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Old 06-20-2008   #1
 
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Is additional saving possible?

Hello
First, thanks for the great work.

Second, i play since few days, and what I find really annoying is the impossibility of saving quests (well, since normal save/load make the game crash, and -save is just for jobs...).

I mean, one find himself playing the same initial quests again and again everytime he starts.
Played single player, then multiplayer, then single: every time it requires hours to get game the same state you leaved the last time.

In addition, if you add new quests, a player isn't able to play them immediately, but needs to replay some quests.

So, I'm wondering: why not to introduce a -savequest command, to get a code which indicates the active quests, the items recieved and so on?

This allows the introduction of countless quests in the map, without worrying about the "old ones".

Of course, if this isn't already present But i didn't find it...

Thanks!
Bye
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Old 06-20-2008   #2
 
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Re: Is additional saving possible?

Doing this would alter the ENTIRE map, saving is for each individual. Don't be selfish :P. If done, it would only be activated in single player.. which will be having its save/load disabled.
Heres a situation... Guy 1 hosts, guy 2 joins and has never played, guy 3 is done with 35/XX quests, game starts, guy 3 loads the quests, guy 2 is cheated out of quests.

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Old 06-20-2008   #3
 
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Re: Is additional saving possible?

Unless it loads how much you've quested for each single player!

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Old 06-20-2008   #4
 
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Re: Is additional saving possible?

Not possible... without spending the next 600 years of zeros life making a new quest system, including redoing all current quests.

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Old 06-21-2008   #5
 
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Re: Is additional saving possible?

Stubby was sarcastic I think. If not, I think there is something extremely wrong with him. I know for certain that would explode the entire map, and probably uninstall WC3, and Windows/Mac/Linux, and bury the computer in a 43 foot hole in the ground with boulders.

Then drop America's entire arsenal of nuclear weaponry on it.

Well, it's possible, but it would involve instancing the map, which would kill Battle.net if done online. Also, it's likely not possible.

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Old 06-21-2008   #6
 
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Re: Is additional saving possible?

...

A saving quest kind of system would be a ridiculous big amount of work to do. I'm not bothered enough to it do.

Maybe here is where Pfeffer comes into the picture?

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Old 06-23-2008   #7
 
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Re: Is additional saving possible?

Ahaha, Pfeffer isnt even that crazy.

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Old 06-23-2008   #8
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Re: Is additional saving possible?

Exactly hit, Titan.

Since I'm back from my horror holiday with a broken foot, I can't really sit on this damn computer and simultaneously have my leg on the desk. It's a bit annoying ...

I have to rethinking my way of help on this map. Maybe I print all 700 triggers of the map and jassing with pen and paper? xD
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Old 06-30-2008   #9
 
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Re: Is additional saving possible?

Quote:
Originally Posted by Titan View Post
Heres a situation... Guy 1 hosts, guy 2 joins and has never played, guy 3 is done with 35/XX quests, game starts, guy 3 loads the quests, guy 2 is cheated out of quests.
May I disagree?
There are number of situations where other valid examples apply. First: just as matter of "control": what if all those 3 players do agree to start with a certain quest? If guy 2 is just curious to see "the megaboss", why should it waste all that time doing futile quests?
Second: what if all 3 guys are 35/xx? They meet day 1: do 10/XX quest. Day 2: 30/XX quest, Day 3: they finish the game.

As the game difficulty is voted by all the players, and it's applied to all the map, the same logic applies to the quests: players may vote (by themselves, I'm NOT asking for a quest voting system) if they have to start it over again or not.

Case 3: what if all player are short of time? Like... well, they play 1 hour every day?

I wish to repeat this concept: is just for control purpose: if users may prefer to do things in different way from developers, they should be able to.

Btw, I think that quests load/save helps both you (when developing and debugging) and users (when playing in one of the 3 cases above) with quests number growing larger.

Of course, you're doing all this for free, and I really appreciate this And I think it's relatively a minor issue, because it's more a "service" than a "gameplay fix", so discard this request at once if it's hard to implement.

