scarr Report post Posted August 7, 2006 why not inplent quests on lvl based and lvl based exp as reward for example u got a quest for oa 50 people oa 60,70,80,100 etc people in 60s oa could get 100-200k oa exp for a quest, and 100 oa players like 500k exp make the quests take long,but not to long so that the player could get the more oa exp by just training a/d or maby even pp reward or item rewards. what ya say ? Share this post Link to post Share on other sites
MagpieLee Report post Posted August 7, 2006 I say yes for quests Share this post Link to post Share on other sites
trollson Report post Posted August 7, 2006 Rewards should be proportional to the challenges involved, but I wouldn't like to see requires levels for quests. If a player is a smart enough to get a lower level character through a high difficulty quest, then good for them; they've earned the higher reward, and should not be denied this opportunity. For this reason we shouldn't have quests scaled automatically to the participants OA level (which maybe meaningless thanks to reset). Share this post Link to post Share on other sites
dejan Report post Posted August 7, 2006 I agree with trollson. But, i fear making such complex quests would need a lot of time. Imagine how complex quests should be for people who are oa100 and more... EL team has no manpower for this i think. It would be cool, however, if they start with quests for lower-level players. Share this post Link to post Share on other sites
scarr Report post Posted August 7, 2006 no lvl based it should be imo do u want a oa 5 player to do a quest to earn 500k exp ? Share this post Link to post Share on other sites
Lorck Report post Posted August 7, 2006 I made all quests when i was noob and i liked it a lot. Of course, i was wanting for something more and there are not. I tried to revive the feeling playing with a weak char, but its not the same to do quests you already did on other char. ;/ And not only people with low overalls should enjoy quests made for their own levels. Share this post Link to post Share on other sites
trollson Report post Posted August 7, 2006 do u want a oa 5 player to do a quest to earn 500k exp ? If an exceptional player can get an OA5* character to complete such a quest, then yes, they are entitled to that reward. If any player can get such a character through it, then it is overvalued. * ignoring for now the issue of reset characters. Share this post Link to post Share on other sites
Cycloonx Report post Posted August 7, 2006 Yes we need more quests (has been suggested sooo many times ) But don't make them level based as I see no good reasons why it should be. I share trollson's opinion Share this post Link to post Share on other sites
Evalin Report post Posted August 7, 2006 OA level is always going to be higher for a/d as training a/d is the fastest way to gain it hands down. Plus the OA level is un-reliable as you can always reset. If any level requirements are to be set in, make them per category. IE, a crafting quest that requires level 30 craft, a fighting quest that requires 60 attack, a manu quest that... you get the idea. But what this seems like, is just an attempt to get "fast xp" I don't think quests should give xp. Items or abilities are always good quest rewards, as it's more realistic. xp method Person A drops pencil. Person B: here, let me get that for you. Person A thanks bud Person B gains 500k oa xp item method Person A drops pencil. Person B: here, let me get that for you. Person A thanks bud Person B gains pencil as reward. Share this post Link to post Share on other sites
trollson Report post Posted August 7, 2006 I don't think that the original suggestion was to gain OA experience as quest reward, although that is an interesting option. I assumed that any experience would be allocated to a chosen skill, as happens with some quests already. An interesting variation to this type of MMORPG would be to give (spendable) experience only for completing quests, and not for direct skill use. This would spell the end of the levelling grind and mass-production-for-experience, but require a really good quest engine to keep players interested. Class this last part as an "interesting problem"... Share this post Link to post Share on other sites
The_Knight Report post Posted August 7, 2006 I think it would actually motivate me to do quests... But trollson has a point ,Knight Share this post Link to post Share on other sites
Entris Report post Posted August 7, 2006 It's an interesting idea, there is a newbie quest so why not some oldbie quests that is related to a lvl (oa or skill). It needs alot more work on it but it would be interesting to see the outcome of this if it happens. Share this post Link to post Share on other sites
Bleuren Report post Posted August 7, 2006 Good idea, but the quests should give out like 100kxp tops Share this post Link to post Share on other sites
