Fixing quests

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gorboth
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Re: Fixing quests

Post by gorboth » 04 Dec 2010 22:34

Any doubling would be exclusively in the combat or general exp categories. Definitely not quest.

G.
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Greywolf
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Re: Fixing quests

Post by Greywolf » 04 Dec 2010 22:55

It might make the game more playable if the brute cap amount of quest Xp wasn't the total amount of Quest Xp available at any given time. People wouldn't need to do all the quests to hit the max and wouldn't feel as pressured and/or discouraged about having to do all the quests. A small multiplier that puts available Quest XP about 10% to 20% above whatever the brute cap is or simply adding more quests without raising the brute max might be worth considering. Of course the people that do have more quest Xp than the max should get something for their trouble.

This is not an argument for double quest xp time...just an observation.

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gorboth
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Re: Fixing quests

Post by gorboth » 05 Dec 2010 05:12

What do you propose they might get for their trouble?

G.
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Greywolf
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Re: Fixing quests

Post by Greywolf » 05 Dec 2010 11:58

I think anyone who has completed all, or even 90%, of the available quests has accomplished something impressive and should definitely be rewarded well for it. Here are ten things/abilities I would be very jealous of but would grudgingly say the uber-questers deserved.


- An item that gives a player a substantial discount, 15% to 25%, whenever they buy something, including expensive magic items like Sledgehammers.
- An item that works in conjunction with the upcoming imbuement system.
- A means of allowing easy and instant communication within a selected group.
- Limited healing usable outside of combat.
- An increase in the effectiveness of herbs.
- Extra skill levels beyond what a character already has in something like defense or parry.
- An extra craftsman guild slot or a unique guild slot designed for this purpose.
- Access to a convenient and extensive portal system.
- A private rack capable of storing a limited number of items.
- The ability to positively effect the combat effectiveness of their team.

Creed

Re: Fixing quests

Post by Creed » 05 Dec 2010 13:08

So..
To those people who already have it easier than anyone else, since they have a lower brute level, you want to give even more?

Then you can be sure than those people will be able to grow even more and even faster than anyone else. More than they are capable of now.

I think that if anything of those should be given, then it should be to newbies. The old people, skilled in questing, should be glad they got all their quest exp.
They certainly should not be given even more bonuses.

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gorboth
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Re: Fixing quests

Post by gorboth » 05 Dec 2010 14:28

Greywolf wrote:I think anyone who has completed all, or even 90%, of the available quests has accomplished something impressive and should definitely be rewarded well for it. Here are ten things/abilities I would be very jealous of but would grudgingly say the uber-questers deserved.


- An item that gives a player a substantial discount, 15% to 25%, whenever they buy something, including expensive magic items like Sledgehammers.
- An item that works in conjunction with the upcoming imbuement system.
- A means of allowing easy and instant communication within a selected group.
- Limited healing usable outside of combat.
- An increase in the effectiveness of herbs.
- Extra skill levels beyond what a character already has in something like defense or parry.
- An extra craftsman guild slot or a unique guild slot designed for this purpose.
- Access to a convenient and extensive portal system.
- A private rack capable of storing a limited number of items.
- The ability to positively effect the combat effectiveness of their team.
Creed,

I believe the key to Greywolf's suggestion is not that those who have done most of the quests now get even more power. The key is that the game design would substantially lower the cap that determines how much quest experience is required to get maximum brutality benefit. Lets say, for example, that we took the cap down to half of the quest exp provided by the game, and then incrementally added benefits such as those listed above at further points along the quest-exp scale. This would mean:
  • Most players in the game now have maximum and equal brutality benefit (you only need half the quests to get there!)
  • Those players who continue to quest get something fun for it (Most MMORPGS hand out cool item-based benefits via quests)
  • Those players who currently exceed the brute cap no longer feel totally hosed
  • The system is again fair (nobody has anything that isn't possible for everyone if they want to work for it)
What is wrong with this setup? (keep in mind, this is all just idea-smithing)

G.
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Kas
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Re: Fixing quests

Post by Kas » 05 Dec 2010 17:12

Looks like a good setup to me, Gorboth.
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Cherek
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Re: Fixing quests

Post by Cherek » 05 Dec 2010 17:41

I like the idea as well.

Gub
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Re: Fixing quests

Post by Gub » 05 Dec 2010 22:20

I like the idea too.

Creed

Re: Fixing quests

Post by Creed » 05 Dec 2010 22:51

gorboth wrote:Creed,

I believe the key to Greywolf's suggestion is not that those who have done most of the quests now get even more power. The key is that the game design would substantially lower the cap that determines how quest experience it takes to get maximum brutality benefit. Lets say, for example, that we took the cap down to half of the quest exp provided by the game, and then incrementally added benefits such as those listed above at further points along the quest-exp scale. This would mean:
  • Most players in the game now have maximum and equal brutality benefit (you only need half the quests to get there!)
  • Those players who continue to quest get something fun for it (Most MMORPGS hand out cool item-based benefits via quests)
  • Those players who currently exceed the brute cap no longer feel totally hosed
  • The system is again fair (nobody has anything that isn't possible for everyone if they want to work for it)
What is wrong with this setup? (keep in mind, this is all just idea-smithing)

G.

So, you wouldn't say that having increased efficiency of herbs is a bonus?
That a portal system wouldn't make you faster in your killing rounds?
That increased skills and healing out of combat isn't just adding to the current problem of people growing way too big?

Im all in for rewards for questing.
But the rewards should be items or money, which will vanish again.. or some item like the wise mens pin, showing you did something special.

Giving people added bonus to their fighting skills or grinding power will bite you in the ass. It will give the current population all the benefits, and leave the true newbies, which we hope to eventually attract, with a feeling of not only being way too far behind, they also lack a ton of cool things and abilities.

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