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Would you like to see player crafted quest?

This is something done in a couple other games. mainly you have quests that are made by other players. They can range from simple escorting ones, like we will see, to ones where your making a deep story to save a princes for the dragons lair. For example.

It's not a huge we must have it type of items, just something do you want to see it after the game goes live type item. It would be like the icing on the cake, on top of what is planned IMO.

What do you guys think?

Comments

  • Not sure I would like player-made dungeons; but I would like player quests like escort or fetch/make items.
  • They did this for awhile in Neverwinter. Stopped it when they found that people will just exploit it to make exp/gold grind dungeons. Like @T-Elf said, if they limit it to low profit/single point quests it could work. Anything else and people will try to game the system for profit.
  • I would always make escort quests because I am evil that way lol
  • ArchivedUserArchivedUser Guest
    edited May 2018
    i think when you own an tavern maybe you could get a place where you can share missions like "i Need 2 pices of this meat the one who bring it to me will get 200 Gold" so maybe quest you are just to lazy to do it by ur own
  • Id very much like the idea of player quests!  :) 
    To avoid exploits lets limit it to something like this (just a humble idea):

    The reward of Gold/coins will be funded by the players economy, so if the reward is lets say 100 coins then its 100 coins from that players purse. This will trade the money from A to B players and wont interfere the economy.

    The exp reward however shouldnt be larger then a normal quest and it should increase/decrease depending on difficulty. Could be based on level of monster/region or materials asked for in the quest, maybe something similiar to a series of A,B,C,D + ranked quests.

    Limiting the player quest to being able to accept 7 player quests per week (per account) and create 3 quests per week (per account).
    Will reset with maybe a weekly server timer.

    Here is a painted scenario as an example:

    You own a freehold in the outer rims of a node/region, lets say its a farm and your mill is in need of repairs/reinforcing. You lack the materials to do this (Good quality wood perhaps), instead of taking a long trip to the town everyday with your precious game time you decide to put up a player quest for the materials.

    You place a sign close to the nearest trade route of your farm, the sign will begin a quest once a player accepts it. With the instructions xx kg wood for xx coins, once accepted that player will be given the location of your dropzone, could be at your farm or a chest futher away. The coin will be awarded to the player aswell as exp once the item is dropped. Coins funded by you and exp from the difficulty system mentioned above. 

    When you log back in the next day you might have recieved your goods or the aid needed to repair your farm or whatever else the quest could be (to get rid of the high lvl wolves nearby your farm or whatever).

    Many "mmos to come" (mostly kickstarters/crowfunders) are looking into player quests systems now such as CoE and SC both large mmos. When ppl compare AoC to "player created content genre" games of its time (2019+) this will be one feature it should have to compete. Even though AoC already competes heavily with its Node system its still important to be broad in the genre of player created content I think.

    In both pvp (node war) and pve (player quests)

    Sry for the wall of letters!
  • ArchivedUserArchivedUser Guest
    edited May 2018
    Something to add, I think quests should have a fee taxed for starting it aswell (ontop of the rewards being funded) the tax should be align with quest difficulty. This will ensure that quests will almost always be more expensive then just buying things from a market place in a town, but it will save you sometime if you cant spend it.

    This feature shouldnt compete with traditional trading of markets or sellswords but be as an addition to it.
  • Foxzer said:
    Something to add, I think quests should have a fee taxed for starting it aswell (ontop of the rewards being funded) the tax should be align with quest difficulty. This will ensure that quests will almost always be more expensive then just buying things from a market place in a town, but it will save you sometime if you cant spend it.

    This feature shouldnt compete with traditional trading of markets or sellswords but be as an addition to it.
    Foxzer said:
    Something to add, I think quests should have a fee taxed for starting it aswell (ontop of the rewards being funded) the tax should be align with quest difficulty. This will ensure that quests will almost always be more expensive then just buying things from a market place in a town, but it will save you sometime if you cant spend it.

    This feature shouldnt compete with traditional trading of markets or sellswords but be as an addition to it.
    Work boards would serve this purpose and be more  convenient.   It could be centralized in a town and players can post the items needed.   Others can fill the orders.  The transfers would be automatic.  
  • I like the idea of work boards, and quest givers paying the reward.  I don't see a reason that they should be limited by anything but the quest givers purse.  There should be a place where quest reward is deposited when quest is fulfilled that both players receive their items and money in "mail".  These could be kiosks that people come across as they travel so they would be dispersed around the world, and also in taverns and post offices.
  • ArchivedUserArchivedUser Guest
    edited May 2018
    work boards is another great idea! I hope we get something like that either quest or boards aslong as its players behind it and also if workboards isnt crafter only but would also benefit mercenary related work aswell.

    Sorry for the mass copy, something went crazy with my computer and it showed that my posts became completly blank after edit so I posted a new and the edited text was never shown again until now later when they all loaded at once.

