Daily Quest System

Snyper
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Location: Dickson, TN

Re: Daily Quest System

Postby Snyper » Sat Jan 20, 2018 6:02 pm

I think this is a pretty nice idea man. For those who don't have the time to put into events can slowly build up pp towards something shiny and then there's so many other avenues to save towards. So many different styles of rewards along with the upcoming ideas i think it'll be a homerun. Good work, man.

anthriel
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Joined: Thu Mar 30, 2017 7:04 am

Re: Daily Quest System

Postby anthriel » Mon Jan 22, 2018 5:53 pm

Thanks for the work Lat.

I was excited to see this implemented based on what I thought was a mutual understanding reached in our previous posts.... But unfortunately my enthusiasm soon changed to relative indifference after checking out the actual quests. My initial feedback from looking at today's quests is that I can't exactly tell which is meant to be the veteran quest and which is meant to be the casual one (ie it's likely that the casual quest is too onerous already).

One quest asks for 20 dreads kills and 9 items. I am not sure I can do this in 10-20 mins as a solo causal player (especially as getting into dreads requires a lvl 23+ char which not everyone has and either a party to help with vilas or lots of pots for solo). Then to do it in 10-20 mins I'd need to kill 1 mob peer 30-60 secs (perhaps possible if u were a total machine landing lots of hits n using lots of pots) and hope all drops are good after the kills.

The other asks for 31 drelvar kills (incl one that is a mini boss that may or may not be in for several hours if others have killed it) plus 26 items. I think this is likely meant to be the "vet quest" but in case it isn't the case then I also have doubts about completing this as a casual solo player in 10-20mins.

So my feedback as a casual player is that I look at both and say "I'll pass thanks" even when considering doing them on 1 char, let alone multiple chars. I wouldn't really be concerned to log in daily to check whichever is the casual quest cos I would probably only bother to do something of either of those lengths if I had a party drag me along for it. For casual quest to act as a "daily login reward" I think it has to be much simpler and easier (eg no more than 10 kills of completely abundant mobs in totally accessible areas) because the majority of the reward should be coming from logging in and touching base with the game (that's why they are called daily login incentive rewards and effectively function as such).

Perhaps I have a different idea of what a casual player is and what such players can be bothered doing in 10-20mins (it's likely I could be lazier than the average casual). Shrugs. But I feel I should at least share my feedback with you for future consideration in your trial. Many ppl will likely try these quests initially but I do wonder if other ppl cand be bothered doing casual quests of that length day in and day out on multiple character. Personally, I most likely wouldn't. Good luck with the trial though and thanks again for your work.

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Lateralus
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Re: Daily Quest System

Postby Lateralus » Mon Jan 22, 2018 9:44 pm

@anthriel Yea it just so happened that one of the harder casual quests appeared. I really do want the limit to be 20mins so I am going to attempt myself as well as take feedback from other players. I prob wont update anything for a few days if I do but I am def watching players and considering feedback for sure. Thanks for posting your feedback!

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Inverno
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Re: Daily Quest System

Postby Inverno » Mon Jan 22, 2018 10:09 pm

Thx for the work guys.

Some impressions after doing Dreads quest:

1 - Did it on a lvl 25. decent time and effort to complete. Worth the time.
2 - Tried to do it on a lvl 23. It send u to a place where u cant run and since everyone gets the same quest, PKers know ppl are there. Got pked 2 times. The quest gives 2M, dont pay the exp i lost. Im not complainign about the guys that killed me. I know its part of game. But probably not going to try again this specific quest on a low lvl cause the risk dont pay what u get and you can get the same prize with a lvl 25. Just ended the day with less exp than i started.

Waiting to test tomorrow quests :)
Inverno - Saurian Priest
--
Lutz - Drakeblood Ninja
Kim - Elf Ninja
Mai - Elemental Ninja
Olrox - Dwarf DeathMage
Tumbizaletalayer - Half Orc Guardian
Bastian - Goblin Cavalier Bark Bark!
Neymar - Saurian Stalker
Mime - Saurian Minstrel

Terron
Posts: 802
Joined: Sat Jan 14, 2017 11:36 pm

Re: Daily Quest System

Postby Terron » Mon Jan 22, 2018 11:16 pm

i take it that was probably one of the shorter vet quests. even tho that was major grindage in a group of 6.

hopefully no exp loss is added soon so lowbies can die without day ending losses.


so far positive outlook for day 1

2 thumbs up
"Once the game is over, the king and the pawn go into the same box"

this game is like sim ant
zerg the red ants with more black ants

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Lateralus
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Re: Daily Quest System

Postby Lateralus » Tue Jan 23, 2018 1:51 am

Yea I really do want the casual one to be causal even if it means a tad lower exp/gold to mean it can be finished in about 15 mins. Might also look at lowering lvl requirements where possible (can’t do in dreads). But yea I’ll let these play out for a while first tho. So far everyone seems pretty happy with them but I’d like to get more interested if possible.

The idea is to get everyone interacting again and in the same place. I understand dreads is kinda rough for pking bc of traps but it should be one of the only places like that. I’d say the dreads one today was top 1 or 2 in hardness for sure.


