Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
IDEA: Player Quests
Hi, so I was just thinking in terms of lore, it would be great if you could have a way to actually give out quests to other players as a player yourself.
This is what I'm thinking- Let's say you decide to go with an Inn as your freehold building of choice. Sure you can sell food at the Inn, but as Inn's are generally a place where you can give information/quests, I think it would be great if you as the Innkeeper (or possibly even other players for a small fee), can give quests to travellers that chance upon your inn.
For example: You can put up a quest that says "Collect (x) wolf pelts (or whatever item you need), and bring them back here for a reward of (y) currency (or whatever item you set as a reward)."
You can even set a time limit for it, if you need it quickly, ie. If you bring the items I need within 12 hours, you will get an extra bonus of (y) currency.
To go one step further, other players can go to the Inn and post their own quests for items that they need. This is a way to :
1) Increase the RP factor for players within the game
2) Give Inns more value and use so that they become a frequent sight while you're exploring (as they should be in worlds of fantasy)
3) Give players more control in the game for questing
4) Encourage people who may be $$ rich but time poor, to share their wealth to players who may be time rich but $$ poor - thus creating a balance, a demand for resources, and encouragement for hunter/gatherers to make good use of their craft.
Thoughts???
This is what I'm thinking- Let's say you decide to go with an Inn as your freehold building of choice. Sure you can sell food at the Inn, but as Inn's are generally a place where you can give information/quests, I think it would be great if you as the Innkeeper (or possibly even other players for a small fee), can give quests to travellers that chance upon your inn.
For example: You can put up a quest that says "Collect (x) wolf pelts (or whatever item you need), and bring them back here for a reward of (y) currency (or whatever item you set as a reward)."
You can even set a time limit for it, if you need it quickly, ie. If you bring the items I need within 12 hours, you will get an extra bonus of (y) currency.
To go one step further, other players can go to the Inn and post their own quests for items that they need. This is a way to :
1) Increase the RP factor for players within the game
2) Give Inns more value and use so that they become a frequent sight while you're exploring (as they should be in worlds of fantasy)
3) Give players more control in the game for questing
4) Encourage people who may be $$ rich but time poor, to share their wealth to players who may be time rich but $$ poor - thus creating a balance, a demand for resources, and encouragement for hunter/gatherers to make good use of their craft.
Thoughts???
0
Comments
Some sort of billboards for players to hang "notes" with player given quests would be awesome too.
Defintley support the idea!
Hope this helps!
The Roleplay possibilities are endless.
There are lots of stuff an inn needs. I don't even know if caravans to an Inn are a thing yet? But an innkeeper could always ask players to get:
- fruit
- beer
- meat
- spice
and so on and so on from the different places in the world! Some of them maybe can be done nearby, some of them you have to travel a lot for.
If you put your quest up on a board, you could also finish the quest on the board or better yet an NPC in the inn. So the player-innkeeper doesn't have to be online.
It does not have to be limited to gather-quests either. If there is an inn, there could spawn mobs and bosses that are a higher level than the innkeeper. He HAS to get someone else to clear that for him!
It would even be possible to implement a script-UI, so you can make chainquests with your npc's as follow-up-quest-givers.
And this to make it all perfect:
Questgiver Reward System:
- count how often quests someone made were finished
- implement an ingame upvote/review system for each player-made quest
As a good questgiver you could:
- earn experience yourself
- cosmetic rewards
- quest-origin-place specific rewards (Inn's, Guildhalls, Castles, etc.)
- gain questgiver-tokens!
With those questgiver-tokens you could be enabled to do even more complicated stuff with the script-UI:
- mark zones you can use for events (with triggers)
- let more npc's with dialogue spawn
- place clickable objects (only visible to people with active quest) to start events
- create little campaigns
This would be a way for user-created content that is self-sustaining and keeps everything alive!
Hire @Nurph let's make this possible aha xD
Whats my benefit of taking your quest of gathering 5x wolf pelts and getting 100 silvers, instead of gathering those same pelts and just sell them at my Kiosk booth?
We also have to think about how such a system can be gamed and used to benefit certain dubious activities, such as goldselling.
In terms of your original Devils Advocacy- I guess the idea is convenience. Also, the person requesting the pelts would have to ensure they make it worth the while of the person getting said pelts, or else no one would want to gather it. If there is a fee to "post" a request (giving the innkeeper a small profit), it will make the requester think twice about lowballing. If it is in an area where perhaps animals that drop the pelts are common, then players will want to complete the quest, due to time/convenience reasons.