Gen_Axis Report post Posted August 9, 2006 Brilliant idea How about quests like: you can choose from (some) NPC a one of quests: easy kill X (X - random number) armed gobs (or other monsters/animals) to get 10 - 50k (random or monster depends) (att OR def) exp (in set range) medium kill X (X - random number) armed orcs (or other monsters/animals) to get 80 - 150k (random or monster depends) (att OR def) exp (in set range) hard kill X (X - random number) fluffs to get (or other monsters/animals) to get 200 - 300k (random or monster depends) (att OR def) exp (in set range) For ppl that are (for example) killing fluffs easy 200-300k exp isn't really big reward, and for low lvl players who took hard quest is quite good reward, but hard to do the quest It was for a/d, for other skills can be same but with getting/manufacturing X stuff. Share this post Link to post Share on other sites
Vanyel Report post Posted August 9, 2006 Sounds reasonable, however, with the a/d/p/c system it can be easily abused, by perking up and taking lots of p/c. I don't like idea of making quest depandable on the level, though. I would rather prefer seeing more quests in general, including some very diffucult ones (reward not only xp, but also items balanced with quest complication level). Hope we will see such quests in game as soon as possible. Share this post Link to post Share on other sites
duckyo Report post Posted August 9, 2006 (edited) Good idea. There should be a few for newbies like they get 500 alch exp just to like start them of on skills like alch ect. Edited August 9, 2006 by duckyo Share this post Link to post Share on other sites
Vanyel Report post Posted August 9, 2006 These are tutorials. Share this post Link to post Share on other sites
trollson Report post Posted August 9, 2006 (edited) I really can't get enthusiastic about quests that boil down to "collect/kill X of Y"; how is this different from training, other than getting an extra reward at the end? Then again, simple paper-trail quests are not very challenging either, particularly if they are scripted (people will write walk-throughs for them). Ideally, quests should not be linked to individual skills; leave it up to the player to solve them using whatever means they have. Include lots of different activities, which you can solve either by yourself, or with help from others: Trik needs 100 steel chain now! Whether you get them from monster drops, make them yourself, commission someone else to make them, or buy them from the market or NPC -- he doesn't care so long as he fills his order! ...and I am aware of the irony of using quantity-quest examples following my opening line! For killing spree quests, kills by summoned creatures would have to count, and for that matter so would the work of hirelings (other characters working for you), which could lead to team-play or adventuring parties. Kill 10 Fluffys? Phah! I'm a fat, rich merchant. I'm not going to get my hands dirty! I'll hire a couple of thugs to do the dirty work for me, using my hard earned wealth to complete the quest. For a bag of gold they'll take my (metaphorical) flag, and any kills (or other counts) they earn while in range will go to my tally instead. Sure, they may take the money and run, but I'll spread word of their disloyalty... You should be able to fail quests; if you are on a killing spree quest, then dying could cancel the quest and you'd have to restart. Some may only be attempted once, or have early-exit points for lesser rewards. It would be nice to have quests which are first-come-first-served. These would have to be generated semi-randomly, and announced somehow (talk to NPCs): Trik needs 100 Steel Chain now! Offers 1000xp for each batch of 10 sold to him until he has fulfilled the order. These one-shot quests may trigger others, giving the effect of an evolving backdrop to the world: The Ogre Chief has somehow acquired a lot of armour, and now has a small army of armoured minions at his disposal... Bringing up an old topic: More complex but more statisfying would be to use instance maps for quest sites, which become regular shared maps for characters who have completed the quest (and possibly giving access to new areas through them -- an unfolding world). In concept this is like the old D&D module system, which worked quite well: The Keep guards the mountain pass, and is overrun by monsters from the wilderness beyond. Drive out the monsters, bring back the head of the Ogre Chief, and we will be able to reclaim the Keep, restore it, and open up the pass once more. Named spawns and adjustable monster stats would help here (the "Ogre Chief" would be a named spawn, with a stronger and larger than normal Ogre). On a lighter note, I think Gianna Masetti's "the noob" covers the subject of quantity-questing nicely in issue 20: And later in issue 163: Edited August 9, 2006 by trollson Share this post Link to post Share on other sites