Us having to design our quests around a certain duration because the devs won't fix the biased reward system is a kick to the gooblies imo..
The duration thing is also why I put little - if any - conversation into my currently published quest. You'll get the players that stop and read, they'll keep the quest time up. But, the average, 'I want it now' player will ignore the reading and just do the objectives. So, one conversation and I try to make the objectives funny. For players that want to browse the area, I add in interactions with (hopefully) amusing responses.
Pool of the Dead - NW-DLTS5X6TO - Duration: ~20 minutes - Daily Qualified
Throw out the daily NWO foundry mission and just copy STO
The Foundry daily missions have been replaced.
The existing daily missions have been removed.
Now, all qualifying Foundry missions will automatically reward a scaling amount of Dilithium (from 480-1140) and skill points/expertise.
Dilithium will be rewarded based on the average playtime of the mission.
All spotlight missions will reward the same as a qualifying mission, with two exceptions:
Once every 24 hours, the first spotlight mission completed in that time frame will get a bonus 1440 Dilithium.
Once every 24 hours, the first spotlight mission completed in that time frame will get a scaling amount of Energy Credits, based on the player's level.
Easy solution. The could even add a bonus for the first time you play a "new" foundry mission......
This is seriously a really nice solution.
And if Foundry missions would give players a scaled amount of gold it's also a nice incentive for running them at 60 lvl, as at this level gaining gold for your potions and kits can be problematic.
I had thought of one way for Cryptic to bring the Foundry to much wider attention, on a regular basis.
If from now on they have in each zone a part-scripted side-quest, lets say they have a start and an end (could be several mini-quests long). The parts they have should be designed to scale with level from the start.
Then they set certain parameters on how the transition between "Start" and "End" should be achieved, mainly in order to keep the "Side Quest" narrative consistent.
For example "NPCs A, B, C, E must not be killed; NPC D may be killed / written out" and "Players must have reason to go to XYZ, talk to A, or F" that kind of thing.
This "Side Quest" isn't triggered straight away. It can be triggered later, via the Mail system, in much the same way the Class Side-Quests in the early zones are introduced to the players already.
Have
So lets say "New Official Zone" goes live on 1st July, but the Side-Quest isn't triggered for another month. Foundry Authors can then work on bridging the gap between Start and End.
Cryptic would need to enable a process whereby Authors could drag-n-drop NPC (skins and powers) from the Side-Quest in to their content.
Cryptic could also upload a Preview video of the parts they have, so Authors can get the feel of the story.
Then at the end of that month Players can progress from Side-Quest-Start to Side-Quest-End by using any of the UGC "Middles".
Six month later the "Middle" with the best reviews becomes the Official "Stepping Stone" in that quest; Author gets a nice Title.
To start with, to trial the idea, we could be asked to create a Stepping Stone for an upcoming Official "Return To Blacklake" Side-Quest.
This presents several opportunities: 1) For Cryptic to continue to engage with and further develop the Foundry, 2) To encourage players to access Foundry content, 3) To incentivise more players to become Authors, 4) To allow Cryptic to guide standards of excellence within the Foundry.
Now, I know that the Foundry Authors already, in many respects provide that "Side-Quest" elements, but to have it Official, and actively promoted to the whole playerbase would be a great boon.
Throw out the daily NWO foundry mission and just copy STO
Easy solution. The could even add a bonus for the first time you play a "new" foundry mission......
You'd have to throw in a bonus for new missions, or else players would revert to finding three or four that yield maximum reward per time invested, then they'd just run those over and over again like they are the current AD dispensers.
I say quests need to either only reward a player for completing them once, or have their reward diminish each time the player plays the quest. Until we restrict people from farming the same quest over and over, they will keep doing it, and most of us will be left scratching our heads wondering how to get plays.
[SIGPIC][/SIGPIC]
0
maerwinMember, Neverwinter Beta UsersPosts: 0Arc User
edited June 2013
You want to find a way to make all quests equal in terms of profit, but that will never work. (well, except if there was no reward at all)
If someone likes to run one quest over and over again, let them do it! If someone does this only to get the measly sum of AD, let them do it! Why try to 'force' those players to play other quests (by changing the profits)? If they wanted to play other quests, they can do it already!
This thread is discouraging, my adventure is 99% finished and i have second thought about releasing it, it is rather long and have a different approach then most I've seen. i made a popular mod in skyrim and i thought to use the same approach here but it seems like i was wrong. The reward system in the foundry is pathetic and need to be addressed, in my opinion add hard to get items via foundry quests that can be beneficial for level 60 players like major injury kit, greater scroll of identification and healing pots. add some fluff items like city cloths or armor with different skins (NPC only skins). i love to play new quests, quests that will not reward me with anything then a wonderful time. if i find anything i like i post it in the guild chat hopefully i will start a thread in my guild forum with great quests in order to bring the wonderful authors wider audience.
I say quests need to either only reward a player for completing them once, or have their reward diminish each time the player plays the quest. Until we restrict people from farming the same quest over and over, they will keep doing it, and most of us will be left scratching our heads wondering how to get plays.
+1
Author's should be able to add an intresting reward, depending on the mission rating and average time, when the quest is submitted to be a featured quest. That reward, and there I agree with wuhsin, should drop only once.:cool:
[SIGPIC][/SIGPIC]
"The harder the game, the better."