Why wouldn't the person posting the request just get the pelts themselves? Some people don't like the "gather x resource" grind, so if they are wealthy enough, why not pay someone else to do it? Win-Win.
Love your idea here. Local markets are usually more pain than pleasure. Can't ever find what or as much as you need. The pricing is not always within reality for your needs. The idea adds immersion and depth to the local community and REALLY ISN"T DONE IN MANY OR ANY MMOS even though it does not look too difficult on the surface. Basically a message board. It could be given more features if the Devs wanted to make delivery and payment easier than face to face as well. Good idea to make these Freeholds mini Community Hubs.
Could even be expanded to questing offers from local guilds just to help newer players get a leg up and help them become more attractive to guilds that recruit with care and prudence. Solid idea that might take minimal coding effort.
So this seems to be what DeathsProxy said about it:
<img src="https://i.imgur.com/734kStr.jpg" alt="DP1" />
<img src="https://i.imgur.com/ue1yqHu.jpg" alt="DP2" />
<img src="https://i.imgur.com/NAYB1f5.jpg" alt="DP3" />
<img src="https://i.imgur.com/5q7paV2.jpg" alt="DP4" />
This is what I found in the QnA Documents searching for task, quest and board:
https://docs.google.com/document/d/1csRwQtj86tfuAlk8IiyuFZ873IsC9mbhPuluCDlHlQY
<blockquote>[19:00] What can we expect from questing in your game? (Quality v Quantity)
a) So much filler in current MMO quests
b) Decided to take those “out of the equation”
c) Created “tasks”
i. Node based objectives
ii. “Narrative based”
d) Split into some examples like: Events, Tasks, “Epic” quests
e) Nobody wants to read bucket loads of text</blockquote>
https://docs.google.com/document/d/1XPVqmle4aB-05yEAex8rIjYtAlfhbtF8z8z6c-9-KcQ/
Bulletin board
<blockquote>- Nodes within a region may share a board w/ marketplace to direct people to different kiosks/stalls</blockquote>
https://docs.google.com/document/d/171mmJTzOamE4PhloQqiilkFT1ECaP4NyCswTIDs2E0Y/edit
<blockquote>- There will be a user interface which looks like a town center billboard and lists the current items being sold in the stalls and their locations; can’t purchase from that UI, only the location of the stall the item is in.</blockquote>
---
Now.. either the information still is somewhere else, or I don't see how these fit the player quest idea.
It is true of course that roleplayers can just imagine everything, but some tools and actual ingame non-imagined rewards and experience give it a whole different feeling. It's just.. a step further. And I think you could find ways to deal with "troll-quests". If there is an upvote/reward system and at the start you can only make gatherer quests until who have earned enough quest-giver experience it should be fine. Also player-quests should not be repeatable by the same characters, otherwise it might be abused.
For every problem there is a solution.
I don't think a system like this would be simple from a developer standpoint, but it is possible. Much thought needed, though.
So this seems to be what DeathsProxy said about it:
<img src="https://i.imgur.com/734kStr.jpg" alt="DP1" />
<img src="https://i.imgur.com/ue1yqHu.jpg" alt="DP2" />
<img src="https://i.imgur.com/NAYB1f5.jpg" alt="DP3" />
<img src="https://i.imgur.com/5q7paV2.jpg" alt="DP4" />
This is what I found in the QnA Documents searching for task, quest and board:
https://docs.google.com/document/d/1csRwQtj86tfuAlk8IiyuFZ873IsC9mbhPuluCDlHlQY
[19:00] What can we expect from questing in your game? (Quality v Quantity)
a) So much filler in current MMO quests
b) Decided to take those “out of the equation”
c) Created “tasks”
i. Node based objectives
ii. “Narrative based”
d) Split into some examples like: Events, Tasks, “Epic” quests
e) Nobody wants to read bucket loads of text
https://docs.google.com/document/d/1XPVqmle4aB-05yEAex8rIjYtAlfhbtF8z8z6c-9-KcQ/
Bulletin board
- Nodes within a region may share a board w/ marketplace to direct people to different kiosks/stalls
https://docs.google.com/document/d/171mmJTzOamE4PhloQqiilkFT1ECaP4NyCswTIDs2E0Y/edit
- There will be a user interface which looks like a town center billboard and lists the current items being sold in the stalls and their locations; can’t purchase from that UI, only the location of the stall the item is in.
---
Now.. either the information still is somewhere else, or I don't see how these fit the player quest idea.
