Hi. I am sure this question has already been posted but i searched and didn't find the answer.
I wanted to know if by doing longer foundry quests (average time 45 min ore more) I will validate more than 1 daily quest.
I really want to do longer quests.
That's basically what campaigns are for. Linking small 15-30 min quests into longer chains.
This works for a lot of stories that take place across multiple locations. The current reward system kind of screws over the people who wanted to make big outdoor exploration zones or really deep dungeons that take forever to complete though because people don't get any extra incentive to play those maps, in fact they're discouraged when they could get 4x the reward running through shorter quests in the same amount of time.
This works for a lot of stories that take place across multiple locations. The current reward system kind of screws over the people who wanted to make big outdoor exploration zones or really deep dungeons that take forever to complete though because people don't get any extra incentive to play those maps, in fact they're discouraged when they could get 4x the reward running through shorter quests in the same amount of time.
Outdoor exploration maps are hit pretty hard. Although only the ones with optional sidequest stuff, if it's a linear quest that just happens to be outdoors then you have some options for splitting it up. Dungeons are a bit more flexible as you can subdivide rally big dungeons into seperate quests, level 1, level 2, etc. That does restrict the types of content you can put into a quest though.
It sucks that really epic quests need to be handed out piecemeal but there are workarounds that let you keep them in the 15-30 minute sweet spot. Until they put in more loot options or different dailies with longer timers it's the best that can be done.
Outdoor exploration maps are hit pretty hard. Although only the ones with optional sidequest stuff, if it's a linear quest that just happens to be outdoors then you have some options for splitting it up. Dungeons are a bit more flexible as you can subdivide rally big dungeons into seperate quests, level 1, level 2, etc. That does restrict the types of content you can put into a quest though.
It sucks that really epic quests need to be handed out piecemeal but there are workarounds that let you keep them in the 15-30 minute sweet spot. Until they put in more loot options or different dailies with longer timers it's the best that can be done.
I think different dailies with different timers would be a good idea. Make it so you get one daily for 15 minutes or less, one for 15-30, one for 30-45, one for 45-60, and one that you only get from quests lasting over an hour. Five different dailies, and it will stop this 15 minute quest farming. Also, they should make the dailies for the longer quests give out a bigger reward.
I think different dailies with different timers would be a good idea. Make it so you get one daily for 15 minutes or less, one for 15-30, one for 30-45, one for 45-60, and one that you only get from quests lasting over an hour. Five different dailies, and it will stop this 15 minute quest farming. Also, they should make the dailies for the longer quests give out a bigger reward.
Five may be a bit much, but yeah, that kind of thing would work really well. If you tied it into the rarity system you could have quest qualifying for different categories based on average completion time. Green stays at 15 min, blue at 45 min and purple at 60 or 90 min averages.Then have foundry dailies give rewards based on the quality of the quests completed, green as is, blue maybe double and purple three of four times what the current daily gives.
If you want more categories you'd need a way for them to be visually distinct from each other, maybe adding more rarities. It really depends on how many quests published could qualify for the higher tiers. If there are only a handful that break a 90 min average, for example, you might not need a separate category for that.
Rather than separate time-based daily quests, just use the average completion time to determine how many "completions" a particular quest will award, while maintaining the need for 4 "completions" for the reward. Average completion time is already measured to confirm daily eligibility, so it likely wouldn't be too hard to use that measurement to determine how much of your daily a foundy quest should award.
This would allow folk who like short runs to do a couple here and there, and would also allow folks who like to amble around on long quests to still receive a daily reward without having to invest 4+ hours. Folks who get rewards while playing the way they want to tend to play more, a good thing for the game in general.
Rather than separate time-based daily quests, just use the average completion time to determine how many "completions" a particular quest will award, while maintaining the need for 4 "completions" for the reward. Average completion time is already measured to confirm daily eligibility, so it likely wouldn't be too hard to use that measurement to determine how much of your daily a foundy quest should award.
This would allow folk who like short runs to do a couple here and there, and would also allow folks who like to amble around on long quests to still receive a daily reward without having to invest 4+ hours. Folks who get rewards while playing the way they want to tend to play more, a good thing for the game in general.
Sounds like an awesome idea, though the ETA on cryptic actually implementing it....
Comments
Yes, it is. Unfortunately modern games cater more to the lazy than anyone else.
The solution is maybe to split longest quests in 2-3 pieces ...
That's basically what campaigns are for. Linking small 15-30 min quests into longer chains.
Part 1: Death comes to Neverwinter - NW-DL8EPHRAT
This works for a lot of stories that take place across multiple locations. The current reward system kind of screws over the people who wanted to make big outdoor exploration zones or really deep dungeons that take forever to complete though because people don't get any extra incentive to play those maps, in fact they're discouraged when they could get 4x the reward running through shorter quests in the same amount of time.
Outdoor exploration maps are hit pretty hard. Although only the ones with optional sidequest stuff, if it's a linear quest that just happens to be outdoors then you have some options for splitting it up. Dungeons are a bit more flexible as you can subdivide rally big dungeons into seperate quests, level 1, level 2, etc. That does restrict the types of content you can put into a quest though.
It sucks that really epic quests need to be handed out piecemeal but there are workarounds that let you keep them in the 15-30 minute sweet spot. Until they put in more loot options or different dailies with longer timers it's the best that can be done.
Part 1: Death comes to Neverwinter - NW-DL8EPHRAT
I think different dailies with different timers would be a good idea. Make it so you get one daily for 15 minutes or less, one for 15-30, one for 30-45, one for 45-60, and one that you only get from quests lasting over an hour. Five different dailies, and it will stop this 15 minute quest farming. Also, they should make the dailies for the longer quests give out a bigger reward.
Five may be a bit much, but yeah, that kind of thing would work really well. If you tied it into the rarity system you could have quest qualifying for different categories based on average completion time. Green stays at 15 min, blue at 45 min and purple at 60 or 90 min averages.Then have foundry dailies give rewards based on the quality of the quests completed, green as is, blue maybe double and purple three of four times what the current daily gives.
If you want more categories you'd need a way for them to be visually distinct from each other, maybe adding more rarities. It really depends on how many quests published could qualify for the higher tiers. If there are only a handful that break a 90 min average, for example, you might not need a separate category for that.
Part 1: Death comes to Neverwinter - NW-DL8EPHRAT
1: 15-29 minutes
2: 30-44 minutes
3: 45-59 minutes
4: 60+ minutes
This would allow folk who like short runs to do a couple here and there, and would also allow folks who like to amble around on long quests to still receive a daily reward without having to invest 4+ hours. Folks who get rewards while playing the way they want to tend to play more, a good thing for the game in general.
Sounds like an awesome idea, though the ETA on cryptic actually implementing it....
Fun 15-20 Minute Heavy Combat Quest with a difficulty slider. Hand crafted environments and encounters.
Code: NW-DSVCX8LD4
Thread URL: http://nw-forum.perfectworld.com/showthread.php?257391-Protect-the-Caravan