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Player Generated questing

ArchivedUserArchivedUser Guest
edited March 2018 in Dev Journal Reactions
I am wondering if 4+ level node markets will include bounty boards e.g. freehold owning character X paying Y for 20 skulls of goblin tribe Z. Keeping goblin tribe Z from encroaching upon that freeholds resources. meant to post this in design.

Comments

  • In principle a nice idea - the question is how to implement - in Star Trek Online there were player generated quests which in principle allowed you to outfit your ship with the best equipment in mere minutes without danger. So This really needs a lot of fine tuning.
  • They did the same thing in neverwinter Online and it turned out to be a mess because you cant trust players.
  • It would be really hard to define some boundaries to create the quest possibility.
    I could imagine a sort of "programming language" for quest : 
    You start with a number of QP (quest point) and you spend them to define the different portion of the quest : 
    duration, type of quest (bring item, assist, escort, create objet), reward (item, xp, faction).
    each word of the quest got a cost
    If its an object exchange, the item rewarded is removed from the inventory of the quest giver until the quest is done with success of failure to garanty the reward.

    you have to choose the max duration for the quest, and the level of the quest.
    if its in the same node, the cost of the quest is less than if it require to go to another node.

    just an idea :-)

  • Ollinwen said:
    It would be really hard to define some boundaries to create the quest possibility.
    I could imagine a sort of "programming language" for quest : 
    You start with a number of QP (quest point) and you spend them to define the different portion of the quest : 
    duration, type of quest (bring item, assist, escort, create objet), reward (item, xp, faction).
    each word of the quest got a cost
    If its an object exchange, the item rewarded is removed from the inventory of the quest giver until the quest is done with success of failure to garanty the reward.

    you have to choose the max duration for the quest, and the level of the quest.
    if its in the same node, the cost of the quest is less than if it require to go to another node.

    just an idea :-)

    This sounds good! 

    Adding to that, quest point gain/cost could be dictated by the leaders of the nodes the quest would be posted in, with those points being gained as a reward for contributing to the node.

    Low cost to post would be attractive to people who need stuff done, higher cost more beneficial to the node etc. 

  • ArchivedUserArchivedUser Guest
    edited May 2018
    Fyziks said:
    I am wondering if 4+ level node markets will include bounty boards e.g. freehold owning character X paying Y for 20 skulls of goblin tribe Z. Keeping goblin tribe Z from encroaching upon that freeholds resources. meant to post this in design.
    Player generated quests would be nice for materials and such.

    What would really be cool also would be for lets say the Lord of the castle to be able to create quests to help further develop the node.  Distribution of city budget to help fund quests/ tasks to help further develop the node/empire. So a nodes progress could further be effected depending on the actions of not just the citizen but the Lord of the node.
  • I'd love to be able to add custom quests to fill crafting material orders. E.g., 10 animal hides for 20 silver
  • Loyheta said:
    I'd love to be able to add custom quests to fill crafting material orders. E.g., 10 animal hides for 20 silver
    That's pretty much a market with extra steps...
  • MADE said:
    Loyheta said:
    I'd love to be able to add custom quests to fill crafting material orders. E.g., 10 animal hides for 20 silver
    That's pretty much a market with extra steps...
    Yeah except it goes from value based off of supply (markets set the value) to the value being based off of demand (competing bids for materials). I prefer the latter because it can show which items are needed more than others and it'll give gatherers/processors/producers something to work on instead of guessing what is the best thing to make. There should be a place for both. GW2 had this (albeit their economy was one of the worst) where people could list the item for their price or they could sell them to bidders at the bidder's prices.

    I still want a market where I can throw up miscellaneous things I've picked up and unique drops. Plus people can dump their items at higher-than-offered prices for slow times in the day where values peak and supply slows down. I've spent a lot of time buying low (during busy hours) and selling high (at slow hours).
  • Player made quests would be good if there was some way to bind the paying party like when the quest is accepted then unless the quest is not completed the materials will be gone from the commisioner.
  • I like this idea, but someone will figure a way to turn it into P2W, as per Steven's explanation on a podcast. 
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