Quest suggestion

DeletedUser

Iv found on 2 of my three characters (1 per world) that their quest progression is usually held up by skill levels and have come to a stand still.

What I would like to suggest is that jobs relating to quests are temporarily opened for players (at reduced wage/exp/luck if skill requirment not met) when they take that quest, until completion.

This would allow all players equal opportunity to complete quests at any given level, without being required to specifically specialise their skills towards questing alone.
Even then its difficult to complete all quests at, or near the quest level due to wildly different requirements.
 

DeletedUser

If changes like that were going to be made, I'd rather see quests be available by your skills rather than your character's level. I've had some that I could have completed many levels before the quest was available, and some that I couldn't finish until many levels after I got them because I couldn't do the jobs. Either way, I have no problem with the way it is now since I just consider the quests to be bonus things rather than requirements.
 

DeletedUser

If changes like that were going to be made, I'd rather see quests be available by your skills rather than your character's level. I've had some that I could have completed many levels before the quest was available, and some that I couldn't finish until many levels after I got them because I couldn't do the jobs. Either way, I have no problem with the way it is now since I just consider the quests to be bonus things rather than requirements.

I agree completely. I am working ahead for some quests so really when I pass the "roadblock", I will complete several in a row. Everything else is worked for.... as in life.
 

DeletedUser

Having specialized in dueller skills, i'm hitting these roadblocks and it IS a pain, NOT a challenge. A game fault.
 

DeletedUser

No Ulthor, You chose to be a dueler so you gain you exp from dueling also your money comes from that too.
Builders gain from building.
Travelers gain from doing quests.
Not a game fault it is purposely like that if you wanted to be a quest person you should have chossen Adventurer class.

I don't think giving temporary skill point to do quests is logical at all, what would be the point in character class then?
 

DeletedUser

Having specialized in dueller skills, i'm hitting these roadblocks and it IS a pain, NOT a challenge. A game fault.

I think the best way to balance that would be more jobs geared for duellers or better thought out requirement. Plenty of jobs have easier access to people with lots of points in vigour, but that works to the fault of those that specialise in firearms. So one solution to that would be a larger variety of jobs to re-balance for the other character builds.

With a bit of polishing I don't mind not having the skill requirements for a next quest, makes you explore the other game aspects rather than simply levelling beginning to end from questing, i.e. duelling players can go get exp. by duelling, construction workers can go get exp from building in their town. When they level they can then gear their skills more to allow them to do a larger variety of jobs.

Every character build is gonna hit a temporary roadblock in questing somewhere or other, and you can use items to give active increases to certain skills anyway. Current system can work IMO provided the Devs balance out the distribution of job requirements to be equally opportunistic for every potential player build.
 

DeletedUser

Lamorra and Danzeman your points are valid and I yield to your superior insight:)
 

DeletedUser

I think it would be an awesome dynamic to evoke some form of quest-tree...

Sort of like "choose-your-own adventures'' (only you can't go back and 'redo' them)...

Here's an example: Waupee offers you a quest to find feathers... Or Maya Roalstad offers you to bring her some corn -- careful which quest you take; you can only do one other the other... ok, bad example.

What I'm saying is after you choose your character type (lvl 10) you will have one quest unlocked for each class...
Adventurer: would unlock quests pertaining to adventers
Dueler: Would unlock several more 'dueling' quests
Worker: Would unlock quests telling you to 'build Hotel to lv3' (or whatever)
Soldier: Similiar to Dueler, but would unlock more quests telling you to protect a convoy or something...
 

DeletedUser1105

I like this idea. The main quests should stay the same regardless, but there should be an additional line of quests for each class.

###
E.g. Dueller - Go and win 5 duels in a row against 5 different people from different towns who have a higher duelling level than you.

Reward: 300 XP
###
 

DeletedUser

I don't think I'd like that too much, I think the duel quests have been the easiest to finish.
 

DeletedUser

I like this idea. The main quests should stay the same regardless, but there should be an additional line of quests for each class.

###
E.g. Dueller - Go and win 5 duels in a row against 5 different people from different towns who have a higher duelling level than you.

Reward: 300 XP
###


yes, that's the spirit! I'm wasn't suggesting to change the opening quests.
But I would like to see more quest for character class-types...

I would also like to see an either/or style of questing. Say you get two quests at the same time... But you can only accept one. As soon as one is selected the other is gone. This style would only be for character class specific quests and would encourage players to play more than one character type on more than one World....
 

DeletedUser1105

There is already one quest like that - the decision. You choose tone job and the other is unavailable.

But yeah that would be good, becuase you'd have to really consider your path in life.

I really do like the idea of quests for classes though.
 

DeletedUser

So maybe we could help the dev's in the decision by brainstorming 3-5 quests for each class... (?)

I'll get back to you on that...
 

DeletedUser

All good RPG's are successful due to the fact they have the re-playability factor i.e Final Fantasy, Knights of the old Republic, Fable and Centrepeed!.....well ok not centrepeed but it was a good game on Atari2600 way back when.

Anyway Zaz Sasst and Sdjx22, you both have valid idea's there, the fact that playing the game whilst choosing your path to open many doors for your character, it will also close other's in the process, which gives you the "re-playability factor".

I like the idea of being able to choose my destiny and not be working towards the same goal as everybody else I'm competing with.

For example: Sdjx is at level 10, he has now activated "The Three-Paths" in which he has to make his choice of where his future lies; Violence and Robbery (Dueler maybe soldier too); Rogue trader (Adventurer);or Community worker (Builder).
This would be in terms of quests (not like is now when u choose and we all get the same quests)....... I once seen a thread where somebody asked if it would be possible to have a good/bad bar metre on screen so the more good deeds done you bar is green and the more bad things you do the more red the bar becomes, maybe these 2 ideas would work well together, or maybe having it how it is now with 2 quests open one good one bad you chose one and the other becomes unavailable but the following quest you still get both options open again good or bad...... If ya get me?
These idea's are in Beta mode at the moment haha, but think it could work with more thought put into it, one step at a time though eh.
 
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DeletedUser1105

It is definately an interesting concept. Like you said, it would add re-playability and encourage more players to play on more worlds.

It would also provide much more entertainment and you had to plan ahead with your quests. Weigh up the gains from each job against what you need.
 

DeletedUser

Any one remember Ultima: Quest of the Avatar?

When starting that game it asked you a series of questions. Depending on how you answered gave you your beginning character... That old Nintendo game had "virtue" meters that fluctuated as you played the game.

I'm sure it wouldn't be that difficult to write in a similar code...

So here's a thought:
the opening quests are stale and always the same, so some variable quests would have to be written with a quest-path in mind so that by lvl 10 you can choose on of the 4 main classes, but the three sub-classes in each would be limited by the shoices you've made....

However this may promote more players to stay green until they reach lvl 15 to ensure they open the class they want...
 

DeletedUser1105

It would certainly add more consequences to choosing your character class. At the moment the advantages you get are not massive, so it does not really matter which you choose. If it affects the quests you get, and then of course the rewards from them quests, then it matters much more.

For example, each class could have a hard quest with an item as it's reward. For duellers, the reward would be a good weapon. For labourers, an item of clothing that increases construction by 10 points, etc etc.
 
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