It is true of course that roleplayers can just imagine everything, but some tools and actual ingame non-imagined rewards and experience give it a whole different feeling. It's just.. a step further. And I think you could find ways to deal with "troll-quests". If there is an upvote/reward system and at the start you can only make gatherer quests until who have earned enough quest-giver experience it should be fine. Also player-quests should not be repeatable by the same characters, otherwise it might be abused.
For every problem there is a solution.
I don't think a system like this would be simple from a developer standpoint, but it is possible. Much thought needed, though.
---------------------
<blockquote>Apparently I’ve been advised there is a “task system” similar to this already been floated around by the dev team, so this will be even easier to put into the game due to it already existing, just a few changes to push it to Inns or Taverns. Fingers crossed, notice this thread/idea senpai!
So this seems to be what DeathsProxy said about it:
<img src="https://i.imgur.com/734kStr.jpg" alt="DP1" />
<img src="https://i.imgur.com/ue1yqHu.jpg" alt="DP2" />
<img src="https://i.imgur.com/NAYB1f5.jpg" alt="DP3" />
<img src="https://i.imgur.com/5q7paV2.jpg" alt="DP4" />
This is what I found in the QnA Documents searching for task, quest and board:
https://docs.google.com/document/d/1csRwQtj86tfuAlk8IiyuFZ873IsC9mbhPuluCDlHlQY
<blockquote>[19:00] What can we expect from questing in your game? (Quality v Quantity)
a) So much filler in current MMO quests
b) Decided to take those “out of the equation”
c) Created “tasks”
i. Node based objectives
ii. “Narrative based”
d) Split into some examples like: Events, Tasks, “Epic” quests
e) Nobody wants to read bucket loads of text</blockquote>
https://docs.google.com/document/d/1XPVqmle4aB-05yEAex8rIjYtAlfhbtF8z8z6c-9-KcQ/
Bulletin board
<blockquote>- Nodes within a region may share a board w/ marketplace to direct people to different kiosks/stalls</blockquote>
https://docs.google.com/document/d/171mmJTzOamE4PhloQqiilkFT1ECaP4NyCswTIDs2E0Y/edit
<blockquote>- There will be a user interface which looks like a town center billboard and lists the current items being sold in the stalls and their locations; can’t purchase from that UI, only the location of the stall the item is in.</blockquote>
So this seems to be what DeathsProxy said about it:
<img src="https://i.imgur.com/734kStr.jpg" alt="DP1" />
<img src="https://i.imgur.com/ue1yqHu.jpg" alt="DP2" />
<img src="https://i.imgur.com/NAYB1f5.jpg" alt="DP3" />
<img src="https://i.imgur.com/5q7paV2.jpg" alt="DP4" />
This is what I found in the QnA Documents searching for task, quest and board:
https://docs.google.com/document/d/1csRwQtj86tfuAlk8IiyuFZ873IsC9mbhPuluCDlHlQY
What can we expect from questing in your game? (Quality v Quantity)
a) So much filler in current MMO quests
b) Decided to take those “out of the equation”
c) Created tasks
i. Node based objectives
ii. Narrative based
d) Split into some examples like: Events, Tasks, Epic quests
e) Nobody wants to read bucket loads of text
https://docs.google.com/document/d/1XPVqmle4aB-05yEAex8rIjYtAlfhbtF8z8z6c-9-KcQ/
Bulletin board
- Nodes within a region may share a board w marketplace to direct people to different kiosks/stalls
https://docs.google.com/document/d/171mmJTzOamE4PhloQqiilkFT1ECaP4NyCswTIDs2E0Y/edit
- There will be a user interface which looks like a town center billboard and lists the current items being sold in the stalls and their locations. can’t purchase from that UI, only the location of the stall the item is in.
---
Now.. either the information still is somewhere else, or I don't see how these fit the player quest idea.
It is true of course that roleplayers can just imagine everything, but some tools and actual ingame non-imagined rewards and experience give it a whole different feeling. It's just.. a step further. And I think you could find ways to deal with troll-quests. If there is an upvote and/or reward system and at the start you can only make gatherer quests until you have earned enough quest-giver experience it should be fine. Also player-quests should not be repeatable by the same chars, otherwise it might be abused.
For every problem there is a solution.
I don't think a system like this would be simple from a developer standpoint, but it is possible. Much thought needed, though.
