Here's an idea that would stop the 15 minute quest farming that's keeping a select few convenient to run maps at the top. Have five different daily bonuses for quests depending on their duration. The daily bonuses for longer quests should reward a proportionally fair amount more than the shorter ones. So say you might get 250 AD for a quest under fifteen minutes, 500 AD for a 15-30 minute quest, 750 for a 30-45 minute quest, 1000 for a 45-60 minute quest, and 1250 for any quest over an hour long.
Nice idea but what is to stop players from sitting around a 15 minute quest for an hour?
The reward would be based on the average duration of the quest, not how long it took to complete. After so many runs a couple of people trying to pad the time wouldn't mean that much. And it's not like people aren't just getting the maximum reward for the same short quests over and over now anyway. It would at least encourage them to try different types of quests, mainly the longer ones that are getting ignored now, and the shorter ones that don't qualify for the bonus.
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kamaliiciousMember, NW M9 PlaytestPosts: 0Arc User
Nice idea but what is to stop players from sitting around a 15 minute quest for an hour?
Afk detection was included in a patch notes because of rampant afk in pvp matches (since you got bonuses for completing pvp even if you lost, entire pvp teams would intentionally afk. The fastest path to pvp loot was to intentionally lose quickly). Apply afk detection to Foundry.
The afk detection may or may not work well (I have no idea), but it's already there to combat exploiting.
The best option is probably to have different foundry quests for different lengths of quests. That keeps the current incentives intact but scales it to encourage some players to take on longer quests.
***cross posted from the thread where we started talking about this***
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.
Afk detection was included in a patch notes because of rampant afk in pvp matches (since you got bonuses for completing pvp even if you lost, entire pvp teams would intentionally afk. The fastest path to pvp loot was to intentionally lose quickly). Apply afk detection to Foundry.
The afk detection may or may not work well (I have no idea), but it's already there to combat exploiting.
Good point. After so many plays though quest padding would be irrelevant like I said, one person sitting there for two hours and ninety nine people finishing it in one minute will only have an average duration of 2 minutes. People might manage to get a few exploited AD but it would not be that much, and they'd have to keep making and padding quests. Overall the difference in time invested/AD reward would not be significant as they'd still have to sit for an hour occasionally moving to keep from getting kicked to get the larger daily and pad a quest's average duration, then each run after would decrease the reward unless they idled, which is still wasting time that could be spent earning other rewards.
[SIGPIC][/SIGPIC]
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kamaliiciousMember, NW M9 PlaytestPosts: 0Arc User
Good point. After so many plays though quest padding would be irrelevant like I said, one person sitting there for two hours and ninety nine people finishing it in one minute will only have an average duration of 2 minutes. People might manage to get a few exploited AD but it would not be that much, and they'd have to keep making and padding quests. Overall the difference in time invested/AD reward would not be significant as they'd still have to sit for an hour occasionally moving to keep from getting kicked to get the larger daily and pad a quest's average duration, then each run after would decrease the reward unless they idled, which is still wasting time that could be spent earning other rewards.
They could limit the AD to double the average time (for example). If the average time is 5 minutes and you spent 5 hours, the likelihood something's going on is very high.
They could limit the AD to double the average time (for example). If the average time is 5 minutes and you spent 5 hours, the likelihood something's going on is very high.
Yep. Something else I'll mention while we're on the subject of people padding the average duration of their quests, I've noticed some of the authors here mentioning that they do this on here with alts to keep their 10 minute quests over 15 minutes in average duration so they'll eligible for the daily foundry bonus. I'm not gonna name or shame anyone, but I just wanted to point out that it's already an issue in some cases.
is an old thread but someone may read it anyway... If the media done with a list of numbers uses a list of those, then you can order the numbers (from lowest to highest) and cut off the last 10% of the list, that will get rid of most of the higher times! and will modify the media a bit; but since every normal playthrough of a FQ will have a time close to the actual media then it wouldn t matter too much.
i am not a statistician, but whether it's a dude going afk in your quest, or someone 1 starring you, these sorts of things naturally will normalize once you start getting more plays (ie. the wisdom of the crowd stabilizes your time and rating where it should be) so you don't have to chop off anything. if you have 5 plays, well yes, a guy sitting afk for an hour in your quest will skew your performance out of wack.
