Perhaps i'm trying to do this incorrectly, but I figured i'd ask.
I'm trying to set up a special room that will spawn enemies and lock the door when the players enter. The only way I thought to dot his was through a Quest task. Sadly, I don't want the player to know about it, so having ti show up on the task screen doesn't work.
is there any way to make the mission hidden? Or am I missing a more logical way to set this up?
Thanks!
Post edited by br0dyman on
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herumetMember, Neverwinter Beta UsersPosts: 0Arc User
edited May 2013
I would do this by setting a marker on the spot that the player must reach and a wall with the visibily = appear when component reached. You can link encounters on the same marker. That way, when the player reaches said point, the wall blocking the way and the enemies will appear.
Why would the quest journal be a problem here? You can write anything you like as an objective. If the main objective the player is heading towards is to, say, defeat a named enemy, you can have every objective up to that part say "find X" if you want, with X being the name. If you don't want the player to know any details about the ambush, just show him the name of the objective he thinks he's heading towards.
Careful that you don't break your quest by killing your player in a locked room and he spawns outside of it when he resurrects. He will be locked out of your quest objective.
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Yeah, and remember that if two or more players are playing the quest, you risk locking them away from each other. I try to avoid situations like these in my quests. There's one in my latest quest, but I compensate by having a campfire within the locked area and telling the player in no uncertain terms to gather his party before venturing forth. Not that he's supposed to have a party since it's a solo quest, but that's what you get when talking to walls.
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luther8Member, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
edited May 2013
you might be able to get away with it if you do a map change to that hidden room if you want to avoid any other issues but it could end up being a lot of work.
The Adventures of Sherlock Colms
Quest I
The Mysteries at Fang Ridge!
Short code: NW-DGTN72HYL
I would do it as an accessory quest that the player is aware of, but need not be required to take part in. I have a hard mode that I want to install in one of my quests, and to do this, I am going to leave a "hidden" clue about a password to a gate. Then I will set up a dialogue tree with an invisible clicky that asks for the password. You will have to spell the password out to deactivate the invisible wall and access the door.
It should be nearly impossible for a player to just figure out the password. Of course, I imagine someone will post it in one of my reviews...
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Short Code Copy/Paste: NW-DJC4R9H3R
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NW-DMIME87F5
Awaiting a serious response from the developers on the abuse of the review system by other authors.
Video Preview
Quest I
The Mysteries at Fang Ridge!
Short code: NW-DGTN72HYL
It should be nearly impossible for a player to just figure out the password. Of course, I imagine someone will post it in one of my reviews...
Short Code Copy/Paste: NW-DJC4R9H3R