Remember though, a lot of players have limited bag space and hate having to pick up a bunch of quest objects. One thing you might consider is saying you gave the object to the player without actually doing so.
The only time I make an object required for the quest is when I want to lock further advancement on the map until the player acquires the object.
Removing the Grey Mask NW-DJ56XFK6G My first installment in the Rise of Shadovar Campaign.
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gazza126Member, Neverwinter Beta UsersPosts: 0Arc User
edited May 2013
well i'm attempting to use objects to alter the difficulty of the final encounter. so the more of this object they have the easier the battle gets (if they have none it's ridiculously hard... doable but with lots and lots of potions.) it's a multiple-choice quest line. so if they pick certain dialogues this object can be obtained.
It's taking some work to get it into a publishable state though. only just figured out how to make dialogue options affect battle difficulty :L
Wizard's Choice Chapter 1
NW-DQ7P2NSND
A wizard's quest to save himself, and his companions
well i'm attempting to use objects to alter the difficulty of the final encounter. so the more of this object they have the easier the battle gets (if they have none it's ridiculously hard... doable but with lots and lots of potions.) it's a multiple-choice quest line. so if they pick certain dialogues this object can be obtained.
It's taking some work to get it into a publishable state though. only just figured out how to make dialogue options affect battle difficulty :L
You could alter the difficulty via dialog points instead of having objects, would work the same. But wouldn't take up any inventory space.
example
Before you stands the sandwich of doom
1. Pick it up
2. Leave
Response 1. You pick up the foul smelling sandwich of doom - use this point as the check to replace your has item check.
Resurrection of Xunvrae - NWS-DNNZST5FJ
House Arken'etts' power is shattered, to restore this once proud house Xunvrae must return.
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vilztilmerurdenMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 12Arc User
edited May 2013
I'm having sort of a reverse problem. I'm not having trouble placing items, but what I want to know is how to make an item disappear at a certain point. IE, I would like to have an item given as a story objective, but then depending on which of three different NPCs you hand it to the conclusion is different.
Comments
It will give the item to the player once the Dialog Objective is completed (basically at the successful end of the dialog).
The only time I make an object required for the quest is when I want to lock further advancement on the map until the player acquires the object.
NW-DJ56XFK6G
My first installment in the Rise of Shadovar Campaign.
It's taking some work to get it into a publishable state though. only just figured out how to make dialogue options affect battle difficulty :L
NW-DQ7P2NSND
A wizard's quest to save himself, and his companions
You could alter the difficulty via dialog points instead of having objects, would work the same. But wouldn't take up any inventory space.
example
Before you stands the sandwich of doom
1. Pick it up
2. Leave
Response 1. You pick up the foul smelling sandwich of doom - use this point as the check to replace your has item check.