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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Quests by players (+ punishment for deaths)
One idea I always had, when it comes to MMOs and their always repeating contents, was the possibility for players to create their own quests. If you want to create some unique quests or quests that can alter the story of the game, an open pvp system, housing and so on this leaves a lot of options for player created quests. You need some wood for your house? Offer some silver to low level players. You found a huge and dangerous quest you can't do alone? Look for some fighting pals in you nearby city. Also - and this is where I draw the line to punishment for deaths - there could be bounty hunting quests. If death brings some punishment (partially lootable (gold/itmes...), losing a level or whatever), taking revenge on some players could be a really big thing. xXtheslayer69Xx looted an item he doesn't need but was really good for me? Send some hitmen and make him pay for that :D Also the whole quests by players for players would bring some bigger dynamics and relevance to quests as every player knows that it's not just a NPC you are helping
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Thats what I think on this,
Cheers!
Thats what I think on this,
Cheers!
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Yeah, having a third party involved would be the best answer. Something to give or refund the reward.
I suppose there could be a reason for this type of thing. One could be "I would like to build a house here, but it is surrounded by high Lv. monsters. Can someone please kill them." List reward: *****.
But this will largely depend on how the mechanics of game are going to be. The monsters will just respawn and destroy the house if there is no way to protect it. Making the whole thing pointless.
But personally I would prefer the more "hardcore" way. If you put in bounty hunters and kind of a law system it's up to the players how they behave. When it's open world pvp the game needs to balance itself. For example: Player A looks for help to kill a specific NPC. The one who helps (B) him gets 5 gold promised as a reward. After the mob is killed Player A decides to not pay B. As a result B can either kill A to get some reward for himself, pay a bounty hunter (who might loot A partially and get B what he needs) or just denunciate him which results in nobody helping B out again. Of course this needs some adjustment, but I like the general idea of the players handling these problems themselves. I mean, in real life it's not very different, isn't it?
But personally I would prefer the more “hardcore” way. If you put in bounty hunters and kind of a law system it’s up to the players how they behave. When it’s open world pvp the game needs to balance itself. For example: Player A looks for help to kill a specific NPC. The one who helps (B) him gets 5 gold promised as a reward. After the mob is killed Player A decides to not pay B. As a result B can either kill A to get some reward for himself, pay a bounty hunter (who might loot A partially and get B what he needs) or just denunciate him which results in nobody helping B out again. Of course this needs some adjustment, but I like the general idea of the players handling these problems themselves. I mean, in real life it’s not very different, isn’t it?
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I prefer your method, word would spread fast as to who the con artists were. But I can already hear all the whining from players until they root out these types...... Sacrifice realism for the sake of peace, or not (that is what it boils down to).
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Both regarding gameplay and realisme, it would make sense for the questing to start in an inn/tavern, this would open up the gameplay so the innkeeper would keep the reward, while you complete the quest. (+ You get the oppotunity to ask an innkeeper for leads on work).
It would make sense if there where different types of player quests: gathering, killing, bounty etc. Some would require you to be online, like kill "xx monsters", meaning you have to embark on the journey together. Once the quest is completed, the helper can collect their reward. On the otherhand a gathering mission does not require your pressence, so you dont have to online/available.
If you wanna go for full realism we might need a few places to start these quests: Warehouse for gathering, arena for bounties, tavern for monster killing etc. (A bit annoying but more immersive).
(Also isn't this more of a design discussion and not a theorycraft one?)
This sounds like something that could be combined with the mechanics of "contracts" in Eve Online. You set up a formal notice within the game that you need X service, and attach your reward to that contract, and another player can then accept your contract and claim the reward when the game deems the service met (usually a simple item trade, or delivery of an item from one set location to another).
In game it could be represented by an NPC or Noticeboard attached to your personal house (or a community building like a tavern or marketplace for those without a house or who simply want their contract/quest in a more public locale). You interact with this NPC to create the contract/deposit the reward, at which point the NPC/Noticeboard gains some Quest indicator to let others know you have a contract available. These could double as shopfronts for crafters, the NPC/Noticeboard simply holding contracts for the crafter's wares at the price they wish to sell them. Potentially, you could even set up a contract with another players NPC/Noticeboard (say you want a specific crafter to make you something, you go to his house and set up an order with the NPC/Noticeboard - though arriving at an agreed price efficiently in this manner could get tricky).
Im just throwing things out there..
<strong>****MINOR SPOILER ALERT!****</strong>
If you complete it with low chaos/almost no deaths everyone likes you and will help you, but on the otherhand you face way more enemies + they are more organised.
However if you do a high chaos one, everyone basicly turn on eachother, both allies and enemies alike.
<strong>****MINOR SPOILER ALERT DONE!****</strong>
It's quite clear that the way you play the game there affect the world you are in. AoC could have something similar: If you are feared you get more bounty/monster quests, but people wont come with more peaceful ones, and the otherway around. Theres just one kinda obvious problem, what if you wanna try both, or wanna change your characters main focus halfway through the game? Any way thats my take on it :)
Merry christmas and such (if you celebrate it, otherwise goodday Sir/Sirdette)
There could be different options too if you want as well where if you die you can select option A) To lose _% xp and a de-buff B) Pay _currency/lose some items C) De-buff/xp loss. It doesn't need to be those options in specific it's just a thought of mine in terms to the topic :).
Regards,
Orgot
Like retrieve the stolen basket of our guild's merchant,
gather the components to craft our hot air balloon in time,
or find the fat chambermaid before she gets it from a bunch of pirates..
maybe throw in a few competitive quests between guildmembers as well,like a race to a certain place,named-lore area.. or a riddle quest where they have to collect hints and work together to solve it ,if the guildmembers do manage to solve it , repairs on the house , happy hour or somethin
What do you guys think?
Will people try to abuse the system or use it to troll? Of course. But if you put a rating system where players can rate the quest good/bad, it'll sort out the trolling quests at least.
If there are storage restrictions, I could see this as an interesting mechanism to get rid of gear that you just don't have room for anymore. Have a small storage on the quest giver where completing a quest would reward you with a random item that was stored on the quest giver.
I could also see it as a mechanism for stronger guilds to get assistance in building up a particular node. Start offering rewards to bring around players to your desired zone and get them to assist in building up the node.
There could be a UI that will list all similar quest (ie, gathering, monster subjugation, party request, etc) and will have filter functions. The details of the quest and the reward will be listed. If anyone from that guild sees a quest worth doing, they can "claim that quest" and have a 'window' of time to complete it. This window will coincide with it's difficulty.
Upon completing the quest, the go back to the guild for the reward. The person who put up the request will put down a deposit beforehand, and that will be given to the player who completed the quest. The person can return and pick up the requested item anytime after it has been completed.
The reward will mostly be a monetary reward, but the main thing is that guilds that complete these quest will level up their guild. Giving them more reputation and access to facilities the higher they go. The guild reputation will decay over time from stagnation or multiple failed quest attempts.
All quest are given to the guild leader(s) to review and accept. Once accepted, a contract will be formed between the guild and the requester. This is important as quest that aren't fullfilled within a certain timeframe will deem as failures too and will decrease the reputation of the guild. So the guild leaders must be wise to pick and accept quest that are worthwhile doing for their guild members. (Ie, if the guild is full of harvester and gatherers, the guild master should focus on accepting quest for gathering instead of monster subjugation)