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Thieves' Guild "Night Visit" quest: Theif still "prisoner" after rescuing him #175

Open GoogleCodeExporter opened 9 years ago

GoogleCodeExporter commented 9 years ago
What steps will reproduce the problem?
1.Join the thieves' guild
2.Talk to Farrik, the blue-clad thief in the guild area, and perform the quest 
in which you rescue a fellow thief from prison
3.

What is the expected output? What do you see instead?
The quest is completed successfully, but there's still a thief in prison 
afterward.

What version of the product are you using? On what device?
v0.6.8, droid incredible

Original issue reported on code.google.com by jch...@email.wm.edu on 5 Apr 2011 at 4:04

GoogleCodeExporter commented 9 years ago
The quest states that they will rescue him "tonight".

Original comment by oskar.wi...@gmail.com on 7 Apr 2011 at 9:46

GoogleCodeExporter commented 9 years ago
But it says something along the lines of "*later*: 'Thank you for your help, 
here is a share of the loot'" (implying that it already went down). maybe I'm 
remembering it wrong.

In general, though, I realize it's probably a programming issue, but it would 
be really nice if NPCs moved as the result of quests. It just looks awkward how 
you can play the game for many hours, resting over and over and over, and the 
lady in your home village still says "Thanks for finding my husband, I'll get 
him later."

Original comment by jch...@email.wm.edu on 8 Apr 2011 at 4:33

GoogleCodeExporter commented 9 years ago
I think its okay that the lady in Crossglen still says thanks as it shows you 
have completed the quest. However I do agree that NPCs, or their position, 
should be allowed to change depending on quest status as it gives you a 
visually feedback to the quests. To do this, I think the NPCs have to be moved 
away from the map layers or at least allow conditions to apply like 
conversations, but I fear this may complicate the map-making process too much.

If quests could have an action layer, which would be grouped to a quest stage, 
then such this action layer could be queried by the map conditions to apply 
certain tasks.
This would give us the ability to have move NPCs move from map to map during 
quests, or maybe even permanently. Like "talk to [NPC]" or "find [NPC] who is 
lost".

On the thief quest, you should not get the final reward until you have rested 
at least once.

Original comment by kims...@gmail.com on 8 Apr 2011 at 2:40

GoogleCodeExporter commented 9 years ago
As we have the possibility now, we should probably use it in this case.

Original comment by SamuelPl...@gmail.com on 9 Jul 2011 at 10:28