Ramdomized quests make me D:

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moneypouch

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Senior Member

08-08-2011

Random quest is a good idea as long as the reward isn't to large. Like the dragon buff from TT would be acceptable where everyone just gets increased dmg but I wouldn't want to see baron buff. Mostly because there should be some counter play in questing. Hey they have to defend point C now and they all went there If we can take it we get a buff but instead lets grab points A,B,D while they are out of pos. Or vice versa however if the buff is too strong it forces you into only 1 course of action at that point.

On a side note I think quests are a fairly clever way to for large scale team battles (which is everyones fav part of LoL) in a fast paced skirmish map since it sounds like the "jungle" will be to easy to just grab with no conflict.

edit: maybe it could give a buff that decreased capture time?


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Average Gatsby

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Web Content Specialist

08-08-2011
1 of 2 Riot Posts

In our video, we didn't used the word "random" to describe the quest system.

edit: Rephrased because in retrospect it sounded like I was demeaning the OP, which wasn't my intent.


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Šneeks

Senior Member

08-08-2011

Quote:
Originally Posted by Average Gatsby View Post
Where in the video does anyone use the word "random" to describe the quest system?
So the quests aren't random?


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Analu

Senior Member

08-08-2011

Quote:
Originally Posted by Stave View Post
And thats why in SSB every good player played no items
I actually find Food set to Low to be better competitively, since it breaks stalemates and makes fighting for position more important. (the closer to the center you are, the more likely food is to appear near you)

I'm hoping quests will be like food - minor additional objectives that give you other places to fight over.


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Dreampod

Senior Member

08-08-2011

Quote:
Originally Posted by Average Gatsby View Post
Where in the video does anyone use the word "random" to describe the quest system?
The curse.com and mmorpg.com previews refer to them as 'dynamic' quests which implies that they aren't scheduled or predictable. If they aren't random could you provide us with a little more details as to how they are generated or are they just big once per game timered objectives (ie at 5 minutes there is always a quest to control the Windmill and Quarry).


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Average Gatsby

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08-08-2011
2 of 2 Riot Posts

Quote:
Originally Posted by Dreampod View Post
The curse.com and mmorpg.com previews refer to them as 'dynamic' quests which implies that they aren't scheduled or predictable. If they aren't random could you provide us with a little more details as to how they are generated or are they just big once per game timered objectives (ie at 5 minutes there is always a quest to control the Windmill and Quarry).
I'm not a designer on Dominion so I'm not really sure how the quest system actually works. I was pointing out that people were assuming things about the quest system we haven't said.

In my experience it adds a level of additional objective play that I really enjoy. To me it's an additional risk/reward situation that is similar to the experience of grouping up for Dragon without the negative implications of a team that doesn't group up for the objective. Whenever I've played it involved taking something from the enemy, so if your team decides not to go for the objective and defend, you don't lose anything like you would lose a dragon or baron.


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Confusion567

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08-08-2011

Quote:
Originally Posted by Dreampod View Post
The curse.com and mmorpg.com previews refer to them as 'dynamic' quests which implies that they aren't scheduled or predictable.
It implies to me that they aren't scheduled, but I think that's all it implies to me. When I hear "dynamic," I assume that it's based on the current state of the game.

I don't know enough about dominion to say, but here's some possibilities for SR quests:
You're behind on turrets: Kill a turret before they kill another one of yours!
An inhibitor has respawned: Kill it before your super minions run out!
The enemy Shaco is Legendary: Take him out before he kills again!
Baron is up: Take him down before they do!

Here's a quote from the curse article: "An example would be two Towers standing next to each other. One is friendly and the other is aggressive to your team. One of these Towers will be designated as your 'quest objective' and the task will be to capture the enemy tower before they capture yours"
That's dynamic: it won't come up every game and it's based on your current game-state. If you had both towers, or if one of them was neutral, they wouldn't give the quest. But it's also not random: every time two towers are standing next to each other, one friendly and one aggressive (perhaps if certain other conditions are met, like the score being tied or the towers remaining that way for 5+ minutes), you get that quest. Dynamic, but not random.


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Larcent

Senior Member

08-08-2011

"Dynamic" could simply mean that the quests are triggered by various game states. I believe that's the case with the tutorial quests right? They don't just all pop up at once.

Like, the quest to take two particular nodes shouldn't trigger if your team already controls the nodes, right? So the quests need to be "Dynamic" to take account of your team's situation in the game.


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The Uprising

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08-08-2011

Quote:
Originally Posted by Analu View Post
I actually find Food set to Low to be better competitively, since it breaks stalemates and makes fighting for position more important. (the closer to the center you are, the more likely food is to appear near you)

I'm hoping quests will be like food - minor additional objectives that give you other places to fight over.
interesting, I have never seen a tournament with this, brawl or melee. Ever.

Thx for the red post!


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Silverbel

Senior Member

08-08-2011

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Originally Posted by The Uprising View Post
interesting, I have never seen a tournament with this, brawl or melee. Ever.

Thx for the red post!
That's because it gives characters that rely on speed (Sheik, Fox) an "advantage".
Enough derail I guess


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