Thanks

PS: Sorry, I forgot to put the poll when opening this request.
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Old 06-30-2008   #10
 
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Re: Is additional saving possible?

Quote:
Originally Posted by Mr. Zero View Post
...

A saving quest kind of system would be a ridiculous big amount of work to do. I'm not bothered enough to it do.

Maybe here is where Pfeffer comes into the picture?
Well, I never tried to script with Wacraft 3 world editor (I guess you use that ), so I really don't know how much work/programming does it take to do such things.

Anyway I guess the amount of work depends on "how" you do it. I guess there are some kind of triggers related to quests: when finishing one, trigger is provoked and another quest is activated.

As developer, I'm thinking about the most immediate system: introduce a trigger code for each quest: when you finish the quest, a code is given to user, like
"All player gets 123 gold and 456 exp. Quest code: ABC"
When starting again, parse a command like: -lquest ABC, and pull the relative trigger.

Of course, it's not user friendly to have to inser
-lquest ABC
-lquest CDE
-lquest XYZ
for each quest you like to continue... But well, firstly I don't think that there are many quests players wants to continue (probably there are just 3 of them in the actual game: the main quest, phoenix/golem quest and the mountain fighters quest), secondly it's better to provide a raw method to do it, than don't provide it at all.

If it reveals to be an useful and used feature, better ways may be implemented later.

Anyway Mr. Zero, I trust you when you say it's an enormous work to do, but since I'm a developer I know well that there are many ways to do things. Please consider the easiest way for you: that would be a good things for users anyway you implement it.

If, also this easy way, isn't easy at all to implement, then please discard my request

Thanks
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Old 07-01-2008   #11
 
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Re: Is additional saving possible?

I'll try to guess Titan's answer...

"No. Too much work, considering we still have to rewrite all of the GUI triggers into JASS, and that is hard enough as it is. Sorry, but no. Not YET anyway. Also, this would cause terrible problems with the entire map."


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Old 07-01-2008   #12
 
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Re: Is additional saving possible?

Quote:
Originally Posted by akiross View Post
Well, I never tried to script with Wacraft 3 world editor (I guess you use that ), so I really don't know how much work/programming does it take to do such things.

Anyway I guess the amount of work depends on "how" you do it. I guess there are some kind of triggers related to quests: when finishing one, trigger is provoked and another quest is activated.

As developer, I'm thinking about the most immediate system: introduce a trigger code for each quest: when you finish the quest, a code is given to user, like
"All player gets 123 gold and 456 exp. Quest code: ABC"
When starting again, parse a command like: -lquest ABC, and pull the relative trigger.

Of course, it's not user friendly to have to inser
-lquest ABC
-lquest CDE
-lquest XYZ
for each quest you like to continue... But well, firstly I don't think that there are many quests players wants to continue (probably there are just 3 of them in the actual game: the main quest, phoenix/golem quest and the mountain fighters quest), secondly it's better to provide a raw method to do it, than don't provide it at all.

If it reveals to be an useful and used feature, better ways may be implemented later.

Anyway Mr. Zero, I trust you when you say it's an enormous work to do, but since I'm a developer I know well that there are many ways to do things. Please consider the easiest way for you: that would be a good things for users anyway you implement it.

If, also this easy way, isn't easy at all to implement, then please discard my request

Thanks
Well it's not that it's that hard again. The problem lies within TIME. E.g. I'm 18 on a higher education, then coding for WC3 and with the homework I'm being given I don't have more then around 4 hours spare time each day (8 in weekends) so I have to priority time to friends and my WC3 hobby.

And I'm sorry I choose friends above WC3 but you know... I only have one life so I think I pick enjoyment. Not saying that I see FFE as a job but I do see it as a good time waster since the amount of optimizing can be done is huge!

Anyway good reliable quest system would use multiple functions and be more generalized then just to FFE. And as said for now it would probably break more things, until we have at least optimized the saving part of the map.

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Old 07-03-2008   #13
 
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Re: Is additional saving possible?

Eheh ok

Thanks anyway.
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