So this seems to be what DeathsProxy said about it:
<img src="https://i.imgur.com/734kStr.jpg" alt="DP1" />
<img src="https://i.imgur.com/ue1yqHu.jpg" alt="DP2" />
<img src="https://i.imgur.com/NAYB1f5.jpg" alt="DP3" />
<img src="https://i.imgur.com/5q7paV2.jpg" alt="DP4" />
This is what I found in the QnA Documents searching for task, quest and board:
https://docs.google.com/document/d/1csRwQtj86tfuAlk8IiyuFZ873IsC9mbhPuluCDlHlQY
What can we expect from questing in your game? (Quality v Quantity)
a) So much filler in current MMO quests
b) Decided to take those “out of the equation”
c) Created tasks
i. Node based objectives
ii. Narrative based
d) Split into some examples like: Events, Tasks, Epic quests
e) Nobody wants to read bucket loads of text
https://docs.google.com/document/d/1XPVqmle4aB-05yEAex8rIjYtAlfhbtF8z8z6c-9-KcQ/
Bulletin board
- Nodes within a region may share a board w marketplace to direct people to different kiosks/stalls
https://docs.google.com/document/d/171mmJTzOamE4PhloQqiilkFT1ECaP4NyCswTIDs2E0Y/edit
- There will be a user interface which looks like a town center billboard and lists the current items being sold in the stalls and their locations. can’t purchase from that UI, only the location of the stall the item is in.
Now.. either the information still is somewhere else, or I don't see how these fit the player quest idea.
It is true of course that roleplayers can just imagine everything, but some tools and actual ingame non-imagined rewards and experience give it a whole different feeling. It's just.. a step further. And I think you could find ways to deal with troll-quests. If there is an upvote and/or reward system and at the start you can only make gatherer quests until you have earned enough quest-giver experience it should be fine. Also player-quests should not be repeatable by the same chars, otherwise it might be abused.
For every problem there is a solution.
I don't think a system like this would be simple from a developer standpoint, but it is possible. Much thought needed, though.
So this seems to be what DeathsProxy said about it
<img src="https://i.imgur.com/734kStr.jpg" alt="DP1" />
<img src="https://i.imgur.com/ue1yqHu.jpg" alt="DP2" />
<img src="https://i.imgur.com/NAYB1f5.jpg" alt="DP3" />
<img src="https://i.imgur.com/5q7paV2.jpg" alt="DP4" />
This is what I found in the QnA Documents searching for task, quest and b.oard:
https://docs.google.com/document/d/1csRwQtj86tfuAlk8IiyuFZ873IsC9mbhPuluCDlHlQY
What can we expect from questing in your game? (Quality v Quantity)
a) So much filler in current MMO quests
b) Decided to take those out of the equation
c) Created tasks
i. Node based objectives
ii. Narrative based
d) Split into some examples like Events, Tasks, Epic quests
e) Nobody wants to read bucket loads of text
https://docs.google.com/document/d/1XPVqmle4aB-05yEAex8rIjYtAlfhbtF8z8z6c-9-KcQ/
Bulletin board
- Nodes within a region may share a board w marketplace to direct people to different kiosks/stalls
https://docs.google.com/document/d/171mmJTzOamE4PhloQqiilkFT1ECaP4NyCswTIDs2E0Y/edit
- There will be a user i.nterface which looks like a town center billboard and lists the current items being sold in the stalls and their locations. can’t purchase from that UI, only the location of the stall the item is in.
Now.. either the information still is somewhere else, or I don't see how these fit the player quest idea.
It is true of course that roleplayers can just imagine everything, but some tools and actual ingame non-imagined rewards and experience give it a whole different feeling. It's just.. a step further. And I think you could find ways to deal with troll-quests. If there is an upvote and/or reward system and at the start you can only make gatherer quests until you have earned enough quest-giver experience it should be fine. Also player-quests should not be repeatable by the same chars, otherwise it might be abused.
For every problem there is a solution.
I don't think a system like this would be simple from a developer standpoint, but it is possible. Much thought needed, though.
So this seems to be what DeathsProxy said about it
<img src="https://i.imgur.com/734kStr.jpg" alt="DP1" />
<img src="https://i.imgur.com/ue1yqHu.jpg" alt="DP2" />
<img src="https://i.imgur.com/NAYB1f5.jpg" alt="DP3" />
<img src="https://i.imgur.com/5q7paV2.jpg" alt="DP4" />
This is what I found in the QnA Documents searching for task, quest and b.oard:
https://docs.google.com/document/d/1csRwQtj86tfuAlk8IiyuFZ873IsC9mbhPuluCDlHlQY
What can we expect from questing in your game? (Quality v Quantity)
a) So much filler in current MMO quests
b) Decided to take those out of the equation
c) Created tasks
i. Node based objectives
ii. Narrative based
d) Split into some examples like Events, Tasks, Epic quests
e) Nobody wants to read bucket loads of text
https://docs.google.com/document/d/1XPVqmle4aB-05yEAex8rIjYtAlfhbtF8z8z6c-9-KcQ
Bulletin board
- Nodes within a region may share a board w marketplace to direct people to different kiosks/stalls
https://docs.google.com/document/d/171mmJTzOamE4PhloQqiilkFT1ECaP4NyCswTIDs2E0Y
- There will be a user i.nterface which looks like a town center billboard and lists the current items being sold in the stalls and their locations. can’t purchase from that UI, only the location of the stall the item is in.
