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You start usually seeing different places around level 14 or so. You get sent to Khorandain a lot, then eventually the Willow Palm in your later 20's. Then at 38 you get the fun ones of being sent to Blood and you begin to understand why people would quit out so often to get rid of the quest. "Ah, welcome character. Here's something that's right down your alley. You have 1 day to get to the sacrificial victim in Blood and return to the archmage in Winter." Yeah, I want to claim bullshit you bastard. I need a month at that level.

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4 hours ago, Tantangel said:

...you begin to understand why people would quit out so often to get rid of the quest. "Ah, welcome character. Here's something that's right down your alley. You have 1 day to get to the sacrificial victim in Blood and return to the archmage in Winter." Yeah, I want to claim bullshit you bastard. I need a month at that level.

Except that's a no-no.

 

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Shitty quest? Log out, its time to piss.

Shitty quest? Log out, its time for a snack.

Shitty quest? Log out, someone is knocking at the door.

Reprimanding someone for playing a game is asinine, those far off quests that cannot be completed solo or at specific levels should be changed OR offer a crapload MORE exp and bonuses for completing. 

However if you shouldnt be able to log in and out to remove a quest then the code should permquest the guildquests onto you and then remove them upon completion or time runs out, remove the ability to be abused and it wont be abused, thats not hard to figure out. 

Im sure a basic log in goes like this lately: 

(who) Just you.

(ca locate x) Not in, (ca locate y) Not in, (ca locate z) Not in.

(ponder) Do I wanna write notes?

(quit)

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I'm sure if there's 5-10 minutes in between, there's not much to say you didn't hit the bathroom or whatever.
It's when you quit and login within 5-10 seconds is (was) the problem.
If there's a rule about it, it generally means that someone(s) was abusing the system to their benefit.

That's not to say there's not a way to do things better. 

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Honestly that rule should be nixed or the ability to gain a separate quest that overrides it could have a timer added so that it's not abused. Can't do the quest? Just type out "override confirm" and be given another. The cooldown could be 24 ticks or 12 depending on the level of difficulty it posed. If someone is logging off and on quickly it makes sense that it's an OOC reason, but in this day and age (especially right now with no one online except a handful of others at best), we shouldn't focus on it as a retention plan. As is the game offers newbie friendly capabilities, but without any other players the game isn't very newbie friendly in general. Why does the Discord Chat have more people online in it at any point in the game than the actual game itself? At this point if an Imm is online by themselves, wouldn't it be better they just play their mort if they have nothing else to do? Yeah they've got tasks, but tasks are pretty moot in a dead game. Which it has been. For nearly a month. It's when someone logs off of one character and instantly another that begs further questioning. Imms are supposed to wait 15 minutes from logging off their Imm to a mortal character, I don't see why that couldn't be loosely followed by other players at the very least. The one time I've done that was to format a application to see if I could do it on a lowbie and delete then apply on my 50 without having to format it again so it fit inside the lines better. Got a message saying not to do it again to see who was online which wasn't the intent. And I also found out that the formatting doesn't translate over either because it just makes it more different than it was prior.

Typically though in those instances it's more likely to be someone trying to multi EQ over or maybe gold or something else entirely. What UC points out in his example of the locating items is a bit sad too. The game is supposed to promote grouping and RP, which can be seen with items that cannot be located so you have to go there to specifically check on them. The one time I had a group to be able to go anywhere recently though, by the time everyone actually showed up I was already done for at least a few hours before I would play again. That's the time when I'm annoyed because there's nothing anyone can do to fix it. Some of the older rules should be nixed out, but not to the point of making the game worse like having multiple log ins because specific people will abuse that and make the game far less attractive for people. It probably should become more interactive though. If you go check out many of the other games like this one, they're not suffering like we are currently. Some have a few hundred people online still, others still in the mid range double digits even. We have a fairly active Coder who has added more life to the game, and Imms to back it up in the process. Yet we're losing far more players than we gain so we have to ask ourselves what are they doing that we aren't and why does it work so well for them, and would it be applicable to apply something similar to try and gain more interest again. The only other time I ever saw a dip like this really was when other Players took the code and made their own version of FL splintering them off from the main game. Maybe the players are hooked more on the chat though than they are actually the game. I couldn't say since I stay away from it entirely.

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2 hours ago, Tantangel said:

Why does the Discord Chat have more people online in it at any point in the game than the actual game itself?

Because we can be on Discord while at work or eating dinner or walking through the mall or grocery store or running errands.  And so on.

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You can play the MUD from any of those places as well if you can stomach the lag that comes along with it at least. I don't see the appeal to a chatroom though since I typically avoid them at all costs. The instant feedback may be more desirable than a PM on the forum, but having a well thought out response to me is more ideal than having to play catch up between other people speaking as well. That's me though. And I have played from my phone in the past. I just don't care to do so unless I absolutely have to.

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9 hours ago, Magick said:

I'm sure if there's 5-10 minutes in between, there's not much to say you didn't hit the bathroom or whatever.
It's when you quit and login within 5-10 seconds is (was) the problem.
If there's a rule about it, it generally means that someone(s) was abusing the system to their benefit.

That's not to say there's not a way to do things better. 

Scenario:

Level 30 hard. Kill the scallywag.

You attack it thinking you got this, things go sideways, now it's hunting you.

