What Do People Want In A Large Questmod?

Post » Sat May 28, 2011 12:17 am

No "Kill this", No "Find this".

If there are new items/creautres, I'd like new models for them.
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Melanie
 
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Post » Sat May 28, 2011 9:55 am

The project is Amanita, which you can see in the thread in both mine and SGMonkeys signature.

SGMonkey have been creating the island for a long time, and recently I joined to do quests. So far I have planned and started aking some quests, but most of the quests are not planned yet, so suggestions in this thread (and in the Amanita thread itself) will be considered.
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Batricia Alele
 
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Post » Sat May 28, 2011 9:29 am

No "Kill this", No "Find this".

So about 70-80% of vanilla and mod quests are straight out ;P
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..xX Vin Xx..
 
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Post » Fri May 27, 2011 8:23 pm

Definitely don't care about too much time spent on weapons and armor.

If you're good, I don't want to have to save bunnies. Edgy good is nice.

If you're evil, I don't want to have to be an anol jerk. Evil people don't have to be lowlife scums who are trying to make extra money by selling drugs, or being a jerk for fun. In my view an evil person is one who let's his desires get in front of all else. In Morrowind, the likely pursuit is greater power. You can be nice... except when power is to be had. Then the evil one would push aside whatever gets in the way.


Also, a good questmod would have all the smaller quests fit well into the overall scheme of the large mainquest.
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Laura
 
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Post » Sat May 28, 2011 9:41 am

Yeah ive sen that, but i remember hearing it was quite outdated. I may be wrong ofcourse, are all those mods the most popular or something?

Cos i want to make sure my mod doesnt conflict as much as possible

http://i319.photobucket.com/albums/mm449/DDevilMonkey_666/MAPoMODS.jpg



You've seen the map-o-mods it may be old but is accurate and still very useful.

http://i251.photobucket.com/albums/gg282/MrKWMonk/Map-nonlorestuff.jpg

http://i251.photobucket.com/albums/gg282/MrKWMonk/Map-lorishwithnotes.jpg


Hope that helps.

-kwm


ps - if you use tesfaith to move anything remember you must recompile and save all scripts in the moved mod to ensure they get updated with the new location co-ordinates.
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Hilm Music
 
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Post » Fri May 27, 2011 8:47 pm

The most enjoyed elements of http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7817 seems to be the memorable NPCs and the interesting dungeons.

So, I recommend you spend a lot of time making dialog creative and give in-depth stories for everyone.
Create interesting places to explore, with secrets to find and different paths.
Use at least some resources so that there's new things to see to add uniqueness.
Spend a lot of time balancing the enemies and awards until they feel right. (this is easiest to do while testing, and test a lot)
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Annick Charron
 
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Post » Fri May 27, 2011 8:44 pm

You've seen the map-o-mods it may be old but is accurate and still very useful.

http://i251.photobucket.com/albums/gg282/MrKWMonk/Map-nonlorestuff.jpg

http://i251.photobucket.com/albums/gg282/MrKWMonk/Map-lorishwithnotes.jpg


Hope that helps.

-kwm


ps - if you use tesfaith to move anything remember you must recompile and save all scripts in the moved mod to ensure they get updated with the new location co-ordinates.

Cheers for that :)

I already know my mod doesn't conflict with TR, I made sure of that :D. The island sits just south of Port Telvanni. And I know all about TESFaith :P ive been working on this mod for years, before joining in atall with the community and the mod was originally sat next to sadrith mora, then north of dagon fel, then far east from sadrith mora, then up a couple of cells :P

I've moved this island around so much in the past you wouldn't believe

The most enjoyed elements of http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7817 seems to be the memorable NPCs and the interesting dungeons.

So, I recommend you spend a lot of time making dialogue creative and give in-depth stories for everyone.
Create interesting places to explore, with secrets to find and different paths.
Use at least some resources so that there's new things to see to add uniqueness.
Spend a lot of time balancing the enemies and awards until they feel right. (this is easiest to do while testing, and test a lot)

All very good points. And i must check out your mod sometime :thumbsup:

And I do plan to test the mod a hell of alot. My main problem is im distracted easy. So I'll start by working on one area, then I'll start 'fixing up' a little error I noticed and I'll keep swapping around all the time. I have made 99% of the cells myself, and with some recent inspiration from Zarnatheron, plus help from my recently absent interior modder :( I hope he turns up soon cos he made some [censored]in excellent imperial interiors :violin:
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Kayleigh Mcneil
 
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Post » Sat May 28, 2011 6:57 am

For me, a good large quest has:

- Multiple choices and an outcome that makes some kind of difference
- Interesting characters, locations, tasks
- Stuff that makes you think. Not necessarily just to think about how to complete the quest, it could also be about ideas or themes it uses
- Fairness. Shouldn't use http://tvtropes.org/pmwiki/pmwiki.php/Main/FakeDifficulty
- Balanced rewards
- Isn't corny. Quests that offer a new twist on stock fantasy cliches are especially good.
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Harry Hearing
 
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Post » Fri May 27, 2011 11:49 pm

For me, a good large quest has:

- Multiple choices and an outcome that makes some kind of difference
- Interesting characters, locations, tasks
- Stuff that makes you think. Not necessarily just to think about how to complete the quest, it could also be about ideas or themes it uses
- Fairness. Shouldn't use http://tvtropes.org/pmwiki/pmwiki.php/Main/FakeDifficulty
- Balanced rewards
- Isn't corny. Quests that offer a new twist on stock fantasy cliches are especially good.