Now.. either the information still is somewhere else, or I don't see how these fit the player quest idea.
It is true of course that roleplayers can just imagine everything, but some tools and actual ingame non-imagined rewards and experience give it a whole different feeling. It's just.. a step further. And I think you could find ways to deal with troll-quests. If there is an upvote and/or reward system and at the start you can only make gatherer quests until you have earned enough quest-giver experience it should be fine. Also player-quests should not be repeatable by the same chars, otherwise it might be abused.
For every problem there is a solution.
I don't think a system like this would be simple from a developer standpoint, but it is possible. Much thought needed, though.
So this seems to be what DeathsProxy said about it
<img src="https://i.imgur.com/734kStr.jpg" alt="DP1" />
<img src="https://i.imgur.com/ue1yqHu.jpg" alt="DP2" />
<img src="https://i.imgur.com/NAYB1f5.jpg" alt="DP3" />
<img src="https://i.imgur.com/5q7paV2.jpg" alt="DP4" />
(editing to find errors)
So this seems to be what DeathsProxy said about it
<img src="https://i.imgur.com/734kStr.jpg" alt="DP1" />
<img src="https://i.imgur.com/ue1yqHu.jpg" alt="DP2" />
<img src="https://i.imgur.com/NAYB1f5.jpg" alt="DP3" />
<img src="https://i.imgur.com/5q7paV2.jpg" alt="DP4" />
(So looking forward to new forum... this one is killing me right now)
https://docs.google.com/document/d/1csRwQtj86tfuAlk8IiyuFZ873IsC9mbhPuluCDlHlQY
What can we expect from questing in your game? Quality v Quantity
<img src="https://i.imgur.com/5LGmfs1.jpg" alt="text" />
@Nurph thanks for posting theses and I agree I can't wait for the new forums!!! I personally can't wait to watch the post eating monster BURN!!! lol
Yeah, but Deathsproxy dose make a good point whats to say someone put up a quest in their tavern and someone dose it and then you come back and someone all ready finished the quest etc...!
Whats to say he follows up on his part of the deal as well!!!
The person collecting those Pelts may be able to sell them elsewhere, they willingly went out and collected the pelts, they got experience from the mobs, and will likely be able to sell them for nearly the same price that would have been requested.
You would think in theory the person requesting the pelts would set a fair price for an in demand item...therefore logical progression would assume the pelts that you can no longer sell to the person who requested it, will likely be sold to someone else.
Also can't wait for the new forums, it's great to get some follow up on my idea (both positive and negative). I just want to say here and now, if this idea is implemented, I am claiming rights to it, and I will be franchising Xan Rest Stops around the world (need to think of a better more catchy name).
Yeah, but Deathsproxy dose make a good point whats to say someone put up a quest in their tavern and someone dose it and then you come back and someone all ready finished the quest etc…!
Whats to say he follows up on his part of the deal as well!!! </blockquote>
This all depends on how you want to implement it (if you want to implement it into your game, that is).
A: You can either go more the DeathProxy's roleplay way and yes, then you might not get your reward and sit on the items. You were to slow and the demand is gone. Happens.
B: You fix it via the system. The system requires the questgiver to set a reward right away so everyone knows what he will get BEFORE taking on the quest. Once the quest is accepted, you WILL get the reward upon finishing it, no backsies! However: The questgiver can set how often that quest may be accepted and he may set an expire time, so if someone takes it and just doesn't do it, the quest fails and someone else can take it again.
j4min: @ashesofcreation Making it so that players can post quests for other players to complete on perhaps a noticeboard on your freehold Inn/Tavern. ROLEPLAYERS DREAM
Twitch Prime ashesofcreation: @j4min oh we are definitely exploring it but not sure it will happen
YAVYAV is LOVE! Said they are looking into it, that's good enough for me. SENPAI NOTICED ME!
Also, quest giver could be rewarded with some rare recipes (if he has a cooking profession) For example beer that increases power stats or smth else or for an assassin/rogue it could be recipes for poisoning.