Conversations in Quest Areas

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Selveem
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Conversations in Quest Areas

Post by Selveem » Tue Mar 04, 2014 3:50 am

Is there any chance that we can avoid saying 'yes' or 'no' in the middle of sentences to cause quests to start or fail?

I'm sure it's happened to others, but it's something that really annoys me because you can't just carry on a normal conversation without risking breaking quests. Here's an example:

A brown-haired slender male human says 'was helping someone lost in the woods'
A brown-haired slender male human says 'but...'
A brown-haired slender male human says 'it was way too much for me'
A brown-haired slender male human says 'trolls'
You ask 'Trolls???'
A brown-haired slender male human says 'dire wolves'
A brown-haired slender male human says 'owl bears'
You ask 'Where?'
A brown-haired slender male human says 'if I die.. tell the women at the bath hourse that Braxton loves them all'
A brown-haired slender male human greets you.
Braxton asks 'whats yer name?'
You say 'Goreign, but there's no time for that if there are Trolls.'
Ulferan shrugs his massive shoulders once.
<{[100%hp] [100%mv]}>
Ulferan says to you 'No interest in you then.'
Ulferan turns and walks into the woods, his gait quickening as he goes.

<{[100%hp] [100%mv]}>greet all
You greet everybody in the room.
You say, OOC, 'FU'

My suggestion is that you require either a specific command to agree to quests or require the quest response to be said TO the person offering (sayto command towards the mobile). Either that, or just require a specific NO or YES said.
This land shall come to the God who knows the answer to War. -Ninety-Nine Nights
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Harroghty
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Re: Conversations in Quest Areas

Post by Harroghty » Tue Mar 04, 2014 10:14 am

It's hard to pick a word which is easy to determine (so one does not sit there saying "yes" "ready" "agree" etc.), difficult to accidentally use, and capable of being used in a sentence ("Yes, I will help you, Obi Wan") that fits with the PC's role-play. In the end, yes or no have just been the easiest choices there because then one only needs to try to avoid those words as opposed to guessing which words to avoid (or which ones to use).

Happy to hear other suggestions though.
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Alitar
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Re: Conversations in Quest Areas

Post by Alitar » Tue Mar 04, 2014 10:39 am

I would recommend using smotes to roleplay around quest mobiles if you are still concerned. They don't react to smotes.
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Selveem
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Re: Conversations in Quest Areas

Post by Selveem » Tue Mar 04, 2014 12:00 pm

Alitar wrote:I would recommend using smotes to roleplay around quest mobiles if you are still concerned. They don't react to smotes.
I didn't know that! Sounds like a good tip to go in the helpfiles. :)
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Wenin
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Re: Conversations in Quest Areas

Post by Wenin » Tue Mar 04, 2014 4:52 pm

Is it possible to have mobiles only respond to sayto rather than any say?

If a mobile is looking for a yes or no.... and they hear it in a say... rather than respond with the quest dialog... they do an smote on the order of "Sorry, were you talking to me?"
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Lirith
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Re: Conversations in Quest Areas

Post by Lirith » Tue Mar 04, 2014 6:48 pm

I don't know if it's possible to specify that they would only respond to sayto, but in any case it would mean changing every quest in the game which is a huge amount of work.
I think Alitar's suggestion of using smotes around NPCs that give out quests is a good workaround.
Wenin
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Re: Conversations in Quest Areas

Post by Wenin » Tue Mar 04, 2014 7:10 pm

That's a great suggestion for those that are aware of the location all quest npcs.
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Hrosskell
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Re: Conversations in Quest Areas

Post by Hrosskell » Tue Mar 04, 2014 9:08 pm

I don't know of many quest NPCs that are intentionally subtle in this way. Most will approach you with their quest if you meet their criteria--I can only think of one or two in WD who do not, who have a % chance to trigger the intro, and can still be activated before they do so with "yes" or "no."

In any case, +1 to adding the smote tip to helpfiles.
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Re: Conversations in Quest Areas

Post by Nylo » Tue Mar 04, 2014 11:38 pm

I'm not entirely certain, but I believe if you are targeting another player with sayto, rather than say, that also will not trigger quest dialogue. So if you get in the habit of using sayto and smote, you can avoid the majority of these problems.
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