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Devs - Some feedback on the new quest chain

Discussion in 'UO Developer Feed' started by UODevTracker, Apr 11, 2010.

  1. UODevTracker

    UODevTracker Guest

  2. Mark_Mythic

    Mark_Mythic UO Legend
    VIP Stratics Veteran

    Sep 26, 2008
    Likes Received:
    Thanks, LC!

    I made the choice to end Part 2 after the housing plot was found because A) you can get the prizes from part 2 in part 3 and B) It makes sense that Geoffrey/Uskadesh would stop paying people to look for the housing plot after it was found. I realize that games like WOW have gotten people into a certain perception of what a quest is, but I think UO is more about the story and unlike those other games, I'm not just creating a daily quest to let people grind xp.

    The way I see live events when I'm designing is that I'm trying to create an incentive for people to show up ***at the event***. I'm trying to create an occassion. As you pointed out, I tried to take into account that people might have to do the first quest with alternate characters and that they might not be able to make it every day.

    While I know that some of the spots were neigh impossible to solo with a crafter (assuming you don't have a group) it does not affect your chance to win the house if you don't do all of the spots, and it just spiced things up a bit.

    I think that you will find that the rare items given in this event are good without being "required." This is also by design. They needed to be good enough to get people to show up, but not so good that it becomes a crime when they are only available for a limited time. (Wish me luck on making the right call on that one every time). To give credit where credit is due, I had the good sense to get Bruce to design those items for this event because he is much better at knowing what is useful and what is overpowered.