As for the quests they are random (pool of 6 and 7). I was going to set each to a day but I’d like to have more than just 7 in the mix so random will work for now.


Today you saw two gather quests there are 10 kill/gather quests and 3 collector quests.

I have not talked much about collector quests But theycan be much easier or much harder depending what you already have. Collector quests are somewhat gatherable but the idea is to spur trading between players. We all know players have stockpiles of items. These collector quests as for green farmable equipment along with boss farmable equipment.

For example the traveling collector might show up at the seamoor gates wanting. A void staff, foreman’s hammer, raiders plight, diamond and 5 gnoll coins. Some might already have that sitting on storage Alts. Some may even have extra they might sell to guildies or even throw on the auction house. The idea here is to spur the somewhat dead economy and purge stockpiles people have while also giving people a reason to put and farm those items for a quick buck on the auction house since they will be in such demand.

Hint: none of the items mentioned above will be in use for this round of quests and no one but me wrote these collector quests so it’s not like builders made these to get rid of their stockpiles.


Last piece of good news: The champion’s weapons will be account bound (think heirlooms in wow) buy once and you can use on all your alts for leveling / farming without having to sb and no chance to drop on death.

These will be level 20 purples with a 25% npc bane.

Meaning they will be great leveling tools and even rather good boss killing/farming tools at level 25. They won’t be very good for pvp at level 25 but should be great level 20 pvp items.

For example damage might look like this:
Level 25 green sword
150 damage to player/npc

Level 25 purple sword
165 damage to player / npc

Champions sword
145 damage to player
180 damage to npc

Keep in mind you can use as soon as level 20 too!

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daedroth
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Re: Daily Quest System

Postby daedroth » Tue Jan 23, 2018 3:36 am

Not actually done any of these, I have been seduced by Dragon Age Origins (determined to finish the damn game this time!), but based on what I have read...

Reward Token:
I think it'd be better if the rewards were not character bound, but account bound. Then I would skip the account bound items... I sort of like having things character bound.

More Quests for lower levels (although I think this is a step by step thing and sounds like it will be introduced anyway):
Then change Champion marks so that each has a value. The higher the quest level the more points gained.
Example:
lvl of quest - points gained
1-7 ----------- gives 1 point
8-14 --------- gives 3 points
15-19 -------- gives 5 points
20-25 -------- gives 10 points

Introduce quicker quests that just give gold and experience?
Some simple ideas (mentioned one or two before likely, these will not be announced, but maybe make a quest building where people who are looking for hirelings congregate - so players will go there to find employers):
Trade (shortage): A town needs trade goods, buy from one town sell to another. Trade Guild/Warehouse in each city.
Famine: A town needs bulk food.
Natural disaster: Town needs building supplies (woods, stone, clay) due to earthquake/flooding/fire/bandit raid etc, or medicine due to disease/poisoning.
[All of the above will have an npc caravan player must keep safe until destination?]
Escort Mission: [Npc] needs to go to [city/location/npc] because of [blah blah], you need to keep them alive (may give them "lives", can be revived twice).
Delivery: Someone needs something small delivered to [location/npc/city].
Assassination: Npc needs Npc who is at [location] killed. This one could be in a locked area where only the quest taker is given access to, once killed player needs to leave (place cannot be camped, to stop people being people: ie killing the target so others cant do it). Target spawns on mission acceptance/location entered.

PS: Keep up the good work Lat.
Disclaimer: Any ideas I come up with may not even meet my approval. I am just posting an idea based on the topic I have just read.
I love sheep.

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Inverno
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Re: Daily Quest System

Postby Inverno » Tue Jan 23, 2018 7:14 am

And about gloves, boots and necklaces? We can equip one of each? Will be account bound? Any chance of hum when crafting?
Inverno - Saurian Priest
--
Lutz - Drakeblood Ninja
Kim - Elf Ninja
Mai - Elemental Ninja
Olrox - Dwarf DeathMage
Tumbizaletalayer - Half Orc Guardian
Bastian - Goblin Cavalier Bark Bark!
Neymar - Saurian Stalker
Mime - Saurian Minstrel

Dan
Posts: 74
Joined: Wed Jun 28, 2017 2:35 am

Re: Daily Quest System

Postby Dan » Tue Jan 23, 2018 2:05 pm

I don't know how hard it is to do this, but make all quest givers available so we can choose which daily we can do wouldn't be better?

And then we could change quests by cancelling previous unfinished to avoid pkers?

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Folder
Posts: 1076
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Location: Texas

Re: Daily Quest System

Postby Folder » Tue Jan 23, 2018 8:48 pm

Only been able to do today's quests so far but feedback:

-The resistance quest where you kill guards and scouts and stuff:
Took me 30 minutes on zerker, the last 10 of which were farming the coins and documents that didn't drop in the course of killing the required number of mobs. Maybe bad luck, but was kinda frustrating.

-Down for a hunt:
Took 15 mins on zerker, easy enough. I will say these mobs might be a bit rough for lower levels, I used a fair number of pots here. Eagle feathers are grey and not white.

Overall I quite like it. Sucks that we don't have a better storage system for Marks but it's not the end of the world. I vote for not doing something to discourage PKing or players working on the same quests, I kinda think that's part of the goal here (getting people to interact and do things together).
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