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Guild Quests

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' date=' might as well give everyone auto-50 command like Halloween and be done with.[/quote']

Meh, Chayesh sited rp, which is a good point. Forced interaction in grouping sets aside those that rp activly and those that just like to grind and pk.

In the end though, I agree on the point that a person who takes the "easy route" to 50..for the most part..is quite a bit weaker and ends up having to do much training.

For those of us who play a lot during the "off times" and can rarely find groups half the time in the 40 - 50 range, I think it is a good thing.

hehe, you think I don't know what's it like to play in off-peak:rolleyes: I play from Australia during normal afterwork hours here, so there are times when I'm like the only one (or a few) in the lands. Anyhow, more exp when fewer are on I can agree with, but getting like 6000xp per quest is something which I think is wrong for the reasons I've already stated above.

Basically, guild questing should be for classes that can't solo rank (whether by training or inability to tank worthwhile mobs).

Well happy with the exp for quests, ive had a character hanging about for close to four monthes due to not finding a hunting party. Well done again Imms. Its also helping refresh the quickest routes and generally aiding with my knowledge of lands.

Have to agree with Sirax. AND with Grumpy. It is a good change, but it pays WAY to well at high levels.

I don't mind the quest xp so much as it is. In truth, I would rather rank up off of actual tasks than simply runnign around an area killing things that repop. It makes better RP sense for me. However, I think it would add a great deal to modify it slightly.

Instead of getting the quest from your guild, maybe make the Rheydin trainer give it out. You still have the easy, medium, hard quests - but xp boosts slightly depending on how many people are in yoru group. As does the difficulty level. It would be AWESOME to have the quests be group quests, it would continue to promote the RP interaction between players, and give asense of purpose to the grind to 50.

In addition, perhaps make the slaughter quests dependent on alignment of the person requesting them. Goods have to kill evils, neutrals and evils can kill... whatever. Just a thought. Or limit all the quests to killing evil mobs. Makes it easier to code I would imagine, and it would explain why affluent city folk would want them dead.

Just my 2c

Kudos,

Kinicky

I'm a fan of the new guild quest experience changes.... but there's one thing that's bothered me.

I've got a character that's very close to 50, and I'd get a guild quest that would take me quite a while to complete (either killing a 50+ mob or going somewhere I haven't been in ages), and then on my way back to the guild a clan quest pops up and deletes my guild quest from my quests list... so all that hard work is rendered useless.

If they could be seperate, that would be even better - but my complaint is minor compared to the massive benefits of this change... so I'll shut up.

I'm with Kinicky whole-heartedly. Group quests would be awesome.

They have group quests, they are called Gear, and Avalon. You will get to go there sometime and they are awesome

Also, getting to 50 was the hard part before you got a pinn, after your first or second, you start to realize, the hard part is pk @ 50. That is where the game is most brutal.

BigMac, I never had a problem with that... Might have just been a fluke.

Although, I was never on the second part of a guild quest when a clan quest was assigned, which might be the issue. However, I do know that you can't get a guild quest when you're already on a clan quest.

It's weird.

Yeah, that was rather obvious by trying to get a different quest because the one it sent me on to begin with was more of a pain in the *** to try and attempt than if I were to just get a new one. Guild Quests can't overwrite any quest, though only Clan Quests can forfeit your Guild Quest. I've had that problem before where I finished the first part and waiting to get back into my guild and then my Clan Quests hit so I'm stuck having to go back and do that. It's not really so much weird as thinking it as more of a thing you have to do for your Clan because it holds priority over your Guild since after all you'll eventually be able to join you Cabal and help them out as they're priority over say your Guild getting attacked.