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Questing changes - Printable Version +- NordInvasion Forum (https://forum.nordinvasion.com) +-- Forum: Discussions (https://forum.nordinvasion.com/forumdisplay.php?fid=7) +--- Forum: Community Projects (https://forum.nordinvasion.com/forumdisplay.php?fid=19) +---- Forum: Feature Requests (https://forum.nordinvasion.com/forumdisplay.php?fid=77) +---- Thread: Questing changes (/showthread.php?tid=10564) Pages:
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Questing changes - Usain_Bolt - 23-10-2013 With current state of matters doing quests is a no-brainer - you just accept all quests you can and play the game as usual. When you fulfill certain conditions you get the reward, but i'm not sure if anyone think about quests when playing. I was thinking about making questing more challenging and give it some depth: 1. Divide quests into three categories: a) easy quests - ones that can be finished easily and quickly, like "farmland demolition". b) long quests - those that take longer time to fnish, for example "The artillery must be destroyed!". c) main quests - that take a long time to complete, like "Legacy of a Hero" and limit the number of active quests to a maximum of 5 easy, 3 long and 1 main quests at the same time. 3. Limit the time we have to finish quests, for example 2 days to finish "farmland demolition" or 5 days for "agriff, angriff". 4. Connect availble quests with Faction Points. Make harder quest only availble when you have certain amount of them and make players lose FP when they fail a quest. How about FP decay over time? How about making certain items purchasable only when you have enough FP? 5. Raise rewards for finishing quests and make them more unique (crafting mats, things only obtainable by questing). In my opinion it would be more enjoyable if players have more choices to make regarding questing: what quest to choose, which one is more rewarding, which one can i actually finish? Re: Questing changes - FF_Skywalker - 23-10-2013 No I think the time-limit wouldnt be good. What happend if you go on vacation? What happend if you have to do much for school? Re: Questing changes - Ragnash - 23-10-2013 I must admit I actually like the idea of choosing a set amount of quests. Your suggestion to be 5, 3, 1. I like that. Bump the rewards on the quests and make people specifically aim for them, people choosing quests befitting their playing style or quests that provide rewards they want. I also don't think there will be that much more of a mad rush to kill certain bots then there is already, well not enough to be an issue. But yes, a set timer on them isn't ideal for them for reasons Skywalker stated. Re: Questing changes - FF_Skywalker - 23-10-2013 But you should be able to take 2 Hard quests too. Its hard to do Legacy of a hero and it take alot of time. 5 Easy quests 3 long Quests 2 hard quests (quests like kill 20 Queens guard) 1 Main Quest Re: Questing changes - Usain_Bolt - 23-10-2013 Regarding time limit i was thinking more of those easy to finish quest. You could just plan ahead and stop accepting quests when you know you'll have to be AFG for some time. Even if you do accept some that FP drop wouldn't be that much of an issue. About decay over time i though there could be some kind of a limiter like you could never lose more than half of FP or decay could be in percentage instead of a constant value (this way you could never really lose all your FP and the longer you stay AFG the less FP you lose). Re: Questing changes - Aigle - 23-10-2013 This sounds very interesting. I regularly used to check my quests as a beginner. Later on, I didn't care of it anymore. It's a shame to see this kind of approch of playing disappear at high level. Well, if you compare the accessibility of quests to be done at low and high-level, you can note that there is quite a big diffrence. Of course, at low level the quests are reacheable giving then some items and gold. This really helped. On another hand, the quests that are only achieved in hard mode so for high-tier aren't so interesting as the reward is too low (in terms of gold) or items/xp... which can be ignored. I think that there has to be more difficult quests for high level with rare mats such as wood of glasir, bronze arrowheads... The one's already given as Legacy of hero... aren't really reachable (I don't say it's impossible :p ). So there is a kind of disproportionate between the difficulty related to the reward of the low and high-tier. More quests with interesting reward as I mentionned would really motivate people to focuse on it. That means some quests can take a few days before being accomplished by the player. For instance, I need wood of glasirs but I can't afford them because I spent all my money in buying others.. I will play hard/ragnarok mode in order to achieve this specific quest giving me a wood of glasir and by the way why not looting this material at the same time. Re: Questing changes - Sunguard_Leader_Suns - 23-10-2013 This is a work of art this idea, hope it gets in and maybe move it to the Feature Requests? Overall good idea. ![]() Re: Questing changes - madjsoh - 23-10-2013 this doesn't fit nicely with all roles in the current game. for example the shielder who's job is to protect the team rather than kill nords would have an awful time completing quests which revolve around killing nords, not to mention the fp decay you touched upon. im not saying its a bad idea, just the quests will need to be re-worked. Re: Questing changes - Usain_Bolt - 23-10-2013 Well my main idea was to make questing more fun, so FP decay isnt a main point here. Quest system right now isn't exactly shielder-friendly, as it rewards players who kill certain nords. I dont think much can be done in that regard, however i feel it might be better if players choose limited number of quests rather than just accept them all without any thinking. Re: Questing changes - clickeverywhere - 23-10-2013 I agree with the point on limiting the number of quests acceptable at one time. Time limits for some quests would be reasonable, but for others with rare enemies, not as much (e.g. the Queen's guard quest, Legacy of a Hero). Those that require end-boss kills should probably be reworked. It takes a whole team (usually) to reach end bosses. To reward only one person for all that effort seems illogical. By introducing incentives to choose quests wisely, and allow players to shape them to their own needs, would add another degree of dynamism to the game. Of course, if these ideas were implemented, the quest page would probably need an overhaul, and quests would need better categorization. On a side note, make the rewards larger but add a small penalty for failing completion. Maybe not FP points, but perhaps a sum of gold that is returned upon completion in addition to the reward posted. |