Foundry content should have a token system similar to invocation (the ctrl+I think you do at camp fires).... 1 token per day for playing a foundry quest (multiple foundry quest plays in a day don't give more tokens). Get enough tokens (say, 12 tokens for a dungeoneering pack, for example), trade them for a box of random loot (pots, scrolls, items).
A lot of people are rather unhappy with the XP nerf... (I can't say it's that bad, my XP experience in combat oriented dungeons is still rather good.) so I feel we need a way to reel players back in.
Thoughts?
Obviously, it would be great if you could provide at least small chances at great loot - or tokens of some sort, but every time you do this, it leaves it open to exploitation.
Even adding in a system where people need to be 'approved' by dev review, in order to have better rewards creates issues where people will only run content that is approved, and never any new stuff.
There -might- be an argument for flagging certain featured quests as a 'weekly approved' quest, which, once per week, can provide an additional nice reward: that way the other quests are still on even footing for daily rewards.
Other than that, you run the risk of alienating the player base towards running non-incentivised quests, or allowing them to exploit again.
Foundry Content for 3+ players: The Foul Warrens
NW-DMIFXPAKN
As it is, the Foundry is totally sub-optimal in terms of playing for grind or XP, and the general system needs tweaking to make it easier to sort through the garbage maps and find some actual stories, some actual content. I like the token system idea, and think that it could be a very viable option, but perhaps it should be limited to a minimum amount of time played, otherwise people will make one minute long maps to run through a foundry quest, so rather than addressing the concern of a lack of players we'd instead find people gaming the system.
As it is, the Foundry is totally sub-optimal in terms of playing for grind or XP, and the general system needs tweaking to make it easier to sort through the garbage maps and find some actual stories, some actual content. I like the token system idea, and think that it could be a very viable option, but perhaps it should be limited to a minimum amount of time played, otherwise people will make one minute long maps to run through a foundry quest, so rather than addressing the concern of a lack of players we'd instead find people gaming the system.
Yeah I see what you mean, it could be tied in with the reward chest at the end.. if the quest isn't long enough you get an empty chest (no token either). Realistically, 10-12 tokens for an item is around 2 weeks of play, so it wouldn't be too overpowering, but enough enough to keep people coming back.
My concern for the foundry is that there is bound to be a significant portion of the community that don't bother with foundry content because they had a bad experience with an unfinished or boring quest once and never came back. The tokens at least will tempt some back and maybe change their outlook (should they happen upon a decent quest).
I think the idea has merit, but it does not really give incentive to play any new content. Just like the Daily Foundry quest that gives 1,000 AD per day for running a Foundry quest, only ones flagged as eligible for the Daily get people playing. It takes work and luck to get to that stage.
There needs to be incentive to play un-reviewed or new quests, but with some guidelines. The New or un-reviewed quest must be a set length, to prevent people form gaming the system and having an alt make a ton of one minute quests they main can play through and get this incentive.
I think the best incentive for the normal (and morally inclined) player, is just to really hammer down on players trying to scam and exploit the system. Once you weed out all the trash and scum, (and make it scary enough that it scares new ones from coming in) then you can have these incentive systems in the game without as much chance of it being abused.
I am talking, IP bans from the game for the repeat offenders, and IP bans from using the Foundry for the rest.
I think the idea has merit, but it does not really give incentive to play any new content. Just like the Daily Foundry quest that gives 1,000 AD per day for running a Foundry quest, only ones flagged as eligible for the Daily get people playing. It takes work and luck to get to that stage.
There needs to be incentive to play un-reviewed or new quests, but with some guidelines. The New or un-reviewed quest must be a set length, to prevent people form gaming the system and having an alt make a ton of one minute quests they main can play through and get this incentive.
I think the best incentive for the normal (and morally inclined) player, is just to really hammer down on players trying to scam and exploit the system. Once you weed out all the trash and scum, (and make it scary enough that it scares new ones from coming in) then you can have these incentive systems in the game without as much chance of it being abused.
I am talking, IP bans from the game for the repeat offenders, and IP bans from using the Foundry for the rest.
The token system could encompass all foundry content (eligible for the Daily or otherwise), pots and scrolls could be Bind on Pickup, and items could be a vast array (grey-blue gear, crafting mats, seals etc.) so it's unpredictable what you get.
It's a fairly tight system, you can't obtain more than 1 token a day and the tokens can't be traded, so there isn't a problem there.
As for stopping farmers, you actually have to complete the quest to get the reward, so it's not like just log in press ctrl+I and log out. :P
[Foundry Projects]
The Sunken Castle
- NW-DEO4EA5XG -
- A story driven dungeon crawl! -
0
kamaliiciousMember, NW M9 PlaytestPosts: 0Arc User
There needs to be incentive to play un-reviewed or new quests, but with some guidelines. The New or un-reviewed quest must be a set length, to prevent people form gaming the system and having an alt make a ton of one minute quests they main can play through and get this incentive.
1. Make one room inspect object quest.
2. Make first run of quest by botting/pointing pc into corner while pc is on overnight. tada 8 hour average!
3. Buddies do their one minute runs until average too low.
4. Withdraw quest before non-friends play and report.
4. Rinse and repeat since it took 5 minutes to make the quest anyway.
Comments
Obviously, it would be great if you could provide at least small chances at great loot - or tokens of some sort, but every time you do this, it leaves it open to exploitation.
Even adding in a system where people need to be 'approved' by dev review, in order to have better rewards creates issues where people will only run content that is approved, and never any new stuff.
There -might- be an argument for flagging certain featured quests as a 'weekly approved' quest, which, once per week, can provide an additional nice reward: that way the other quests are still on even footing for daily rewards.
Other than that, you run the risk of alienating the player base towards running non-incentivised quests, or allowing them to exploit again.
The Foul Warrens
NW-DMIFXPAKN
Yeah I see what you mean, it could be tied in with the reward chest at the end.. if the quest isn't long enough you get an empty chest (no token either). Realistically, 10-12 tokens for an item is around 2 weeks of play, so it wouldn't be too overpowering, but enough enough to keep people coming back.
My concern for the foundry is that there is bound to be a significant portion of the community that don't bother with foundry content because they had a bad experience with an unfinished or boring quest once and never came back. The tokens at least will tempt some back and maybe change their outlook (should they happen upon a decent quest).
There needs to be incentive to play un-reviewed or new quests, but with some guidelines. The New or un-reviewed quest must be a set length, to prevent people form gaming the system and having an alt make a ton of one minute quests they main can play through and get this incentive.
I think the best incentive for the normal (and morally inclined) player, is just to really hammer down on players trying to scam and exploit the system. Once you weed out all the trash and scum, (and make it scary enough that it scares new ones from coming in) then you can have these incentive systems in the game without as much chance of it being abused.
I am talking, IP bans from the game for the repeat offenders, and IP bans from using the Foundry for the rest.
The token system could encompass all foundry content (eligible for the Daily or otherwise), pots and scrolls could be Bind on Pickup, and items could be a vast array (grey-blue gear, crafting mats, seals etc.) so it's unpredictable what you get.
It's a fairly tight system, you can't obtain more than 1 token a day and the tokens can't be traded, so there isn't a problem there.
As for stopping farmers, you actually have to complete the quest to get the reward, so it's not like just log in press ctrl+I and log out. :P
2. Make first run of quest by botting/pointing pc into corner while pc is on overnight. tada 8 hour average!
3. Buddies do their one minute runs until average too low.
4. Withdraw quest before non-friends play and report.
4. Rinse and repeat since it took 5 minutes to make the quest anyway.