Do you log off to stop the chase and risk staff thinking you were trying to reset the quest, or die like I watched the illithid do?

A way to abandon the quests before logging off would help.

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6 hours ago, Fool_Hardy said:

Scenario:

Level 30 hard. Kill the scallywag.

You attack it thinking you got this, things go sideways, now it's hunting you.

Do you log off to stop the chase and risk staff thinking you were trying to reset the quest, or die like I watched the illithid do?

A way to abandon the quests before logging off would help.


Lovely scenario.  Devils Advocate time.
I'll see your scenario and raise you one of my own.
The quests are an alternative way to gain EXP/gold for people who have trouble ranking alone.  It just curtails those also trying to game the system.
You have a quest to take arbitrary item from the werewolf in Volcano to Joe in the Faction of Blood and 2 days to complete it!
"I don't like this one.  Too far, too hard and too long."
Logs out in their guild and logs back in.
You have a quest to take arbitrary item from the potion shopkeeper in Val Miran to the scroll shopkeeper in Val Miran and 2 days to complete it!
Score!

A few things from yours.
First, you'll be wary of hard guild quests from there out.  You'll also do a cost/benefit analysis if you do beat them and see that mediums rock.
Second, if there's any Imms watching, they'll note that you went sideways.
Third, there's a bloody timer.  If you tried you're not going to immediately log off because you can't.  Unless you try for a hard quest again and do it in (or near) your guild hall immediately after getting the quest.

If there's a way to abandon the quest, people are going to eventually come to the conclusion that they'll only do quests that are short distances from start to finish to maximize their gains.  Not just those L30s that can't beat X mob in Waterfall.  But the L50s that are farming CPs as well.

 

Personally, I think the system is fine as is.  If it's not broke, why fix it?
If you can't (tried or not) or won't do the quest, is it really so hard to wait out the timer?
RP it out as to why you're not.  If someone else is on, RP with them, if you can.  There's plenty to do killing time.  Including consumable farming that everyone apparently loves to do.

Anywho, I'm done derailing IUsedToBeSombody's welcome back thread.

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I'm curious why this is even an issue... The game doesn't even 'really' start until 50, 30 for some... But ranking isn't fun. Being a mage and not being able to rank solo isn't fun... luckily we can do guild quests, which anyone can do alone... it's not fun, but it's even worse when the quest is unable to be completed. So now you're a level 13 mage, no one to rank with, can't rank solo and the quest wants to kill you.

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I say let people abandon quests whenever the hell they feel like it.  And if you ask for a Medium, give a medium and thats that.  Don't give a chance for an easy or a medium.  Many games have repeatable quests/missions.  A lot of them are made of these at end game levels.  This is nothing new, its not hard. 

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Thanks @Magick.

No reward without risk is my stance.

Give us the ability to abandon the quest. But...

Every abandoned quest gives a 5% cumulative chance of becoming outcast by the guild. Incompletes quests give .5% cumulative chance of becoming outcast. Completed quests reduce chances of becoming outcast by 1, 2, or 3% respectively.  This would also grant players an avenue of getting themselves outcast via mechanic instead of needing immortal assistance, if the RP they seek lies down that road.

I apologize @Iusedtobesomebody, I will stop derailing now.

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@MagickYou bring up a good point with people abusing it potentially. Honestly I think that the higher your rank the higher the chance you have of being sent to somewhere farther away. I think the biggest issue is that for newer players quests still tell you to head to Carinduin to get something from Fayette and return to the demoted acolyte within 1.0 day.

Any vet knows that Fayette is in Val Miran, but no newbies know this. Then to boot the demoted acolyte is a mob inside the Lich Guild and Zphast is as equally annoying as Tungerz trying to kill him since theyre both about the same level and the fact that you're sent inside of a guild hall (which was supposedly removed in the past so it wouldn't happen again), it happens quite frequently. In an hour I was once sent inside twice and in the last year maybe 20 times. Only 4 of those times was I ever at 50 though.

If anything, between level 1-20 should be quests that send you to different parts of the city you're in and not outside of this. The reason for this is that it will mean newer players will very easily learn the cities layout to help them better. Being sent to Tarandue 30 times doesn't teach anyone anything and it's just repetitive. For someone who's been here a long time if they're sent to Blood or somewhere manageable in Winter they know what they're doing though. A newbie on the other hand would probably figure out where it was and actually attempt to do so resulting in them dying. Possibly repeatedly. The amount of EXP gained is more than welcome, but it does need changed to a degree in which it doesn't just send people to the exact same MOBs every single time. I got tired of it once and just summoned as many of the MOBs I could right next to or near my Guild just because I got tired of seeing it happen repeatedly. I couldn't summon them all, but my point stands still. It needs refreshed at the very least though.

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16 hours ago, Fool_Hardy said:

Thanks @Magick.

No reward without risk is my stance.

Give us the ability to abandon the quest. But...

Every abandoned quest gives a 5% cumulative chance of becoming outcast by the guild. Incompletes quests give .5% cumulative chance of becoming outcast. Completed quests reduce chances of becoming outcast by 1, 2, or 3% respectively.  This would also grant players an avenue of getting themselves outcast via mechanic instead of needing immortal assistance, if the RP they seek lies down that road.

I apologize @Iusedtobesomebody, I will stop derailing now.

Why is there this need to punish the player.  The player WANTS to play.  Do not punish them.  

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