Skill aiding in puzzles/mysteries and treasure hunt

We will file suggestions here that did not make the cut. Don't expect detailed responses, but the most common reasons are:

  • implementing the suggestion is impractical, or too much work for the gain
  • the suggestion is thematically against our design philosophy
  • the suggestion is too detailed/low-level
    Keep your suggestions broad and focused on RP benefits, please, not detailed suggestions of how to fix everything.

Moderators: Active Admins, Forum Moderators, Active DMs, Contributors, Area Developers, Artist/Animator, Suggestion Moderators

Locked
Yellena
Posts: 576
Joined: Mon Sep 08, 2014 2:59 am

Skill aiding in puzzles/mysteries and treasure hunt

Post by Yellena »

This was part of another topic:
Artos13 wrote:These are generally things that Mithreas or the more script-oriented minions might do. My depth of scripting is pretty limited to whatever Lilac Soul's script generator can come up with (I can hear Mithreas laughing from here). It's enough to do some things though, and I do what I can.

That being said, there's still a few puzzles/hidden things that I've put in the game that I've never seen anyone come even close to finding. That's the funny thing; it's hard to know how much mystery stuff is out there if you don't know it's out there :)

Got a Bejuril Gem?
Nice!
Maybe with enough associated skill the character can use -investigate to get hints? I menaged to find few but interesting puzzles arround. However, somw some of them didn't make enough sense to me and I passed them by trial and error. :P
I could see some skills being used to aid this.

-Lore could aid in many cases, except when logic is involved (unless the result have something to do with history, culture and such). An example would be the XXX and XXX symbols in the second Puzzle of the Aisles of Insanity. Another exemple would be the "mystery of the desert". And the mistery of the Elks too.

-Appraise and search could be used to see that XXX symbol in more used than the other, suggesting it may be related to the answer. Search could also be used to find the answer (or part of it) hidden in another place (possible noted by one of the forgetful users of the puzzle in case he forgot it).

-Listen (maybe with a simultaneous concentration check) could be used to hear different sounds when pressing things. "Maybe a click" sound when the person press the right button.

-Set/Disarm Traps could aid with something similarly to engineering (working devices).

-Lore, Spellcraft and UMD could give hints about magical puzzles.

...out of ideas. :P


I think it would be super fun to find hints in game about things. Even if they are in other places, like a ruined book found in the Wharftown Buy's Hideout thay aids with the mistery of the black flower or the aisles. This could motivate people to explore and creates a lot of IC reasons to do so.
"Wow, look at this guys: ...the ...oor... to ... treas... vault lies... the wall... ... with th... one eyed... skeleton... the cave... mont... ...almtree." I think there is a treasure vault inside a cave whose entrance is near a palmtree!


Possible a bit offtopic, but something that could be super fun also would be a system to treasure hunt! You can find maps in chests, leaders (by killing or PPing him) and hidden places (search near bookshelves, desks and other furnitures.
Once a map is "translated", it generates a specific map and a random treasure chest that can be found if a shovel or mining pick is used in the right place (Area XXX, walkable coordinates YYY). The specific map will give hints of the location based on the translation potential.
Locked