final point: i am totally in favor of all FUN quests getting more reviews, not long quests. To me, there are fun short quests and fun long quests, and implementing a 1 hour daily total system as ambinsterr proposed (do 1 60 minute, or 5 15s, or 60 1 minutes) that takes out natural bias for former is a good thing, so the shorter and the longer fun ones get reviews.
even better than that will be to make foundry worthwhile to do again via interesting foundry-only loot drops, so that more players start playing them again. More players = more reviews.
i am not a statistician, but whether it's a dude going afk in your quest, or someone 1 starring you, these sorts of things naturally will normalize once you start getting more plays (ie. the wisdom of the crowd stabilizes your time and rating where it should be) so you don't have to chop off anything. if you have 5 plays, well yes, a guy sitting afk for an hour in your quest will skew your performance out of wack.
final point: i am totally in favor of all FUN quests getting more reviews, not long quests. To me, there are fun short quests and fun long quests, and implementing a 1 hour daily total system as ambinsterr proposed (do 1 60 minute, or 5 15s, or 60 1 minutes) that takes out natural bias for former is a good thing, so the shorter and the longer fun ones get reviews.
even better than that will be to make foundry worthwhile to do again via interesting foundry-only loot drops, so that more players start playing them again. More players = more reviews.
I agree with this. But, what would the time requirement be for lower levels? Remember, it starts off requiring two foundries for the daily, and then three. So, in the beginning a half hour? And then forty-five minutes to replace the three foundry quests for the mid-levels?
Sounds fairly reasonable to me, but the new toons will tend to gravitate towards short quests, still. What's the percentage that keep playing the same toon after 60? I know I have been, but I don't after level cap with all games.
Pool of the Dead - NW-DLTS5X6TO - Duration: ~20 minutes - Daily Qualified
Comments
The reward would be based on the average duration of the quest, not how long it took to complete. After so many runs a couple of people trying to pad the time wouldn't mean that much. And it's not like people aren't just getting the maximum reward for the same short quests over and over now anyway. It would at least encourage them to try different types of quests, mainly the longer ones that are getting ignored now, and the shorter ones that don't qualify for the bonus.
The afk detection may or may not work well (I have no idea), but it's already there to combat exploiting.
***cross posted from the thread where we started talking about this***
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
Good point. After so many plays though quest padding would be irrelevant like I said, one person sitting there for two hours and ninety nine people finishing it in one minute will only have an average duration of 2 minutes. People might manage to get a few exploited AD but it would not be that much, and they'd have to keep making and padding quests. Overall the difference in time invested/AD reward would not be significant as they'd still have to sit for an hour occasionally moving to keep from getting kicked to get the larger daily and pad a quest's average duration, then each run after would decrease the reward unless they idled, which is still wasting time that could be spent earning other rewards.
Yep. Something else I'll mention while we're on the subject of people padding the average duration of their quests, I've noticed some of the authors here mentioning that they do this on here with alts to keep their 10 minute quests over 15 minutes in average duration so they'll eligible for the daily foundry bonus. I'm not gonna name or shame anyone, but I just wanted to point out that it's already an issue in some cases.
final point: i am totally in favor of all FUN quests getting more reviews, not long quests. To me, there are fun short quests and fun long quests, and implementing a 1 hour daily total system as ambinsterr proposed (do 1 60 minute, or 5 15s, or 60 1 minutes) that takes out natural bias for former is a good thing, so the shorter and the longer fun ones get reviews.
even better than that will be to make foundry worthwhile to do again via interesting foundry-only loot drops, so that more players start playing them again. More players = more reviews.
Bill's Tavern | The 27th Level | Secret Agent 34
I agree with this. But, what would the time requirement be for lower levels? Remember, it starts off requiring two foundries for the daily, and then three. So, in the beginning a half hour? And then forty-five minutes to replace the three foundry quests for the mid-levels?
Sounds fairly reasonable to me, but the new toons will tend to gravitate towards short quests, still. What's the percentage that keep playing the same toon after 60? I know I have been, but I don't after level cap with all games.
Fountain of Dread - NW-DACS7JITE - Duration: ~15minutes - BRAND NEW!