    CylverRayne said
    Work boards would serve this purpose and be more  convenient.   It could be centralized in a town and players can post the items needed.   Others can fill the orders.  The transfers would be automatic.  

  • The player-crafted quests I've seen are 85% horrible.
  • but there is still that 15% :)
  • I wouldn't want to see this in game as i feel many ppl would take advantage and exploit it.
  • I think this is a complex system and hard to balance and tune to prevent exploits. I'd rather they focused on more fundamental and important things during development. Maybe, down the road after launch, they could consider adding a system for players creating quests. But right now, I'd be pissed to join Beta, and see the devs wasting time and money on a quest creating system while the game has a ton of things that need to be improved.

    I think AoC covers a lot with the tasks and with all things players will do just because it levels up the node.
  • Foxzer said:
    but there is still that 15% :)
    That 15% are the exploit quests.
  • I don't ever want to see player made dungeons in an MMO ever again, but that isn't really what this thread is about.

    Player crated quests only really make sense in some situations.

    I could see players offering blanket rewards for others to generate an amount of experience for their node. This could be a good way for a node to get a boost in experience coming in so they are able to out-level a neighboring node.

    I could also see players putting up quests for others to bring them a specific item, or a specific number of a specific item. This could be as simple as "the first player to bring me n iron ore gets (n*0.2) gold", or it could be as complex as "bring me a plate chest piece that has n of x stat, n of y stat, and n of z stat, the first one I get, the player gets 10,000 gold"

    With most marketplaces being restricted to a single node, it is absolutely reasonable to assume that a resource or item that you want won't be available at your node when you want it. While running off to a different node is an obvious option, a busy player may not have the time to do this. If they instead have the coin, I see no reason to not offer other players coin to do such mundane tasks.

    To me, Intrepid adding a system to facilitate this makes sense. It doesn't even need to offer experience (and probably shouldn't). The only reward needed is the coin the player offered up as a reward for others to perform the task.
  • Star Citizen's beacon system works along these lines... there are different types of beacons, such as transport or defense, that a player can create and offer a price for. For any other player, it shows up in the available mission log like any other... they can choose to accept it or not.

    So along those lines, yes player created quests are cool. But I want no part in players being allowed any creative input on narrative or other elements :)

    Also I think there are already more than enough systems to design and build to keep Intrepid's hands full (I think they've over-extended already). This might be near for an expansion years down the road, once players and the devs see wha the game "looks like" after players get their hands on it. 


  • As usual, another great idea that players will exploit and therefore cannot be used. I like player generated quests and there could be ways to design a system that can't be exploited but i'm not sure how thatd work
  • I'm not a fan of users creating quests , but rather a 'contract' system I've seen in another game , which players put out contracts to help them with any standard quests, caravans that is in the game.

    Like contracts to help finish a quest, finish a dungeon, escort Caravans , get you craft items, etc. This Contract system should have a uber style rating system, where both the contractor and contractee  get rated out of 5 stars or something, i would love to see this.
  • I'd like it with some restrictions:

    Gotta have a max level character; gotta petition the devs and get approved; quests can't be repeatable / exploitable such as:  "Go eff that goat";  Good job, here is 1000 gold."; after a total of X runs by the player base the quest is gone OR just let it live for 2 weeks and then expire.
  • What about a job rank system 

    You start off at a low level and can only do small jobs that are worth say 100 gold max then at the next level you may get 500 gold max and so on. This way we know the people who have put in work as a "worker" which should lead to more jobs to be given. This is also a great idea for people playing as mercenaries, as a group of merc with a higher job rank will be trusted but will be more expensive.

    This could also be used as an NPC, and a player is given a quest line. For example, a taven or guild hall may have jobs like monster hunters or carvan guarding. For me, this is how a fantasy world should work and from a roleplay perspective its perfect ^^ 


  • I'd rather not have players make their own quests ingame for exploitability and recycling the old patterns thus actually giving nothing to the game.

    What I would like to see is seasonal community contests where players could design their own quests and have the whole community vote for the best quests to be included in the game. 
  • ArchivedUserArchivedUser Guest
    edited May 2018
    I'd prefer more of a "job board" then actual quests. 

    For example, Grumpy needs crafting reagents, but isn't a gatherer. He posts a job board ad for 1000 pickled goat bladders, offering 1 gold per.

    Sneezy sees this and goes and farms 50,
    Dopey sees it and farms 100.
    Sleepy and his brother Insomniac farm 25 and 500 respectively. 

    They simply return to the board in a tavern and turn these in, and xollcol the gold that Grumpy submitted to place the ad.
  • Being able to put out tasks for other players would be cool. Like put up a note on a billboard offering some money to someone who can farm 100 ore for you.
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