Excellent points, all.

You mentioned before how glad you were that nobody had mentioned new textures: well let me suggest that an item of no great worth that employs a new texture, or even a new mesh and texture, can furnish a very fine final memento of a quest mod. The kind of thing you can put on your shelf, that draws your attention, and in a peculiar way sums up your success. It may do nothing more than cycle through a series of colors periodically and cure you of all diseases once a day, but if it's beautifully done and somehow ties into to a thoughtful, cleverly done quest system, it will be treasured by players.
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Vicki Blondie
 
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Post » Sat May 28, 2011 6:03 am

So about 70-80% of vanilla and mod quests are straight out ;P



this is why there is no need of more FindThisKillThis mod.

The most hated thing, is when a stranger approaches my Patriarch character, telling "hi man, do you want to do a job for me and earn some coins?"

Usually, one ot two weeks in the Ministry of Truth is enough for them to learn how to address me. :glare:
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Sheila Esmailka
 
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Post » Fri May 27, 2011 10:04 pm


- Fairness. Shouldn't use http://tvtropes.org/pmwiki/pmwiki.php/Main/FakeDifficulty
Nooooo! Not a TV Tropes link! Must resist. Must resist.....
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Rudi Carter
 
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Post » Sat May 28, 2011 6:35 am

http://i319.photobucket.com/albums/mm449/DDevilMonkey_666/Morrowind2010-03-2222-14-53-65.jpg :)
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Stryke Force
 
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Post » Sat May 28, 2011 4:00 am

Neat looking island there ;) It's definitely going to be an interesting place to explore.
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Marcia Renton
 
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Post » Sat May 28, 2011 4:23 am

I hope people like it. I know people say you should make a mod for yourself and no-one else. But i really want people to enjoy playing it.
Ive just got so much work to do on it. The city amanita is in a very early stage at the minute, its been overhauled a few times now, but im still not happy with it. And the exteriors need alot of finalising. But things have been changing around a bit recently

So i am looking for a little help :)
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Joanne Crump
 
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Post » Fri May 27, 2011 8:47 pm

Another thing, would anyone be interested in compiling a list of landmass mods that are on the eastern side of morrowind?

You could always try put the landmass far from the main map area? I'd like to see a mod where I have to buy a paper map to find my way, it'd be a nice change.
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tegan fiamengo
 
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Post » Fri May 27, 2011 7:17 pm

Your right, that would be a cool feature, but I think i'll leave the island where it is for now. It kinda fits in nicely with the Port Telvanni island, and i can't really see any conflicts which would make me want to move it again :)
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NeverStopThe
 
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Post » Sat May 28, 2011 5:35 am

For me, I love large questmods that add well fleshed out and realized NPCs. This may or may not include romances. I like them, and there are so precious few well done ones for female characters. Other than that, I like a good story that inspires me to think about it even when I'm not playing it like Kateri's Julan mod did. I almost wrote fanfiction for that. Fanfiction. For a mod. I was that drawn in. Well designed dungeons and things are also nice, but arbitrary difficulty is annoying.

I've not been playing Morrowind much for the past 6 months or so (nor been on the forums, wow at the new look), since it seemed there was a huge spell of nothing but textures and whatnot, and I'm more into quests, romances, and story than textures. I will be keeping an eye on this, perhaps it'll give me something to do in Morrowind again. :D
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Scotties Hottie
 
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Post » Sat May 28, 2011 8:27 am

Small choices are easy to implement in a questmod, but major choices are demanding


Yeah, I also think that implementing a lot of small choices adds the feeling of a world responsive to the player's action and it provides, generally, a much more satysfing experience. For instance, if you kill a shopowner for any reason, wouldn't it be nice to see the shop closed the next time you get there (something like that is in Fallout - you kill Gizmo and his casino gets closed); for instance, in the old game World of Xeen (which was actually made of two different games combined together, but this is another story) if you helped a woman to get cured from vampirism, she'd lose her pointy teeth, if you helped a man rescuing his fiancee you'd later find them settled down somewhere on the gameworld - sure, they were little details, but they contributed to give a great sense of accomplishment, much more so than finding a "+10 sword of uberness!!!" fighting some morons in a dungeon.
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Devin Sluis
 
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Post » Sat May 28, 2011 9:35 am

I look for quest mods that are complicated. The game designed quests that would be easy for 10 year olds. I would like it to be dynamic, so there are many options to choose from and each one affords you different things. I would like a home that you can make your Base of Operations and I would like there to be two options from the get-go: 1. A good amount of loot and new things, or 2. really bare amounts and really low compensation for people that like more hardcoe gaming.
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HARDHEAD
 
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