[b38] Quest Reward Target

Where bugs go to lie down and rest

Moderator: Moderator

Post Reply
Message
Author
Lap
Cornac
Posts: 40
Joined: Sun Aug 29, 2010 1:31 am

[b38] Quest Reward Target

#1 Post by Lap »

Problem: Although quests seem to be appropriately assigned, thanks to ActorPartyQuest, quest rewards are often given to the current party member. The most common example of this is playing an alchemist and being on your golem.

This seems to be a long standing bug from what I've seen,but it should be a higher priority because:

-Alchemist is a starting class and many new players will play it.
-Is confusing to the player.
-Can give essentially unusable rewards (golem getting general talent points).
-Probably allows for some unfair, unintended golem builds if you are giving it escort reward skills.
-Probably breaks a few quest lines, but I can't confirm any specifically.


Possible Solutons: Most quests will be given appropriately thanks to ActorPartyQuest, however, quest rewards are often actually given in individual quest files and dialogs. So it seems that we can either:

-Change the engine level dialog file to always return the main player (maybe unintended consequences with any quests with any quests where you DON'T want to be the main player.

-Go into every quest/dialog and have all quest rewards and items be granted with a new function, that correctly uses game.party:findMember{main=true}.

Frumple
Sher'Tul Godslayer
Posts: 1517
Joined: Sat May 15, 2010 9:17 pm

Re: [b38] Quest Reward Target

#2 Post by Frumple »

Some minor points on this:

Most (probably all, at the moment) of the game/questbreaking stuff has been identified and fixed.

Generic talent points aren't unobtainable or unusable by the golem, though this is an issue for things like controlled summons (who lose the points after the summons ends). There's just a fairly limited amount available (Five, to be exact.), and only if you both very much know exactly what you're doing and are very willing to give up some powerful rewards for the main player.

As far as unfair/broken golem builds, I haven't noticed any, yet. The closest has been putting providence on the golem (which is nice, but far from game breaking; though the golem does use it, it certainly doesn't use it optimally) or overstacking thick skin (via shenanigans -- it involves intentionally gimping your golem for better than half the game.). Most everything else is fairly innocuous and/or requires wyrm bile to enable.

My personal suggestions, if you're going to change this at all, is to simply allow the player to choose where the reward is going; if the player wants to give their golem vitality or heightened senses, so be it. Alternately, you could have rewards of the dialogue sort simply given to both player and whatever party members they may currently have.

"Fixing" it so only the main player can receive rewards would be getting rid of a neat and very interesting trick, as well as one of the few methods available for diversifying golem builds. I certainly don't want to see it go, m'self.

Post Reply