- Adding quantitative sub-quests, such as hunt and kill 10 boars, 5 deers, gather 15 chantrelles and etc. This could diversify questing, increase the time spent outside by the players, reduce mindless spam-questing. It should take some actual effort to get some 10 000 exp/lp bonuses.
- The quest reward should scale according to the hardness of the given quest. A lot of people feel frustrated by doing 5 sub-quests and traveling afar just to get 100 exp.
- The quest-givers should be accessible at a distance. Let's say you can say Hi or Greet at 30 tiles distance, even if it's behind of walls.
- Add a new item that opens an additional guilding slot in a clothing and/or armor, tools and weapons. This would hugely encourage people to travel around to get them/add trade value.
- Right now all quests are orientated towards the hunters/foragers/fighters - any character that goes outside. However, crafters are unable to do lots of quests and have to ask other hunters for help to kill animals. Maybe consider adding some quests related to the life inside of walls/mines. Or determine certain rewards in releation to characters development, as in farmers would gain more exp/lp and etc.
Questing vision:
Quests should encourage people to move outside, claim the quest-givers or fight for them. Protecting them could become another point of conflict, potentialy. Their meaning in terms of Kingdoms is huge, since it's the major sourse of exp. gain. In other words, they actually should be treated as sacred places of prayer/godspirits. And communities/civilizations are emerging/will emerge around the quest-giver roads as well.
- they shouldn't be killable without certain skills (vandalism, for instance) and should have a special terrain generating around them/visual landmark. Killing the quest-giver should leave a special scent that might be even worse than murder. It was also suggested elsewhere that quest-givers should be attached to certain areas (new quest-givers respawn in the area). So people would aim to fight for that land.
- being able to quest even if the quest-giver is behind of walls (doubt that anyone will make 50*50 walls for each of them) would benefit the community as well and create some sort of safety hubs.
- maybe some quest-giver could give better quests than others (creating points of conflict to kill enemy's king tree/stone).
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LadyGoo
- Posts: 2767
- Joined: Sat Jul 09, 2011 9:06 am
Quest System Improvement
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Справочная Конференция [Ru]: https://join.skype.com/fnAcsc0srDBN
Trade Conference [Eng-Ru]: https://join.skype.com/gNT6Rs92PTtM
W10 Queen of Dis fiancée of Leanne69 (Lolo)
W9 Hive [Ruler]
W8 Dis [Chieftain]
W7 Ofir [Lawspeaker]
W6 Dis [Chieftain] & Disneyland
W5 Vitterstad [Lawspeaker]
W4 A.D. [Fighter]
W3 Garden of Metallurgists [LS]
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Granger
- Posts: 9255
- Joined: Mon Mar 22, 2010 2:00 pm
Re: Quest System Improvement
Unless it's like http://questionablecontent.net/comics/3383.png quests of the 'gather x of y' should stay in the realm of korean grind games.LadyGoo wrote:- Adding quantitative sub-quests, such as hunt and kill 10 boars, 5 deers, gather 15 chantrelles and etc. This could diversify questing, increase the time spent outside by the players, reduce mindless spam-questing. It should take some actual effort to get some 10 000 exp/lp bonuses.
Yes.- The quest reward should scale according to the hardness of the given quest. A lot of people feel frustrated by doing 5 sub-quests and traveling afar just to get 100 exp.
Or should cease to function on claims and another around the same distance being selected (or freshly created).- The quest-givers should be accessible at a distance. Let's say you can say Hi or Greet at 30 tiles distance, even if it's behind of walls.
Nothing can go possibly wrong with that.- Add a new item that opens an additional guilding slot in a clothing and/or armor, tools and weapons. This would hugely encourage people to travel around to get them/add trade value.
Neverkilled (as they never leave the walls) characters don't deserve rewards.- Right now all quests are orientated towards the hunters/foragers/fighters - any character that goes outside. However, crafters are unable to do lots of quests and have to ask other hunters for help to kill animals. Maybe consider adding some quests related to the life inside of walls/mines. Or determine certain rewards in releation to characters development, as in farmers would gain more exp/lp and etc.
But you can already quest downstairs (at least it worked last world): go underground, forfeit all your existing quests and commune with nature.
Quests as 'the new XP source' sounds bad.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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SiO2
- Posts: 223
- Joined: Sun Feb 17, 2013 10:46 pm
Re: Quest System Improvement
How about jerky quests? Like kill the god or bring a 1kk worth skull to the quest-giver. Or break this one particular wall.
You now, blood for the blood god...
PS kill-the-god quest will make questing road map useless. It might be quite a good thing.
You now, blood for the blood god...
PS kill-the-god quest will make questing road map useless. It might be quite a good thing.
Bronies for life /)
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maze
- Posts: 2819
- Joined: Sat Mar 27, 2010 3:15 am
- Location: Canada
Re: Quest System Improvement
Gilding Song- Add a new item that opens an additional guilding slot in a clothing and/or armor, tools and weapons. This would hugely encourage people to travel around to get them/add trade value.
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game ideas
game ideas
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jorb
- Posts: 18715
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- Location: Here, there and everywhere.
Re: Quest System Improvement
Some good ideas here.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."
-- Hieromonk Seraphim Rose
-- Hieromonk Seraphim Rose