Make quest items colored green.

Glass Cannon

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I mean to make it easy for the players that they NEED to pick quest items up giving them a color so that its a 1 time drop quest item and that they MUST pick it up wen it drop.....

Example:
On Imperial Necromancy current ingame text.

But wen its colored you know oh a quest item and i need to pick it up since its a quest item....

On Imperial Necromancy colored quest related

As you can see its a big differents wen you play....

I think its a good addon for the game and game play for players to know wen to pick it up or not.
 

MikeB

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I think coloring the name won't be sufficient, because you have to select the item in the first place to see its name. This might not be the case if there are multiple items in the container and you don't bother clicking on them all. In order to identify a quest item on first glance, the icon would need some kind of highlighting as well.
 

Schnolhamor

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MikeB":ctvhkvdz said:
I think coloring the name won't be sufficient, because you have to select the item in the first place to see its name. This might not be the case if there are multiple items in the container and you don't bother clicking on them all. In order to identify a quest item on first glance, the icon would need some kind of highlighting as well.

An orange backward perhaps?
 

DavidBVal

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I might prompt players a warning when they close a non-persistent container with a quest item still inside. I'll also add a label similar to those with item attributes, called "quest".
 

Barstool

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Why are these items designed as drops? If an item is in a chest or sarcophagus or box or whatever it should remain there. It's not like it's a drop from a skeleton or something. I opened a chest with quest items but had a full inventory. I didn't even pick it up at all and it just vanished. That to me seems like a bad design. In real life, if you find something that hasn't been touched in years and leave it, chances are it will still be there an hour later. :shock:
 

VDX_360

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Barstool":1wiocd2a said:
In real life, if you find something that hasn't been touched in years and leave it, chances are it will still be there an hour later.
Reality might not be the best baseline comparison for a fantasy game...

While I agree it's an irksome occurrence to miss a quest item, I think the current proposals---backdrops or a dialogue warning--are sufficient.
 

Darth Matt

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DavidBVal":1b576xee said:
I might prompt players a warning when they close a non-persistent container with a quest item still inside. I'll also add a label similar to those with item attributes, called "quest".

HI David, i am back after a long break! All the new content is awesome!! Sadly, i cannot seems to complete the secrets of the dead quest. I think i had a full inventory when i found the tolassian codex and left it in the tomb last year :'(

Is there any chance of items like this being given more than one drop? Or any way to recover the original? I think i am up to 3 demon skulls now, can i trade one for the codex? ;)
 

Linosaurus

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Darth Matt":3wba2fu7 said:
Is there any chance of items like this being given more than one drop? Or any way to recover the original? I think i am up to 3 demon skulls now, can i trade one for the codex? ;)
The old game Might and Magic VI had an npc you could talk to who would give back any quest item you had found and thrown away or left in a respawning container.

You asked 'I lost it', normally he answered 'you never found it'. It didn't actually say in game that it could recover quest items, but it was there and you might stumble on it when you where forced to visit. Maybe something similar with the mage tower npc (and hope no one manages to lose the key before unlocking the tower lobby).

There should be a cost though, at least 1k gold. I don't want to be tempted into leaving quest items behind to carry more loot because it is immersion breaking to do so. Still a little immersion breaking to even have the option but more to use it.
 

VDX_360

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Linosaurus":2krrv0jy said:
The old game Might and Magic VI had an npc you could talk to who would give back any quest item you had found and thrown away or left in a respawning container.
I'm not sure how the programming would work for a game as complex as this one, but I really like that idea. How about a hermit oddity collector in the currently unused town in Southern Bluemist River map (the one by the fork in the road to Kingsbridge and New Garand? Have to bring items to him to exchange, with an increasing amount each time he's used (up to a certain point). That why it's possible to pick up a lost quest item but enough work to really avoid having to use him. He could require a quest first before using him, like bringing him 10 Dragon Scales or something obnoxious.
 

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