Additions will be slow this week because I have to work more hours at my real job than I anticipated. But, updates are being made. There are a lot of NPCs now in the city, several of them traders, one of them being a Blacksmith where you can repair your armor and weapons for a fee.

Prices for repairs are dependent upon how damaged the item is and what material it's made of, so a leather helmet that's just nicked will only cost maybe a couple dollars, while a diamond chest plate that's almost dead will be very very expensive.

Not all NPCs that are placed have been assigned their jobs yet, so expect a lot of the ones you see that do nothing to be converted in to something more useful later. Some NPCs might have two functions, like being a trader and a quester. This might make things a little tricky when it comes to accepting quests, since interacting with the NPC is always just right-clicking. For traders that also have quests, you right-click to use the store, and this will also display the quest they have available in the chat window. If you want to accept their quest, just close the store interface and then right-click the NPC again. This will open the store back up, but it will also accept the quest, and the message will display in the chat window. This is kind of annoying and I apologize.

Commands:
/quest help  -  View the help page for quests
/quest abort  -  Abort the current quest
/quest completed  -  View completed quests
/quest status  -  View the status of the current quest. This is where you'll see your objective after accepting a quest.

As I write this, the Tanner and Alchemist are the only NPCs with quest (they're simple, repeatable collection quests, more varied quests will come later) (Also, thank Chris for writing the quest text for these). There might be more by the time you read this. But please feel free to test these quests and share your feedback as well as report any problems. I'll try to keep Chris and Phil updated as to where quests are at, so ask them if you want to find more in the future.

Extra Note on Housing (you don't have to read this):
There was a lot of weird confusion about pre-made houses that are available for claiming. The houses that are available to be claimed are the big, white houses that are right outside the city's stone gate. There 9 of them total, and two have already been claimed by _Cyris_ and Lusont (I can place more later if we somehow run out. I doubt that will happen.). So, if you like one of those big, white houses outside the gate and there isn't any kind of sign posted on it (not even one that says Manor or Unused or something) then you're free to claim it. So, again, big white houses with no signs at all on them.

If you want to claim one, just tell Phil or Chris to place a sign on it when I'm not around and then I'll zone it for you and change the sign so you know it's ready. If I'm around, just tell me and I'll get it done right then.

And, of course, if you wanna build your own area (I think most people are already doing that) just go far enough away from town where you have build permission and have at it. Building rules are the same as in the builder world, so don't be a dick. Being a dick is reserved for the survival world.

Wednesday, February 1, 2012

RPG World and Plugins

As many of you know, there is a new RPG world. The concept here is that we wanted a world with magic and quests and an economy and basically just MMORPG type stuff. So, there are lots of classes and skills and other things we're working on. The world itself is now open to play in and you can find a portal to it in the Portal Hub world. There is a class system set up and you can find information on it in the RPG Info page.

We are currently still implementing NPCs and Quests and Stores. Those will be coming in the future. Probably NPCs first and then quests will trickle in as we write them. You can likely expect a few storyline quests and many repeatable quests. This will all likely be implemented in chunks during my "weekends" (Tuesdays-Thursdays).

The economy system is already set up. So, you'll notice that you're earning money for kills. I decided that earning money in all worlds would probably work fine. But for now the RPG world is the only one that will have stores in it. We'll see how it all works out. Any feedback would be great.

For now, the RPG town (yet to be named) is a no-build area. You can build freely on the rest of the map, just travel a little ways out of town. Also, there are houses just outside the main town gate which are up for grabs. If anyone is interested in one of those, let me or Phil or Chris know and I'll zone the house for you so that you can build in it and do whatever.

Here's a complete list of the new plugin's the server is running:


As a side note, we did not build the castle town area. I got it from this map and imported to a fresh world. It's super awesome.