- Questing only helps the quester. People who quest do not contribute enough
- Questing needs can never be satisfied. If you don't quest 24/7 you are falling behind
- Quests rewarding lp and hunger are too strong
- Quests rewarding local q increase are too weak
- Questing is not fun
Turn LP hand huger rewards into items.
LP quest rewards become a curiosity (66% of current rewards). It takes 1 slot, 0 mental weight, 0 exp, and 8 RL hours to study. Unaffected by meditation.Original quester gets 150% of the bonus (100% of current rewards)
- Effectively creates a daily limit on lp rewards without punishing players who continue to quest
- People who quest endlessly can still contribute to villages by sharing rewards
- Greatly reduces the power of questing as a whole without making the actual lp rewards worse
Hunger quests rewards become symbol items. Only one quest item per table. FEP bonus equal to 1 of 3 tiers 20%, 40%, 60%. Durability and tier determined by reward level. No Q and unaffected by attributes. Can't be polished. Original quester gets 150% of the bonus (30%, 60%, 90%)
- Quests are no longer salt, but 100x better
- Symbol helps all people who eat at the table
- Reduces impact of questing on FEP, while making the more relevant
The main benefit of this is that now the most powerful quest rewards are attached to pre-existing systems, which already have systems to curb growth.
Edit
Item rewards should remember who obtained them. People who are not the original quester get 66% of the lp/fep bonus. The bonuses have been altered to accommodate. This is to encourage people to leave their fortresses with their mains and reduce alt spamming, while still enabling the items to be very useful to others.