Hingle_McCringle wrote:Sevenless wrote:Remove local boosts, and only reward Q boosts to wandering sage characters. Obviously we'd also need to make the Q boosting rarer than it is now as well.
Minor change, interesting and fair long term impact. Give deep worlders something to work together on, and a source of truly infinite quality grind.
How is this something to work on together if the Q boost only applies to a character with wandering sage? or is the idea that any character with Wandering Sage will see the boost?
People who want to grind quality have to complete the wandering sage credo. Wandering sages now become eligible to receive global quality boosts as a quest reward. Thinking about it, probably too hardass of a requirement though if the target audience is hermits and casuals.
animary wrote:Quest rewards should scale with the difficulty of getting them. That gilding leaf good for one perc point is fine for a starting player who only had to walk a short distance to get it. But it is not fitting for an hour on horseback carrying a rock to a tree. Perhaps make such boosts a percentage rather than set points; for example a 10% boost to perc would be equally beneficial to everyone.
Also, do not allow claims to be built over quest givers.
Have quests taking different items to one quest giver. Such as no more than once a day taking a different type of rock to a boulder up in the mountains, ten different rocks gets a bonus reward, 20 another bonus; there could be special rewards for certain rare rocks (such as could only be obtained through deep mining).
They do scale with difficulty, and difficulty scales with the stats of the characters doing the quest. RNG still has a chunky impact though.
Unclaimed quest givers are vulnerable to being killed. I've had quest givers killed far more often than walled off and inaccessible.