Temple Quest Ideas Thread

retract350

Member
Hello, all! I have spent the past week or so familiarizing myself with QEdit with the goal of creating some quests, and due to the lack of quest selection, I am opting to create a Temple-focused quest first. I have a few ideas and design decisions of my own that I will likely be trying to adhere to and implement, but I also wanted to get some community feedback on what the sentiment behind temple is. This is your chance to voice complaints about temple quests (we all hate enemies in maze rooms), any cool ideas you may have, any suggestions at all.

I want to hear what everyone has to say, as I have thought of a lot in my planning process, but there is always something I will not have considered or may have missed completely. Thanks in advance to anyone who may share some ideas, and I hope I can make something that brings the same enjoyment I get out of temple to others who may not have explored it or have not enjoyed it in the past :)
 
Agreed. Keep labyrinth rooms limited to transition rooms and not filling them with enemies, boxes, or switches. Navigating them is a pain.

Those labyrinth rooms would be FANTASTIC if PSO was the sort of game where you could snap to cover (ie. Gears of War or The Division), but they are terrible for PSO's simplistic movement / combat engine.
 
So apart from the basic advice of "stay out of labyrinth rooms" I have a little more to share on this subject.

You have a lot of good opportunities with Temple to create something really memorable and fun. Temple is an area that doesn't see a lot of attention and, on top of that, Temple has really great architecture in its objects. As you'll come to find out, Temple objects are very pretty and interesting, diverse and ancient. A lot of Temple quests don't often use the object architecture in their quests as it becomes difficult to find where to use them; much like in Ruins Wreckage, I'd like to recommend that you use that object architecture to your advantage, in big and open rooms especially. Even more so in labyrinth rooms. If you're going to go out of your way to avoid combat in labyrinth rooms, that's a design choice that I doubt you'd see pushback for, but this opens up a really good opportunity to for you to use the labyrinth rooms for puzzles or even just further accentuating the maze-like structure of them. Use the maze rooms as a stepping stone to get back into interesting combat scenarios, rather than having the fighting take place inside of these tight knit arenas.

An idea you could use, is using the ancient pillars to further tighten the grip on the chokeholds of the maze rooms, dimming the lighting down a lot, and forcing players to follow narrow and dark corners of these rooms, interlacing warps here and there around specific corners that either lead to box goodies or, in some cases, leading you back where you came from. You can utilize this idea by having the first half of the floor be combat sections, then having a middle section of your quest be dedicated to the maze rooms, where you force players to learn the route layout to escape quickly and then get right back into the ladder half of the action. It acts as a break in the action to have a little bit of exploration in it; even if people don't like it and think its unfun, some times something being unfun can really strengthen the rest of the quest for individuals. Having to do something not fun often makes doing the fun stuff so much better.

These are just some of my many thoughts. I'll always be around for help or advice, and I look forward to seeing what you make.
You know where to find me~
 
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