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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.
Player Generated questing
ArchivedUser
Guest
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.
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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 :-)
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.
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 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).