Seeing as Guild Quests are obviously on the Imm’s to do list. Perhaps we as the playerbase could add a few ideas and thoughts on the subject.
I’ve recently gained a few ranks from running around doing these quests and a few things become obvious.
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Hard quests are too inconsistent.
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The exp is too much or at lower ranks too little.
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The quests often ask a Goodie to Slay a Goodie.
Ok, enough of the problems. How can we spice up this useful and positive concept of Guild Quests.
My ideas;
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Firstly, make it so that all Guild Quests have to be done from Rheydin Guild Guardians (reason for this to come).
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Change the degrees of toughness to as follows
a. Very easy, (250 exp), Slay 1-10 level mob no more than 1 area away from Rheydin.
b. Easy, (500 exp), Slay 10-20 level mob no more than 2 areas away from Rheydin.
c. Medium, (1000 exp), 20-30 level mob no more than 3 areas away from Rheydin.
d. Hard, (2000exp), 30-40 level mob no more than 4 areas away from Rheydin.
e. Very hard (4000exp), 40-50 level mob no more than 5 areas away from Rheydin.
Ok, now add to all of these, another type of quest that does not involve killing (you know the take this to this mob but same area length away from Rheydin etc), and also all the mobs must be neutral.
- Also for the future, perhaps we could expand the quests to offer items as an alternative to exp. So you can say very hard item. And if you complete the quest you will be give a random level 40-50 item. (Would take some work, but as I said, for the future).
Thoughts…
I have also been given quests many times to slay my own guild guardian. Seems like a bit of a problem to me...
Only hard quests asks you to slay anything. And I say keep it that way. Would be hard for followers of Tranquility to do any quests at all otherwise. THey are the ones who need xp from quests. (not that you see a lot of em
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And the imms has already said that the xp at high level is way too high. It is being looked into, I think.
The other things, well, minor things. But sure, it would be better to just choose questsmobs outside town that are non-good....
I was asked to slay the hunter's wife in Winter for an easy quest.
What lvl were you, it isn't really that hard....
Well you could certainly kill her at 27, its getting there thats the problem;)
Actually the hard part about it is if the path is blocked completely. Otherwise it's very doable. Now when you're asked to go to the other MOB on the other end that's 98% of the time guarded completely as a lvl 38, that's a pain in the *** unless you have more than 3 defenses mastered.
How about some ideas and suggestions regarding Guild Quests
I'd say make both the quest and the experience be dependent on level (if they aren't already, I'm not sure, I've only done a couple). The further you have to walk, and the harder the mob is, compared to your level, the more experience. Only mobs that are up to 8 levels higher or lower than you have to be killed.
I do like most of your suggestions though Segoy.
XP is VERY dependent on level. At level 1, it ain't even worth it, att 49, it is faster than an uber powergroup. (nah, but almost)
I think the imms are working on balancing this, and IMO, that is the only thing that really needs to be done about the quests.
Or...if people are getting too much xp or leveling too fast off them, maybe only be allowed to get one every 12-24 hours?
I have no doubts that the Immortals are already looking in to the matter of Guild Quests, they have said so explicitly.
What I am noticing though is that players find it very easy to whine when the changes come out.
The idea of the idea/suggestion forum is that the players can have their say and suggest ways in which the Mud could be improved. Here is a golden opportunity, we know the Staff are already looking at the Guild Quest code, why not take that opportunity to have some player input rather than wait until the changes come through and then whinge (which seems to be the trend).
So, who owns the record for fastest run to 50 after the guild quests were introduced?
I'm curious how fast you can get to 50 purely by doing quests. I want to pinn a blademaster and see what all the fuss is about.
Just like the exta exp given when the mud has fewer players logged in the quest exp reward could be based on or changed by available groupmates. There when you need it but then a worse choice when you could be grouped up and hunting.
I can already imagine a problem. Instead of asking to be told when the hunting party needs a third you come in and kill their third. Now the other two are pissed about their party being f'ed and they log. The instigator gets better xp'd quests out of it ><.
I think the quest XP should stay the same.
Why? Ranking up gives you invaluable training to certain core things. Things that are hard to train. If you want the fast route to 50, then take it, but you'll be weaker when you get there.
I like them a lot and say good job, Imms.
Word, Mudder. I've already noticed it myself.
Wasn't getting to 50 supposed to be a challenge? Its already easy enough as it is with the new ranking areas. If the exp remains the same, might as well give everyone auto-50 command like Halloween and be done with.