There's many, many ways the Devs could encourage players to play different Foundry Conent without opening the Pandora's Box of letting Authors set loot.
I agree - if Cryptic wants to encourage people playing different quests there are several ways to do so.
Regarding better rewards for the players I am afraid that human (gamer) nature is strongly discouraging any attempts. Myself I thought of several ways to randomly include craft nodes or chests based on number of maps/rooms/squares/encounters but whichever mechanics would be implemented, some powergamers would always find a way to create farm quests.
Personally, as a player as well as an aspiring Foundry author, I think quests with a strong story, interesting NPCs and well-designed maps will always have their audience regardless of any rewards.
In case you find my grammar or spelling weird ---> native german speaker
Comments
The duration thing is also why I put little - if any - conversation into my currently published quest. You'll get the players that stop and read, they'll keep the quest time up. But, the average, 'I want it now' player will ignore the reading and just do the objectives. So, one conversation and I try to make the objectives funny. For players that want to browse the area, I add in interactions with (hopefully) amusing responses.
Fountain of Dread - NW-DACS7JITE - Duration: ~15minutes - BRAND NEW!
Easy solution. The could even add a bonus for the first time you play a "new" foundry mission......
Part 1: NW-DMFKR9RPL http://nw-forum.perfectworld.com/showthread.php?427711-Brunnen-des-Lichts-Teil-1
Part 2: NW-DLBTN8W28 http://nw-forum.perfectworld.com/showthread.php?444281-Brunnen-des-Lichts-Teil-2
Icewind Dale campaign Osthafen sehen & sterben (German)
NW-DMC3IOWAE http://nw-forum.perfectworld.com/showthread.php?477201-Osthafen-sehen-amp-sterben
This is seriously a really nice solution.
And if Foundry missions would give players a scaled amount of gold it's also a nice incentive for running them at 60 lvl, as at this level gaining gold for your potions and kits can be problematic.
If from now on they have in each zone a part-scripted side-quest, lets say they have a start and an end (could be several mini-quests long). The parts they have should be designed to scale with level from the start.
Then they set certain parameters on how the transition between "Start" and "End" should be achieved, mainly in order to keep the "Side Quest" narrative consistent.
For example "NPCs A, B, C, E must not be killed; NPC D may be killed / written out" and "Players must have reason to go to XYZ, talk to A, or F" that kind of thing.
This "Side Quest" isn't triggered straight away. It can be triggered later, via the Mail system, in much the same way the Class Side-Quests in the early zones are introduced to the players already.
Have
So lets say "New Official Zone" goes live on 1st July, but the Side-Quest isn't triggered for another month. Foundry Authors can then work on bridging the gap between Start and End.
Cryptic would need to enable a process whereby Authors could drag-n-drop NPC (skins and powers) from the Side-Quest in to their content.
Cryptic could also upload a Preview video of the parts they have, so Authors can get the feel of the story.
Then at the end of that month Players can progress from Side-Quest-Start to Side-Quest-End by using any of the UGC "Middles".
Six month later the "Middle" with the best reviews becomes the Official "Stepping Stone" in that quest; Author gets a nice Title.
To start with, to trial the idea, we could be asked to create a Stepping Stone for an upcoming Official "Return To Blacklake" Side-Quest.
This presents several opportunities: 1) For Cryptic to continue to engage with and further develop the Foundry, 2) To encourage players to access Foundry content, 3) To incentivise more players to become Authors, 4) To allow Cryptic to guide standards of excellence within the Foundry.
Now, I know that the Foundry Authors already, in many respects provide that "Side-Quest" elements, but to have it Official, and actively promoted to the whole playerbase would be a great boon.
All The Best
Looking For Reviews For Your Foundry Quest?
Drop By Scribe's Enclave & Meet Up With Volunteer Reviewers.
You'd have to throw in a bonus for new missions, or else players would revert to finding three or four that yield maximum reward per time invested, then they'd just run those over and over again like they are the current AD dispensers.
If someone likes to run one quest over and over again, let them do it! If someone does this only to get the measly sum of AD, let them do it! Why try to 'force' those players to play other quests (by changing the profits)? If they wanted to play other quests, they can do it already!
NW-DMFGWPBN3 The Lost City - Review Thread
The loot/xp/etc. just helps not punish you a lot for doing it vs. other stuff.
Wicks and Things: NW-DI4FMZRR4 : The Fenwick merchant family has lost a caravan! Can you help?
Beggar's Hollow: NW-DR6YG4J2L : Someone, or something, has stolen away many of the Fenwicks' children! Can you find out what happened to them?
Into the Fen Wood: NW-DL89DRG7B : Enter the heart of the forest. Can you discover the secret of the Fen Wood?
+1
Author's should be able to add an intresting reward, depending on the mission rating and average time, when the quest is submitted to be a featured quest. That reward, and there I agree with wuhsin, should drop only once.:cool:
"The harder the game, the better."
I agree - if Cryptic wants to encourage people playing different quests there are several ways to do so.
Regarding better rewards for the players I am afraid that human (gamer) nature is strongly discouraging any attempts. Myself I thought of several ways to randomly include craft nodes or chests based on number of maps/rooms/squares/encounters but whichever mechanics would be implemented, some powergamers would always find a way to create farm quests.
Personally, as a player as well as an aspiring Foundry author, I think quests with a strong story, interesting NPCs and well-designed maps will always have their audience regardless of any rewards.