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View Full Version : Do you think MQing will be applied to epics?


hkic
06-11-2011, 07:30 AM
^

Skope
06-11-2011, 08:25 AM
Short answer? Yes.

Long answer? Yess.

Believe it's been discussed already and/or planned.

Rhambuk
06-11-2011, 08:52 AM
Yes.
.

guineapig
06-11-2011, 08:56 AM
yup

hkic
06-11-2011, 09:25 AM
Oh thank you for the quick reply. Only reason I was asking is because I heard coding is a bitch for MQing. Thank you to the dev. team

Kika Maslyaka
06-11-2011, 12:59 PM
cheaters :P

xshayla701
06-11-2011, 01:00 PM
cheaters :P

:D

nalkin
06-11-2011, 01:09 PM
whatever cracker azzed b stoops to the level of using M gd Q rather than thy own hands to obtain thy epic will be kicked from my guild effective immediately.

Tobius
06-12-2011, 04:45 AM
whatever cracker azzed b stoops to the level of using M gd Q rather than thy own hands to obtain thy epic will be kicked from my guild effective immediately.

Are there not just two people in your guild?

Or was that the joke?

soup
06-12-2011, 05:22 AM
Oh thank you for the quick reply. Only reason I was asking is because I heard coding is a bitch for MQing. Thank you to the dev. team

From what I understand, it's not that coding any specific MQ is a massive bitch, but rather that each quest needs to be specifically coded to be MQable. So they aren't able to just globally enable MQ, but rather need to code each individual quest deemed worthy of MQing.

I don't imagine enabling MQ for a specific quest is much more of a hassle than anything else they code (could be wrong, not well versed in coding) but rather it's just that there's like, 5279676976753278456979623 quests (number may or may not be exaggerated), so they need to choose carefully what is worth spending time on.

Slust
06-12-2011, 06:49 AM
Oh thank you for the quick reply. Only reason I was asking is because I heard coding is a bitch for MQing. Thank you to the dev. team

Don't seem necessarily difficult to code. (Theorizing Mode Activate)

Create an array per quest NPC that indexes a count for the received item IDs they will accept for their quests with logic that increases the variable integers by +1 for each of the matching item IDs received in a trade and destroys the item; and on trade, run a check to see if all variables >= 1. If so, decrease all variables by -1 and award the player who performed the last trade the quest reward.

This information would be persistently stored until the server/zone/wherever-this-array-is-stored is reset, though it would make a lot of sense for some logic that sets all applicable variables to 0 upon NPC death.

You could probably even make this a copy/paste job and pass it on to someone who doesn't even know how to code, as long as you taught them where to paste it, how to add/subtract quest items and hook up all the IDs along with a table of what all of the IDs are.

Though, uhh... I guess that could technically fit the bill of being "a bitch", given the sheer amount of quests and quest NPCs where you would have more than 1 item received on turn-in.

(Pull Time Frame Out of Ass Mode Activate) But if you had a more focused list, like just the epic quests, it might take someone an evening or three to implement, given sufficient quantities of caffeine and metal, of course.