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.
Player created Quests.
Aardvarks
Member, Alpha Two
I would like to see a system that could allow a player character to create a quest that other players could completed of ExP and/or Money. for example a player who is a black smith needs a rare item could place a fetch quest in his nodes board that other players could except and get of him. something of that nature or animal husbandry player could create quest to have someone get a rare animal for him. just a thought
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Comments
I understand your point, though, you are suggesting that players should be able to give quests in general. The system you described sounds similar to EVE Online's contracts system, but unfortunately, I haven't heard of anything like that in Ashes of Creation.
In EVE's contract system, players can request anything from other players, including currency, quest items, multiple items in the same contract, and even hauling cargo from point A to pont B. No other game has anything quite like it, not even close.
As nice as that sounds, I don't think allowing players to reward other players with exp is very wise. As for monetary and item rewards they can just trade the loot for the request item or if the task has been completed.
Exactly.
Player-created quests are a great idea ... after the game is launched.
https://m.youtube.com/watch?v=qKYtr7a28jQ
I think this could add some really fun gameplay, such as being a means of challenging and recruiting guild members, strategically leading enemies into player-made dungeon traps, and serving as a means of protecting valuable node treasures, etc.
Even if it has been exploited in the past, there are ways to solve problems and iterate on a system without scapping the entire idea. Im sure they could find a way to fit an idea like this into the design and balance it around the other systems. Scope creep is a thing obviously, but I would definitely support fun ideas like this as a potential post-launch option.
"ArdvarkBob needs some crafting materials. I will pay 1g each for 200 pine boards, 2g each for 75 leather, 50g each for banded steel blades and 300g for one hammerhead shark skull. PM me when you are ready, I pay on delivery. Thanks! ABob"
Thats a player driven quest, its already in the game.
I seem to recall the answer was a resounding Don't Think So. It's very exploitable and basically, a can of worms.
The stranger's eyes lifted to the blood red cloud on the horizon.
'We have to move. It's not safe here.'
should be a notice board in freeholds and nodes where the owner or mayor can add quests and things.
could even add specific bountiess aswell aka kill x player for x gold
The problem is it could be exploited based on where the gold comes from atleast for mayor side of things if they use tax funds for example they can make easy quests for guildies or something to complete for reward to pull gold out of the taxes.
However they could instead of make it gold reward it could be tax certificates which will get consumed instead of gold when u need to pay gold to a node either via AH fees, crafting or propery tax and what not which get bound to the character and cant be traded. this can also keeps it as a gold sink since ur not adding it back into the economy just recycling it to go back into tax funds (could also make quests take an extra 10% to post as a additional gold sink so 1100g quest would give 1000 gold worth of tax certs)
Freehold quests i think are fine since its effectivly a trade but its advertised Quest hand in 100copper ore at this node for 300g is basicly paying 3g per copper ore (can add a listing fee of 10% aswell) but can do it while offline or drive buisness to your freehold if ur operating a crafter there
It's another time-sink and one that is perpetually created by players rather than ongoing development time.