Player-made quests
Yondarys - Dreamweaver
Posts: 23 Arc User
Ok, this came to me in an epiphany a few weeks ago, and I've sort of been mulling it over in my head as to how it would work out. (If anyone else has thought of this or brought it up, I"m truly sorry. I don't read the forums that often.) Ok, here it is in a nutshell:
Allow players to (after meeting some requirements i.e. player lvl, cultivation lvl, etc...) to send other players on personal quests in exchange for items, coins, gear or something of a material nature (not exp or spirit, that could make things go very wrong).
I think this could make dedicated players feel a bit more a part of the action when it comes to adding game play value to the overall game. Make it interesting. Sending your lower lvl friends on quests to earn some much needed coinage can be rewarding for both parties.
I'm not sure if this is even a plausible idea or not. I know next to nothing about programming, but this sounds like it entails a LOT of coding that would make any programmer cringe.
At any rate, this is just a rough draft of an idea. Throwing it out to see if it'll stick to the wall.
Allow players to (after meeting some requirements i.e. player lvl, cultivation lvl, etc...) to send other players on personal quests in exchange for items, coins, gear or something of a material nature (not exp or spirit, that could make things go very wrong).
I think this could make dedicated players feel a bit more a part of the action when it comes to adding game play value to the overall game. Make it interesting. Sending your lower lvl friends on quests to earn some much needed coinage can be rewarding for both parties.
I'm not sure if this is even a plausible idea or not. I know next to nothing about programming, but this sounds like it entails a LOT of coding that would make any programmer cringe.
At any rate, this is just a rough draft of an idea. Throwing it out to see if it'll stick to the wall.
If you wish to make an apple pie from scratch, you must first invent the universe! ~Carl Sagan~
Post edited by Yondarys - Dreamweaver on
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Comments
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It could be a great testing system for factions. Kind of an initiation.[SIGPIC][/SIGPIC]0
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How would this work exactly? A player choose a mob type and a number of them, then go out and kill that number of mobs? Sorry, it's not such a great idea. First of all, your probably right in that it would take too much time and effort to program such a thing into the game. Secondly, even if it's not for exp, spirit, or rep, it's still way to easy to be exploited. Think about it: You have 6x player. He wants one of the items you get from the quest without having to do much work. So, he sets the quest to a lvl 20 mob, and the number to 1. He goes, one shots the mob, then gets the reward. Even if this is a daily, if people see such an easily exploitable system, it will be exploited.
You could have a lvl range (players have to set a mob within 5 or so lvls of theirs), and even a range on the number of mobs that can be chosen, but it is still a highly exploitable system.[SIGPIC][/SIGPIC]
Be nice to people0 -
Lairian - Sanctuary wrote: »How would this work exactly? A player choose a mob type and a number of them, then go out and kill that number of mobs? Sorry, it's not such a great idea. First of all, your probably right in that it would take too much time and effort to program such a thing into the game. Secondly, even if it's not for exp, spirit, or rep, it's still way to easy to be exploited. Think about it: You have 6x player. He wants one of the items you get from the quest without having to do much work. So, he sets the quest to a lvl 20 mob, and the number to 1. He goes, one shots the mob, then gets the reward. Even if this is a daily, if people see such an easily exploitable system, it will be exploited.
You could have a lvl range (players have to set a mob within 5 or so lvls of theirs), and even a range on the number of mobs that can be chosen, but it is still a highly exploitable system.
I just have to say this, I've seen in alot an threads and I must your freaking great, your sense of logic is very strong an the way you use that logic is easyly understand-abel. b:victory0 -
This is a great idea. This system will essentially is a form of secure trading (currently there is only 2 form of secure trading in-game, barter and shop, which only allow you to trade goods and gold but not services) that allow you to trade goods, gold and service.
As for exact implementation I suggest an NPC sell a "contract". The number of side allowed to be involved in the contract will depend on the contract type (a typical contract will consist of only 2 side A and B, but other more complicated contract can have more). Then whoever buy it can choose to edit it at anytime to specify the service/good/gold, the time limit, and stake, for all sides.
After that all people who want to do the contract will gather in a party, with the person who hold the contract being the leader. Then he will click a button to ask people to sign it. Everyone in the party will be able to read it, and each can click on the side they want to be (the leader will be automatically assigned to be side A).
After they clicked on it, there will be a confirmation. If they choose "Yes", they signed the contract. However, all signature will be nullified if the party changed member (someone leave party or someone join in). If all signed the contract, the contract will be finalized and everyone can leave party without nullifying the signature.
Once the contract is finalized, everyone will be forced to pay the stake (multiply by the number of side minus 1). If they don't ave enough stake, then the contract failed to finalize and we need to redo the contract signing process all over again. The stake will be temporary held by the system.
After the contract signed, time counter start (and it keep counting even when offline). If someone failed to complete all the objective in their side of the contract, the quest failed and their stake are shared equally between all the other side. If someone complete all, they get a small amount of exp depend on the type of contract. There is time limit between completing a contract (or failling) and signing the next one. Objective of the contract, some can be complete with a group.
Possible objectives to be include in the contract:
Deliver X amount of Y to person of side Z (can be complete by sending mail or 1-side trading).
Kill X number of monster Y.
Kill person Y a number of X time.
Harvest X amount of Y material.
Craft item Y for side Z.
Enchant gear Y to level X for side Z.
Deliver gear Y with satisfy condition X to side Z. (sending mail or 1-side trade can complete it, th condition can be simple as "3 star" or as complicated as "at least +50DEX").
That's all I can think off now. I based this implementation on another game where you can trade service using a "deed". But player-made quest is not a new idea, other experimental games already tried it. Not so successful though, but it is probably due to the way the system is implemented.0 -
As it was said before, it would probably be hard to program such a system, but it would be awesome...
It would be like having minions... Mouahaha... lol
Go get me this... Go do that...
Would be a nice way for higher level players to get some items that don't drop anymore cause of the low level of the mobs...
Anyway, good original idea!0 -
Um, this idea have appear in some other game long ago, and every game have something like this in suggestion thread. It is not hard to program it, the heavy task go to designer who design the exact implementation and balancing, and database maintanance who need to deal with a huge load of more data. But the key thing is company is afraid to go outside the established trend of NPC quest giver.0
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Kinda cool, love the idea. The only problem is setting the EXP and spirit gain.Owner of MadAngels Lost City Faction.
MadAngels Forum at sonictheplumber.com/forum0
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